Finding Waldo: Learning about Users from their Interactions.
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.
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
Overview of the interactive task in BioCreative V
Wang, Qinghua; S. Abdul, Shabbir; Almeida, Lara; Ananiadou, Sophia; Balderas-Martínez, Yalbi I.; Batista-Navarro, Riza; Campos, David; Chilton, Lucy; Chou, Hui-Jou; Contreras, Gabriela; Cooper, Laurel; Dai, Hong-Jie; Ferrell, Barbra; Fluck, Juliane; Gama-Castro, Socorro; George, Nancy; Gkoutos, Georgios; Irin, Afroza K.; Jensen, Lars J.; Jimenez, Silvia; Jue, Toni R.; Keseler, Ingrid; Madan, Sumit; Matos, Sérgio; McQuilton, Peter; Milacic, Marija; Mort, Matthew; Natarajan, Jeyakumar; Pafilis, Evangelos; Pereira, Emiliano; Rao, Shruti; Rinaldi, Fabio; Rothfels, Karen; Salgado, David; Silva, Raquel M.; Singh, Onkar; Stefancsik, Raymund; Su, Chu-Hsien; Subramani, Suresh; Tadepally, Hamsa D.; Tsaprouni, Loukia; Vasilevsky, Nicole; Wang, Xiaodong; Chatr-Aryamontri, Andrew; Laulederkind, Stanley J. F.; Matis-Mitchell, Sherri; McEntyre, Johanna; Orchard, Sandra; Pundir, Sangya; Rodriguez-Esteban, Raul; Van Auken, Kimberly; Lu, Zhiyong; Schaeffer, Mary; Wu, Cathy H.; Hirschman, Lynette; Arighi, Cecilia N.
2016-01-01
Fully automated text mining (TM) systems promote efficient literature searching, retrieval, and review but are not sufficient to produce ready-to-consume curated documents. These systems are not meant to replace biocurators, but instead to assist them in one or more literature curation steps. To do so, the user interface is an important aspect that needs to be considered for tool adoption. The BioCreative Interactive task (IAT) is a track designed for exploring user-system interactions, promoting development of useful TM tools, and providing a communication channel between the biocuration and the TM communities. In BioCreative V, the IAT track followed a format similar to previous interactive tracks, where the utility and usability of TM tools, as well as the generation of use cases, have been the focal points. The proposed curation tasks are user-centric and formally evaluated by biocurators. In BioCreative V IAT, seven TM systems and 43 biocurators participated. Two levels of user participation were offered to broaden curator involvement and obtain more feedback on usability aspects. The full level participation involved training on the system, curation of a set of documents with and without TM assistance, tracking of time-on-task, and completion of a user survey. The partial level participation was designed to focus on usability aspects of the interface and not the performance per se. In this case, biocurators navigated the system by performing pre-designed tasks and then were asked whether they were able to achieve the task and the level of difficulty in completing the task. In this manuscript, we describe the development of the interactive task, from planning to execution and discuss major findings for the systems tested. Database URL: http://www.biocreative.org PMID:27589961
Overview of the interactive task in BioCreative V
Wang, Qinghua; Abdul, Shabbir S.; Almeida, Lara; ...
2016-09-01
Fully automated text mining (TM) systems promote efficient literature searching, retrieval, and review but are not sufficient to produce ready-to-consume curated documents. These systems are not meant to replace biocurators, but instead to assist them in one or more literature curation steps. To do so, the user interface is an important aspect that needs to be considered for tool adoption. The BioCreative Interactive task (IAT) is a track designed for exploring user-system interactions, promoting development of useful TM tools, and providing a communication channel between the biocuration and the TM communities. In BioCreative V, the IAT track followed a formatmore » similar to previous interactive tracks, where the utility and usability of TM tools, as well as the generation of use cases, have been the focal points. The proposed curation tasks are user-centric and formally evaluated by biocurators. In BioCreative V IAT, seven TM systems and 43 biocurators participated. Two levels of user participation were offered to broaden curator involvement and obtain more feedback on usability aspects. The full level participation involved training on the system, curation of a set of documents with and without TM assistance, tracking of time-on-task, and completion of a user survey. Here, the partial level participation was designed to focus on usability aspects of the interface and not the performance per se. In this case, biocurators navigated the system by performing pre-designed tasks and then were asked whether they were able to achieve the task and the level of difficulty in completing the task. In this manuscript, we describe the development of the interactive task, from planning to execution and discuss major findings for the systems tested.« less
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.
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
MnemoCity Task: Assessment of Childrens Spatial Memory Using Stereoscopy and Virtual Environments.
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.
Overview of the interactive task in BioCreative V.
Wang, Qinghua; S Abdul, Shabbir; Almeida, Lara; Ananiadou, Sophia; Balderas-Martínez, Yalbi I; Batista-Navarro, Riza; Campos, David; Chilton, Lucy; Chou, Hui-Jou; Contreras, Gabriela; Cooper, Laurel; Dai, Hong-Jie; Ferrell, Barbra; Fluck, Juliane; Gama-Castro, Socorro; George, Nancy; Gkoutos, Georgios; Irin, Afroza K; Jensen, Lars J; Jimenez, Silvia; Jue, Toni R; Keseler, Ingrid; Madan, Sumit; Matos, Sérgio; McQuilton, Peter; Milacic, Marija; Mort, Matthew; Natarajan, Jeyakumar; Pafilis, Evangelos; Pereira, Emiliano; Rao, Shruti; Rinaldi, Fabio; Rothfels, Karen; Salgado, David; Silva, Raquel M; Singh, Onkar; Stefancsik, Raymund; Su, Chu-Hsien; Subramani, Suresh; Tadepally, Hamsa D; Tsaprouni, Loukia; Vasilevsky, Nicole; Wang, Xiaodong; Chatr-Aryamontri, Andrew; Laulederkind, Stanley J F; Matis-Mitchell, Sherri; McEntyre, Johanna; Orchard, Sandra; Pundir, Sangya; Rodriguez-Esteban, Raul; Van Auken, Kimberly; Lu, Zhiyong; Schaeffer, Mary; Wu, Cathy H; Hirschman, Lynette; Arighi, Cecilia N
2016-01-01
Fully automated text mining (TM) systems promote efficient literature searching, retrieval, and review but are not sufficient to produce ready-to-consume curated documents. These systems are not meant to replace biocurators, but instead to assist them in one or more literature curation steps. To do so, the user interface is an important aspect that needs to be considered for tool adoption. The BioCreative Interactive task (IAT) is a track designed for exploring user-system interactions, promoting development of useful TM tools, and providing a communication channel between the biocuration and the TM communities. In BioCreative V, the IAT track followed a format similar to previous interactive tracks, where the utility and usability of TM tools, as well as the generation of use cases, have been the focal points. The proposed curation tasks are user-centric and formally evaluated by biocurators. In BioCreative V IAT, seven TM systems and 43 biocurators participated. Two levels of user participation were offered to broaden curator involvement and obtain more feedback on usability aspects. The full level participation involved training on the system, curation of a set of documents with and without TM assistance, tracking of time-on-task, and completion of a user survey. The partial level participation was designed to focus on usability aspects of the interface and not the performance per se In this case, biocurators navigated the system by performing pre-designed tasks and then were asked whether they were able to achieve the task and the level of difficulty in completing the task. In this manuscript, we describe the development of the interactive task, from planning to execution and discuss major findings for the systems tested.Database URL: http://www.biocreative.org. Published by Oxford University Press 2016. This work is written by US Government employees and is in the public domain in the US.
MnemoCity Task: Assessment of Childrens Spatial Memory Using Stereoscopy and Virtual Environments
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
Mixed Initiative Visual Analytics Using Task-Driven Recommendations
DOE Office of Scientific and Technical Information (OSTI.GOV)
Cook, Kristin A.; Cramer, Nicholas O.; Israel, David
2015-12-07
Visual data analysis is composed of a collection of cognitive actions and tasks to decompose, internalize, and recombine data to produce knowledge and insight. Visual analytic tools provide interactive visual interfaces to data to support tasks involved in discovery and sensemaking, including forming hypotheses, asking questions, and evaluating and organizing evidence. Myriad analytic models can be incorporated into visual analytic systems, at the cost of increasing complexity in the analytic discourse between user and system. Techniques exist to increase the usability of interacting with such analytic models, such as inferring data models from user interactions to steer the underlying modelsmore » of the system via semantic interaction, shielding users from having to do so explicitly. Such approaches are often also referred to as mixed-initiative systems. Researchers studying the sensemaking process have called for development of tools that facilitate analytic sensemaking through a combination of human and automated activities. However, design guidelines do not exist for mixed-initiative visual analytic systems to support iterative sensemaking. In this paper, we present a candidate set of design guidelines and introduce the Active Data Environment (ADE) prototype, a spatial workspace supporting the analytic process via task recommendations invoked by inferences on user interactions within the workspace. ADE recommends data and relationships based on a task model, enabling users to co-reason with the system about their data in a single, spatial workspace. This paper provides an illustrative use case, a technical description of ADE, and a discussion of the strengths and limitations of the approach.« less
Business Performer-Centered Design of User Interfaces
NASA Astrophysics Data System (ADS)
Sousa, Kênia; Vanderdonckt, Jean
Business Performer-Centered Design of User Interfaces is a new design methodology that adopts business process (BP) definition and a business performer perspective for managing the life cycle of user interfaces of enterprise systems. In this methodology, when the organization has a business process culture, the business processes of an organization are firstly defined according to a traditional methodology for this kind of artifact. These business processes are then transformed into a series of task models that represent the interactive parts of the business processes that will ultimately lead to interactive systems. When the organization has its enterprise systems, but not yet its business processes modeled, the user interfaces of the systems help derive tasks models, which are then used to derive the business processes. The double linking between a business process and a task model, and between a task model and a user interface model makes it possible to ensure traceability of the artifacts in multiple paths and enables a more active participation of business performers in analyzing the resulting user interfaces. In this paper, we outline how a human-perspective is used tied to a model-driven perspective.
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…
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.
Intelligent Context-Aware and Adaptive Interface for Mobile LBS
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
ESL Students' Interaction in Second Life: Task-Based Synchronous Computer-Mediated Communication
ERIC Educational Resources Information Center
Jee, Min Jung
2010-01-01
The purpose of the present study was to explore ESL students' interactions in task-based synchronous computer-mediated communication (SCMC) in Second Life, a virtual environment by which users can interact through representational figures. I investigated Low-Intermediate and High-Intermediate ESL students' interaction patterns before, during, and…
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
Comparison of User Performance with Interactive and Static 3d Visualization - Pilot Study
NASA Astrophysics Data System (ADS)
Herman, L.; Stachoň, Z.
2016-06-01
Interactive 3D visualizations of spatial data are currently available and popular through various applications such as Google Earth, ArcScene, etc. Several scientific studies have focused on user performance with 3D visualization, but static perspective views are used as stimuli in most of the studies. The main objective of this paper is to try to identify potential differences in user performance with static perspective views and interactive visualizations. This research is an exploratory study. An experiment was designed as a between-subject study and a customized testing tool based on open web technologies was used for the experiment. The testing set consists of an initial questionnaire, a training task and four experimental tasks. Selection of the highest point and determination of visibility from the top of a mountain were used as the experimental tasks. Speed and accuracy of each task performance of participants were recorded. The movement and actions in the virtual environment were also recorded within the interactive variant. The results show that participants deal with the tasks faster when using static visualization. The average error rate was also higher in the static variant. The findings from this pilot study will be used for further testing, especially for formulating of hypotheses and designing of subsequent experiments.
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
Pointing Device Performance in Steering Tasks.
Senanayake, Ransalu; Goonetilleke, Ravindra S
2016-06-01
Use of touch-screen-based interactions is growing rapidly. Hence, knowing the maneuvering efficacy of touch screens relative to other pointing devices is of great importance in the context of graphical user interfaces. Movement time, accuracy, and user preferences of four pointing device settings were evaluated on a computer with 14 participants aged 20.1 ± 3.13 years. It was found that, depending on the difficulty of the task, the optimal settings differ for ballistic and visual control tasks. With a touch screen, resting the arm increased movement time for steering tasks. When both performance and comfort are considered, whether to use a mouse or a touch screen for person-computer interaction depends on the steering difficulty. Hence, a input device should be chosen based on the application, and should be optimized to match the graphical user interface. © The Author(s) 2016.
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…
The MAGIC Touch: Combining MAGIC-Pointing with a Touch-Sensitive Mouse
NASA Astrophysics Data System (ADS)
Drewes, Heiko; Schmidt, Albrecht
In this paper, we show how to use the combination of eye-gaze and a touch-sensitive mouse to ease pointing tasks in graphical user interfaces. A touch of the mouse positions the mouse pointer at the current gaze position of the user. Thus, the pointer is always at the position where the user expects it on the screen. This approach changes the user experience in tasks that include frequent switching between keyboard and mouse input (e.g. working with spreadsheets). In a user study, we compared the touch-sensitive mouse with a traditional mouse and observed speed improvements for pointing tasks on complex backgrounds. For pointing task on plain backgrounds, performances with both devices were similar, but users perceived the gaze-sensitive interaction of the touch-sensitive mouse as being faster and more convenient. Our results show that using a touch-sensitive mouse that positions the pointer on the user’s gaze position reduces the need for mouse movements in pointing tasks enormously.
A Hypermedia Representation of a Taxonomy of Usability Characteristics in Virtual Environments
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
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.
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
Multisensory emotion perception in congenitally, early, and late deaf CI users
Nava, Elena; Villwock, Agnes K.; Büchner, Andreas; Lenarz, Thomas; Röder, Brigitte
2017-01-01
Emotions are commonly recognized by combining auditory and visual signals (i.e., vocal and facial expressions). Yet it is unknown whether the ability to link emotional signals across modalities depends on early experience with audio-visual stimuli. In the present study, we investigated the role of auditory experience at different stages of development for auditory, visual, and multisensory emotion recognition abilities in three groups of adolescent and adult cochlear implant (CI) users. CI users had a different deafness onset and were compared to three groups of age- and gender-matched hearing control participants. We hypothesized that congenitally deaf (CD) but not early deaf (ED) and late deaf (LD) CI users would show reduced multisensory interactions and a higher visual dominance in emotion perception than their hearing controls. The CD (n = 7), ED (deafness onset: <3 years of age; n = 7), and LD (deafness onset: >3 years; n = 13) CI users and the control participants performed an emotion recognition task with auditory, visual, and audio-visual emotionally congruent and incongruent nonsense speech stimuli. In different blocks, participants judged either the vocal (Voice task) or the facial expressions (Face task). In the Voice task, all three CI groups performed overall less efficiently than their respective controls and experienced higher interference from incongruent facial information. Furthermore, the ED CI users benefitted more than their controls from congruent faces and the CD CI users showed an analogous trend. In the Face task, recognition efficiency of the CI users and controls did not differ. Our results suggest that CI users acquire multisensory interactions to some degree, even after congenital deafness. When judging affective prosody they appear impaired and more strongly biased by concurrent facial information than typically hearing individuals. We speculate that limitations inherent to the CI contribute to these group differences. PMID:29023525
Multisensory emotion perception in congenitally, early, and late deaf CI users.
Fengler, Ineke; Nava, Elena; Villwock, Agnes K; Büchner, Andreas; Lenarz, Thomas; Röder, Brigitte
2017-01-01
Emotions are commonly recognized by combining auditory and visual signals (i.e., vocal and facial expressions). Yet it is unknown whether the ability to link emotional signals across modalities depends on early experience with audio-visual stimuli. In the present study, we investigated the role of auditory experience at different stages of development for auditory, visual, and multisensory emotion recognition abilities in three groups of adolescent and adult cochlear implant (CI) users. CI users had a different deafness onset and were compared to three groups of age- and gender-matched hearing control participants. We hypothesized that congenitally deaf (CD) but not early deaf (ED) and late deaf (LD) CI users would show reduced multisensory interactions and a higher visual dominance in emotion perception than their hearing controls. The CD (n = 7), ED (deafness onset: <3 years of age; n = 7), and LD (deafness onset: >3 years; n = 13) CI users and the control participants performed an emotion recognition task with auditory, visual, and audio-visual emotionally congruent and incongruent nonsense speech stimuli. In different blocks, participants judged either the vocal (Voice task) or the facial expressions (Face task). In the Voice task, all three CI groups performed overall less efficiently than their respective controls and experienced higher interference from incongruent facial information. Furthermore, the ED CI users benefitted more than their controls from congruent faces and the CD CI users showed an analogous trend. In the Face task, recognition efficiency of the CI users and controls did not differ. Our results suggest that CI users acquire multisensory interactions to some degree, even after congenital deafness. When judging affective prosody they appear impaired and more strongly biased by concurrent facial information than typically hearing individuals. We speculate that limitations inherent to the CI contribute to these group differences.
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.
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.
Usability Evaluation of Clinical Guidelines on the Web Using Eye-Tracker.
Khodambashi, Soudabeh; Gilstad, Heidi; Nytrø, Øystein
2016-01-01
Publishing clinical guidelines (GLs) on the web increases their accessibility. However, evaluating their usability and understanding how users interact with the websites has been neglected. In this study we used Tobii eye-tracker to analyse users' interaction with five commercial and public GL sites popular in Norway (four in Norwegian and one English of US origin (UpToDate)). We measured number of clicks and usage rate for search functions, task completion time, users' objective and perception of task success rate. We also measured learning effect for inexperienced users. We found a direct correlation between participant's satisfaction regarding website usability and the time spent, number of mouse clicks and use of search function to obtain the desired results. Our study showed that users' perceived success rate was not reliable and GL publishers should evaluate their website regarding presentation format, layout, navigation bar and search function.
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…
Weyand, Sabine; Takehara-Nishiuchi, Kaori; Chau, Tom
2015-10-30
Near-infrared spectroscopy (NIRS) brain-computer interfaces (BCIs) enable users to interact with their environment using only cognitive activities. This paper presents the results of a comparison of four methodological frameworks used to select a pair of tasks to control a binary NIRS-BCI; specifically, three novel personalized task paradigms and the state-of-the-art prescribed task framework were explored. Three types of personalized task selection approaches were compared, including: user-selected mental tasks using weighted slope scores (WS-scores), user-selected mental tasks using pair-wise accuracy rankings (PWAR), and researcher-selected mental tasks using PWAR. These paradigms, along with the state-of-the-art prescribed mental task framework, where mental tasks are selected based on the most commonly used tasks in literature, were tested by ten able-bodied participants who took part in five NIRS-BCI sessions. The frameworks were compared in terms of their accuracy, perceived ease-of-use, computational time, user preference, and length of training. Most notably, researcher-selected personalized tasks resulted in significantly higher accuracies, while user-selected personalized tasks resulted in significantly higher perceived ease-of-use. It was also concluded that PWAR minimized the amount of data that needed to be collected; while, WS-scores maximized user satisfaction and minimized computational time. In comparison to the state-of-the-art prescribed mental tasks, our findings show that overall, personalized tasks appear to be superior to prescribed tasks with respect to accuracy and perceived ease-of-use. The deployment of personalized rather than prescribed mental tasks ought to be considered and further investigated in future NIRS-BCI studies. Copyright © 2015 Elsevier B.V. All rights reserved.
Gaze and Feet as Additional Input Modalities for Interacting with Geospatial Interfaces
NASA Astrophysics Data System (ADS)
Çöltekin, A.; Hempel, J.; Brychtova, A.; Giannopoulos, I.; Stellmach, S.; Dachselt, R.
2016-06-01
Geographic Information Systems (GIS) are complex software environments and we often work with multiple tasks and multiple displays when we work with GIS. However, user input is still limited to mouse and keyboard in most workplace settings. In this project, we demonstrate how the use of gaze and feet as additional input modalities can overcome time-consuming and annoying mode switches between frequently performed tasks. In an iterative design process, we developed gaze- and foot-based methods for zooming and panning of map visualizations. We first collected appropriate gestures in a preliminary user study with a small group of experts, and designed two interaction concepts based on their input. After the implementation, we evaluated the two concepts comparatively in another user study to identify strengths and shortcomings in both. We found that continuous foot input combined with implicit gaze input is promising for supportive tasks.
User productivity as a function of AutoCAD interface design.
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.
Comparison of gesture and conventional interaction techniques for interventional neuroradiology.
Hettig, Julian; Saalfeld, Patrick; Luz, Maria; Becker, Mathias; Skalej, Martin; Hansen, Christian
2017-09-01
Interaction with radiological image data and volume renderings within a sterile environment is a challenging task. Clinically established methods such as joystick control and task delegation can be time-consuming and error-prone and interrupt the workflow. New touchless input modalities may have the potential to overcome these limitations, but their value compared to established methods is unclear. We present a comparative evaluation to analyze the value of two gesture input modalities (Myo Gesture Control Armband and Leap Motion Controller) versus two clinically established methods (task delegation and joystick control). A user study was conducted with ten experienced radiologists by simulating a diagnostic neuroradiological vascular treatment with two frequently used interaction tasks in an experimental operating room. The input modalities were assessed using task completion time, perceived task difficulty, and subjective workload. Overall, the clinically established method of task delegation performed best under the study conditions. In general, gesture control failed to exceed the clinical input approach. However, the Myo Gesture Control Armband showed a potential for simple image selection task. Novel input modalities have the potential to take over single tasks more efficiently than clinically established methods. The results of our user study show the relevance of task characteristics such as task complexity on performance with specific input modalities. Accordingly, future work should consider task characteristics to provide a useful gesture interface for a specific use case instead of an all-in-one solution.
Perception of Graphical Virtual Environments by Blind Users via Sensory Substitution.
Maidenbaum, Shachar; Buchs, Galit; Abboud, Sami; Lavi-Rotbain, Ori; Amedi, Amir
2016-01-01
Graphical virtual environments are currently far from accessible to blind users as their content is mostly visual. This is especially unfortunate as these environments hold great potential for this population for purposes such as safe orientation, education, and entertainment. Previous tools have increased accessibility but there is still a long way to go. Visual-to-audio Sensory-Substitution-Devices (SSDs) can increase accessibility generically by sonifying on-screen content regardless of the specific environment and offer increased accessibility without the use of expensive dedicated peripherals like electrode/vibrator arrays. Using SSDs virtually utilizes similar skills as when using them in the real world, enabling both training on the device and training on environments virtually before real-world visits. This could enable more complex, standardized and autonomous SSD training and new insights into multisensory interaction and the visually-deprived brain. However, whether congenitally blind users, who have never experienced virtual environments, will be able to use this information for successful perception and interaction within them is currently unclear.We tested this using the EyeMusic SSD, which conveys whole-scene visual information, to perform virtual tasks otherwise impossible without vision. Congenitally blind users had to navigate virtual environments and find doors, differentiate between them based on their features (Experiment1:task1) and surroundings (Experiment1:task2) and walk through them; these tasks were accomplished with a 95% and 97% success rate, respectively. We further explored the reactions of congenitally blind users during their first interaction with a more complex virtual environment than in the previous tasks-walking down a virtual street, recognizing different features of houses and trees, navigating to cross-walks, etc. Users reacted enthusiastically and reported feeling immersed within the environment. They highlighted the potential usefulness of such environments for understanding what visual scenes are supposed to look like and their potential for complex training and suggested many future environments they wished to experience.
Semantic Interaction for Sensemaking: Inferring Analytical Reasoning for Model Steering.
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.
Supervisory Control of a Humanoid Robot in Microgravity for Manipulation Tasks
NASA Technical Reports Server (NTRS)
Farrell, Logan C.; Strawser, Phil; Hambuchen, Kimberly; Baker, Will; Badger, Julia
2017-01-01
Teleoperation is the dominant form of dexterous robotic tasks in the field. However, there are many use cases in which direct teleoperation is not feasible such as disaster areas with poor communication as posed in the DARPA Robotics Challenge, or robot operations on spacecraft a large distance from Earth with long communication delays. Presented is a solution that combines the Affordance Template Framework for object interaction with TaskForce for supervisory control in order to accomplish high level task objectives with basic autonomous behavior from the robot. TaskForce, is a new commanding infrastructure that allows for optimal development of task execution, clear feedback to the user to aid in off-nominal situations, and the capability to add autonomous verification and corrective actions. This framework has allowed the robot to take corrective actions before requesting assistance from the user. This framework is demonstrated with Robonaut 2 removing a Cargo Transfer Bag from a simulated logistics resupply vehicle for spaceflight using a single operator command. This was executed with 80% success with no human involvement, and 95% success with limited human interaction. This technology sets the stage to do any number of high level tasks using a similar framework, allowing the robot to accomplish tasks with minimal to no human interaction.
Altered attentional control strategies but spared executive functioning in chronic cannabis users.
Nusbaum, Amy T; Whitney, Paul; Cuttler, Carrie; Spradlin, Alexander; Hinson, John M; McLaughlin, Ryan J
2017-12-01
Cannabis use has increased rapidly in recent decades. The increase in cannabis use makes it important to understand the potential influence of chronic use on attentional control and other executive functions (EFs). Because cannabis is often used to reduce stress, and because stress can constrain attentional control and EFs, the primary goal of this study was to determine the joint effect of acute stress and chronic cannabis use on specific EFs. Thirty-nine cannabis users and 40 non-users were assigned to either a stress or no stress version of the Maastricht Acute Stress Test. Participants then completed two cognitive tasks that involve EFs: (1) task switching, and (2) a novel Flexible Attentional Control Task. These two tasks provided assessments of vigilant attention, inhibitory control, top-down attentional control, and cognitive flexibility. Salivary cortisol was assessed throughout the study. Reaction time indices showed an interaction between stress and cannabis use on top-down attentional control (p=0.036, n p 2 =0.059). Follow-up tests showed that cannabis users relied less on top-down attentional control than did non-users in the no stress version. Despite not relying on top-down control, the cannabis users showed no overall performance deficits on the tasks. Chronic cannabis users performed cognitive tasks involving EFs as well as non-users while not employing cognitive control processes that are typical for such tasks. These results indicate alterations in cognitive processing in cannabis users, but such alterations do not necessarily lead to global performance deficits. Copyright © 2017 Elsevier B.V. All rights reserved.
After-effects of human-computer interaction indicated by P300 of the event-related brain potential.
Trimmel, M; Huber, R
1998-05-01
After-effects of human-computer interaction (HCI) were investigated by using the P300 component of the event-related brain potential (ERP). Forty-nine subjects (naive non-users, beginners, experienced users, programmers) completed three paper/pencil tasks (text editing, solving intelligence test items, filling out a questionnaire on sensation seeking) and three HCI tasks (text editing, executing a tutor program or programming, playing Tetris). The sequence of 7-min tasks was randomized between subjects and balanced between groups. After each experimental condition ERPs were recorded during an acoustic discrimination task at F3, F4, Cz, P3 and P4. Data indicate that: (1) mental after-effects of HCI can be detected by P300 of the ERP; (2) HCI showed in general a reduced amplitude; (3) P300 amplitude varied also with type of task, mainly at F4 where it was smaller after cognitive tasks (intelligence test/programming) and larger after emotion-based tasks (sensation seeking/Tetris); (4) cognitive tasks showed shorter latencies; (5) latencies were widely location-independent (within the range of 356-358 ms at F3, F4, P3 and P4) after executing the tutor program or programming; and (6) all observed after-effects were independent of the user's experience in operating computers and may therefore reflect short-term after-effects only and no structural changes of information processing caused by HCI.
Is talking to an automated teller machine natural and fun?
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.
Updating of working memory in ecstasy polydrug users: Findings from fNIRS.
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.
Interaction techniques for radiology workstations: impact on users' productivity
NASA Astrophysics Data System (ADS)
Moise, Adrian; Atkins, M. Stella
2004-04-01
As radiologists progress from reading images presented on film to modern computer systems with images presented on high-resolution displays, many new problems arise. Although the digital medium has many advantages, the radiologist"s job becomes cluttered with many new tasks related to image manipulation. This paper presents our solution for supporting radiologists" interpretation of digital images by automating image presentation during sequential interpretation steps. Our method supports scenario based interpretation, which group data temporally, according to the mental paradigm of the physician. We extended current hanging protocols with support for "stages". A stage reflects the presentation of digital information required to complete a single step within a complex task. We demonstrated the benefits of staging in a user study with 20 lay subjects involved in a visual conjunctive search for targets, similar to a radiology task of identifying anatomical abnormalities. We designed a task and a set of stimuli which allowed us to simulate the interpretation workflow from a typical radiology scenario - reading a chest computed radiography exam when a prior study is also available. The simulation was possible by abstracting the radiologist"s task and the basic workstation navigation functionality. We introduced "Stages," an interaction technique attuned to the radiologist"s interpretation task. Compared to the traditional user interface, Stages generated a 14% reduction in the average interpretation.
BioCreative III interactive task: an overview
2011-01-01
Background The BioCreative challenge evaluation is a community-wide effort for evaluating text mining and information extraction systems applied to the biological domain. The biocurator community, as an active user of biomedical literature, provides a diverse and engaged end user group for text mining tools. Earlier BioCreative challenges involved many text mining teams in developing basic capabilities relevant to biological curation, but they did not address the issues of system usage, insertion into the workflow and adoption by curators. Thus in BioCreative III (BC-III), the InterActive Task (IAT) was introduced to address the utility and usability of text mining tools for real-life biocuration tasks. To support the aims of the IAT in BC-III, involvement of both developers and end users was solicited, and the development of a user interface to address the tasks interactively was requested. Results A User Advisory Group (UAG) actively participated in the IAT design and assessment. The task focused on gene normalization (identifying gene mentions in the article and linking these genes to standard database identifiers), gene ranking based on the overall importance of each gene mentioned in the article, and gene-oriented document retrieval (identifying full text papers relevant to a selected gene). Six systems participated and all processed and displayed the same set of articles. The articles were selected based on content known to be problematic for curation, such as ambiguity of gene names, coverage of multiple genes and species, or introduction of a new gene name. Members of the UAG curated three articles for training and assessment purposes, and each member was assigned a system to review. A questionnaire related to the interface usability and task performance (as measured by precision and recall) was answered after systems were used to curate articles. Although the limited number of articles analyzed and users involved in the IAT experiment precluded rigorous quantitative analysis of the results, a qualitative analysis provided valuable insight into some of the problems encountered by users when using the systems. The overall assessment indicates that the system usability features appealed to most users, but the system performance was suboptimal (mainly due to low accuracy in gene normalization). Some of the issues included failure of species identification and gene name ambiguity in the gene normalization task leading to an extensive list of gene identifiers to review, which, in some cases, did not contain the relevant genes. The document retrieval suffered from the same shortfalls. The UAG favored achieving high performance (measured by precision and recall), but strongly recommended the addition of features that facilitate the identification of correct gene and its identifier, such as contextual information to assist in disambiguation. Discussion The IAT was an informative exercise that advanced the dialog between curators and developers and increased the appreciation of challenges faced by each group. A major conclusion was that the intended users should be actively involved in every phase of software development, and this will be strongly encouraged in future tasks. The IAT Task provides the first steps toward the definition of metrics and functional requirements that are necessary for designing a formal evaluation of interactive curation systems in the BioCreative IV challenge. PMID:22151968
NASA Technical Reports Server (NTRS)
Wakim, Nagi T.; Srivastava, Sadanand; Bousaidi, Mehdi; Goh, Gin-Hua
1995-01-01
Agent-based technologies answer to several challenges posed by additional information processing requirements in today's computing environments. In particular, (1) users desire interaction with computing devices in a mode which is similar to that used between people, (2) the efficiency and successful completion of information processing tasks often require a high-level of expertise in complex and multiple domains, (3) information processing tasks often require handling of large volumes of data and, therefore, continuous and endless processing activities. The concept of an agent is an attempt to address these new challenges by introducing information processing environments in which (1) users can communicate with a system in a natural way, (2) an agent is a specialist and a self-learner and, therefore, it qualifies to be trusted to perform tasks independent of the human user, and (3) an agent is an entity that is continuously active performing tasks that are either delegated to it or self-imposed. The work described in this paper focuses on the development of an interface agent for users of a complex information processing environment (IPE). This activity is part of an on-going effort to build a model for developing agent-based information systems. Such systems will be highly applicable to environments which require a high degree of automation, such as, flight control operations and/or processing of large volumes of data in complex domains, such as the EOSDIS environment and other multidisciplinary, scientific data systems. The concept of an agent as an information processing entity is fully described with emphasis on characteristics of special interest to the User-System Interface Agent (USIA). Issues such as agent 'existence' and 'qualification' are discussed in this paper. Based on a definition of an agent and its main characteristics, we propose an architecture for the development of interface agents for users of an IPE that is agent-oriented and whose resources are likely to be distributed and heterogeneous in nature. The architecture of USIA is outlined in two main components: (1) the user interface which is concerned with issues as user dialog and interaction, user modeling, and adaptation to user profile, and (2) the system interface part which deals with identification of IPE capabilities, task understanding and feasibility assessment, and task delegation and coordination of assistant agents.
Technology Adoption: an Interaction Perspective
NASA Astrophysics Data System (ADS)
Sitorus, Hotna M.; Govindaraju, Rajesri; Wiratmadja, I. I.; Sudirman, Iman
2016-02-01
The success of a new technology depends on how well it is accepted by its intended users. Many technologies face the problem of low adoption rate, despite the benefits. An understanding of what makes people accept or reject a new technology can help speed up the adoption rate. This paper presents a framework for technology adoption based on an interactive perspective, resulting from a literature study on technology adoption. In studying technology adoption, it is necessary to consider the interactions among elements involved in the system, for these interactions may generate new characteristics or new relationships. The interactions among elements in a system adoption have not received sufficient consideration in previous studies of technology adoption. Based on the proposed interaction perspective, technology adoption is elaborated by examining interactions among the individual (i.e. the user or prospective user), the technology, the task and the environment. The framework is formulated by adopting several theories, including Perceived Characteristics of Innovating, Diffusion of Innovation Theory, Technology Acceptance Model, Task-Technology Fit and usability theory. The proposed framework is illustrated in the context of mobile banking adoption. It is aimed to offer a better understanding of determinants of technology adoption in various contexts, including technology in manufacturing systems.
Mirel, Barbara; Eichinger, Felix; Keller, Benjamin J; Kretzler, Matthias
2011-03-21
Bioinformatics visualization tools are often not robust enough to support biomedical specialists’ complex exploratory analyses. Tools need to accommodate the workflows that scientists actually perform for specific translational research questions. To understand and model one of these workflows, we conducted a case-based, cognitive task analysis of a biomedical specialist’s exploratory workflow for the question: What functional interactions among gene products of high throughput expression data suggest previously unknown mechanisms of a disease? From our cognitive task analysis four complementary representations of the targeted workflow were developed. They include: usage scenarios, flow diagrams, a cognitive task taxonomy, and a mapping between cognitive tasks and user-centered visualization requirements. The representations capture the flows of cognitive tasks that led a biomedical specialist to inferences critical to hypothesizing. We created representations at levels of detail that could strategically guide visualization development, and we confirmed this by making a trial prototype based on user requirements for a small portion of the workflow. Our results imply that visualizations should make available to scientific users “bundles of features†consonant with the compositional cognitive tasks purposefully enacted at specific points in the workflow. We also highlight certain aspects of visualizations that: (a) need more built-in flexibility; (b) are critical for negotiating meaning; and (c) are necessary for essential metacognitive support.
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
Jitngernmadan, Prajaks; Miesenberger, Klaus
2015-01-01
For an interactive application, supporting and guiding the user in fulfilling tasks is most important. The behavior of the application that will guide users through the procedures until they finish the task has to be designed intuitively and well guiding, especially if the users has only restricted or no access to the visual and spatial arrangement on the screen. Therefore, the focus/cursor management plays an important role for orientation and navigating through the interaction. In the frame of ongoing research on a software tool supporting blind people in more efficiently doing mathematical calculations, we researched how Java technologies support implementing an accessible Graphical User Interface (GUI) with an additional focus on usable accessibility in terms of guiding blind users through the process of solving mathematical calculations. We used Java Swing [1] and Eclipse SWT [2] APIs for creating a series of prototypes. We tested a) accessibility and usability of the prototypes for blind people when using screen reader software and refreshable Braille display and b) the implementation support to developers provided by both technologies. It turned out that Eclipse SWT API delivered best results under Windows operating system.
MUNDUS project: MUltimodal neuroprosthesis for daily upper limb support.
Pedrocchi, Alessandra; Ferrante, Simona; Ambrosini, Emilia; Gandolla, Marta; Casellato, Claudia; Schauer, Thomas; Klauer, Christian; Pascual, Javier; Vidaurre, Carmen; Gföhler, Margit; Reichenfelser, Werner; Karner, Jakob; Micera, Silvestro; Crema, Andrea; Molteni, Franco; Rossini, Mauro; Palumbo, Giovanna; Guanziroli, Eleonora; Jedlitschka, Andreas; Hack, Marco; Bulgheroni, Maria; d'Amico, Enrico; Schenk, Peter; Zwicker, Sven; Duschau-Wicke, Alexander; Miseikis, Justinas; Graber, Lina; Ferrigno, Giancarlo
2013-07-03
MUNDUS is an assistive framework for recovering direct interaction capability of severely motor impaired people based on arm reaching and hand functions. It aims at achieving personalization, modularity and maximization of the user's direct involvement in assistive systems. To this, MUNDUS exploits any residual control of the end-user and can be adapted to the level of severity or to the progression of the disease allowing the user to voluntarily interact with the environment. MUNDUS target pathologies are high-level spinal cord injury (SCI) and neurodegenerative and genetic neuromuscular diseases, such as amyotrophic lateral sclerosis, Friedreich ataxia, and multiple sclerosis (MS). The system can be alternatively driven by residual voluntary muscular activation, head/eye motion, and brain signals. MUNDUS modularly combines an antigravity lightweight and non-cumbersome exoskeleton, closed-loop controlled Neuromuscular Electrical Stimulation for arm and hand motion, and potentially a motorized hand orthosis, for grasping interactive objects. The definition of the requirements and of the interaction tasks were designed by a focus group with experts and a questionnaire with 36 potential end-users. The functionality of all modules has been successfully demonstrated. User's intention was detected with a 100% success. Averaging all subjects and tasks, the minimum evaluation score obtained was 1.13 ± 0.99 for the release of the handle during the drinking task, whilst all the other sub-actions achieved a mean value above 1.6. All users, but one, subjectively perceived the usefulness of the assistance and could easily control the system. Donning time ranged from 6 to 65 minutes, scaled on the configuration complexity. The MUNDUS platform provides functional assistance to daily life activities; the modules integration depends on the user's need, the functionality of the system have been demonstrated for all the possible configurations, and preliminary assessment of usability and acceptance is promising.
ERIC Educational Resources Information Center
Washington Office of the State Superintendent of Public Instruction, Olympia. Div. of Vocational-Technical and Adult Education Services.
This guide for implementing performance-based curriculum is intended to teach students decision-making driving. Heavy emphasis is put on the tasks and concepts involving traffic flow tasks (interacting with other highway users) and the functions and factors that affect that interaction. It is a "90-hour" guide, that is, the average student needs…
Human factors approach to evaluate the user interface of physiologic monitoring.
Fidler, Richard; Bond, Raymond; Finlay, Dewar; Guldenring, Daniel; Gallagher, Anthony; Pelter, Michele; Drew, Barbara; Hu, Xiao
2015-01-01
As technology infiltrates more of our personal and professional lives, user expectations for intuitive design have driven many consumer products, while medical equipment continues to have high training requirements. Not much is known about the usability and user experience associated with hospital monitoring equipment. This pilot project aimed to better understand and describe the user interface interaction and user experience with physiologic monitoring technology. This was a prospective, descriptive, mixed-methods quality improvement project to analyze perceptions and task analyses of physiologic monitors. Following a survey of practice patterns and perceived abilities to accomplish key tasks, 10 voluntary experienced physician and nurse subjects were asked to perform a series of tasks in 7 domains of monitor operations on GE Monitoring equipment in a single institution. For each task analysis, data were collected on time to complete the task, the number of button pushes or clicks required to accomplish the task, economy of motion, and observed errors. Although 60% of the participants reported incorporating monitoring data into patient care, 80% of participants preferred to receive monitoring data at the point of care (bedside). Average perceived central station usability is 5.3 out of 10 (ten is easiest). High variability exists in monitoring station interaction performance among those participating in this project. Alarms were almost universally silenced without cognitive recognition of the alarm state. Education related to monitoring operations appeared largely absent in this sample. Most users perceived the interface to not be intuitive, complaining of multiple layers and steps for data retrieval. These clinicians report real-time monitoring helpful for abrupt changes in condition like arrhythmias; however, reviewing alarms is not prioritized as valuable due to frequent false alarms. Participants requested exporting monitoring data to electronic medical records. Much research is needed to develop best practices for display of real-time information, organization and filtering of meaningful data, and simplified ways to find information. Published by Elsevier Inc.
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.
Communication and knowledge sharing in human-robot interaction and learning from demonstration.
Koenig, Nathan; Takayama, Leila; Matarić, Maja
2010-01-01
Inexpensive personal robots will soon become available to a large portion of the population. Currently, most consumer robots are relatively simple single-purpose machines or toys. In order to be cost effective and thus widely accepted, robots will need to be able to accomplish a wide range of tasks in diverse conditions. Learning these tasks from demonstrations offers a convenient mechanism to customize and train a robot by transferring task related knowledge from a user to a robot. This avoids the time-consuming and complex process of manual programming. The way in which the user interacts with a robot during a demonstration plays a vital role in terms of how effectively and accurately the user is able to provide a demonstration. Teaching through demonstrations is a social activity, one that requires bidirectional communication between a teacher and a student. The work described in this paper studies how the user's visual observation of the robot and the robot's auditory cues affect the user's ability to teach the robot in a social setting. Results show that auditory cues provide important knowledge about the robot's internal state, while visual observation of a robot can hinder an instructor due to incorrect mental models of the robot and distractions from the robot's movements. Copyright © 2010. Published by Elsevier Ltd.
Buzzi, Jacopo; Ferrigno, Giancarlo; Jansma, Joost M.; De Momi, Elena
2017-01-01
Teleoperated robotic systems are widely spreading in multiple different fields, from hazardous environments exploration to surgery. In teleoperation, users directly manipulate a master device to achieve task execution at the slave robot side; this interaction is fundamental to guarantee both system stability and task execution performance. In this work, we propose a non-disruptive method to study the arm endpoint stiffness. We evaluate how users exploit the kinetic redundancy of the arm to achieve stability and precision during the execution of different tasks with different master devices. Four users were asked to perform two planar trajectories following virtual tasks using both a serial and a parallel link master device. Users' arm kinematics and muscular activation were acquired and combined with a user-specific musculoskeletal model to estimate the joint stiffness. Using the arm kinematic Jacobian, the arm end-point stiffness was derived. The proposed non-disruptive method is capable of estimating the arm endpoint stiffness during the execution of virtual teleoperated tasks. The obtained results are in accordance with the existing literature in human motor control and show, throughout the tested trajectory, a modulation of the arm endpoint stiffness that is affected by task characteristics and hand speed and acceleration. PMID:29018319
Perception of Graphical Virtual Environments by Blind Users via Sensory Substitution
Maidenbaum, Shachar; Buchs, Galit; Abboud, Sami; Lavi-Rotbain, Ori; Amedi, Amir
2016-01-01
Graphical virtual environments are currently far from accessible to blind users as their content is mostly visual. This is especially unfortunate as these environments hold great potential for this population for purposes such as safe orientation, education, and entertainment. Previous tools have increased accessibility but there is still a long way to go. Visual-to-audio Sensory-Substitution-Devices (SSDs) can increase accessibility generically by sonifying on-screen content regardless of the specific environment and offer increased accessibility without the use of expensive dedicated peripherals like electrode/vibrator arrays. Using SSDs virtually utilizes similar skills as when using them in the real world, enabling both training on the device and training on environments virtually before real-world visits. This could enable more complex, standardized and autonomous SSD training and new insights into multisensory interaction and the visually-deprived brain. However, whether congenitally blind users, who have never experienced virtual environments, will be able to use this information for successful perception and interaction within them is currently unclear.We tested this using the EyeMusic SSD, which conveys whole-scene visual information, to perform virtual tasks otherwise impossible without vision. Congenitally blind users had to navigate virtual environments and find doors, differentiate between them based on their features (Experiment1:task1) and surroundings (Experiment1:task2) and walk through them; these tasks were accomplished with a 95% and 97% success rate, respectively. We further explored the reactions of congenitally blind users during their first interaction with a more complex virtual environment than in the previous tasks–walking down a virtual street, recognizing different features of houses and trees, navigating to cross-walks, etc. Users reacted enthusiastically and reported feeling immersed within the environment. They highlighted the potential usefulness of such environments for understanding what visual scenes are supposed to look like and their potential for complex training and suggested many future environments they wished to experience. PMID:26882473
Incremental learning of tasks from user demonstrations, past experiences, and vocal comments.
Pardowitz, Michael; Knoop, Steffen; Dillmann, Ruediger; Zöllner, Raoul D
2007-04-01
Since many years the robotics community is envisioning robot assistants sharing the same environment with humans. It became obvious that they have to interact with humans and should adapt to individual user needs. Especially the high variety of tasks robot assistants will be facing requires a highly adaptive and user-friendly programming interface. One possible solution to this programming problem is the learning-by-demonstration paradigm, where the robot is supposed to observe the execution of a task, acquire task knowledge, and reproduce it. In this paper, a system to record, interpret, and reason over demonstrations of household tasks is presented. The focus is on the model-based representation of manipulation tasks, which serves as a basis for incremental reasoning over the acquired task knowledge. The aim of the reasoning is to condense and interconnect the data, resulting in more general task knowledge. A measure for the assessment of information content of task features is introduced. This measure for the relevance of certain features relies both on general background knowledge as well as task-specific knowledge gathered from the user demonstrations. Beside the autonomous information estimation of features, speech comments during the execution, pointing out the relevance of features are considered as well. The results of the incremental growth of the task knowledge when more task demonstrations become available and their fusion with relevance information gained from speech comments is demonstrated within the task of laying a table.
Embodied collaboration support system for 3D shape evaluation in virtual space
NASA Astrophysics Data System (ADS)
Okubo, Masashi; Watanabe, Tomio
2005-12-01
Collaboration mainly consists of two tasks; one is each partner's task that is performed by the individual, the other is communication with each other. Both of them are very important objectives for all the collaboration support system. In this paper, a collaboration support system for 3D shape evaluation in virtual space is proposed on the basis of both studies in 3D shape evaluation and communication support in virtual space. The proposed system provides the two viewpoints for each task. One is the viewpoint of back side of user's own avatar for the smooth communication. The other is that of avatar's eye for 3D shape evaluation. Switching the viewpoints satisfies the task conditions for 3D shape evaluation and communication. The system basically consists of PC, HMD and magnetic sensors, and users can share the embodied interaction by observing interaction between their avatars in virtual space. However, the HMD and magnetic sensors, which are put on the users, would restrict the nonverbal communication. Then, we have tried to compensate the loss of nodding of partner's avatar by introducing the speech-driven embodied interactive actor InterActor. Sensory evaluation by paired comparison of 3D shapes in the collaborative situation in virtual space and in real space and the questionnaire are performed. The result demonstrates the effectiveness of InterActor's nodding in the collaborative situation.
Bach, Benjamin; Sicat, Ronell; Beyer, Johanna; Cordeil, Maxime; Pfister, Hanspeter
2018-01-01
We report on a controlled user study comparing three visualization environments for common 3D exploration. Our environments differ in how they exploit natural human perception and interaction capabilities. We compare an augmented-reality head-mounted display (Microsoft HoloLens), a handheld tablet, and a desktop setup. The novel head-mounted HoloLens display projects stereoscopic images of virtual content into a user's real world and allows for interaction in-situ at the spatial position of the 3D hologram. The tablet is able to interact with 3D content through touch, spatial positioning, and tangible markers, however, 3D content is still presented on a 2D surface. Our hypothesis is that visualization environments that match human perceptual and interaction capabilities better to the task at hand improve understanding of 3D visualizations. To better understand the space of display and interaction modalities in visualization environments, we first propose a classification based on three dimensions: perception, interaction, and the spatial and cognitive proximity of the two. Each technique in our study is located at a different position along these three dimensions. We asked 15 participants to perform four tasks, each task having different levels of difficulty for both spatial perception and degrees of freedom for interaction. Our results show that each of the tested environments is more effective for certain tasks, but that generally the desktop environment is still fastest and most precise in almost all cases.
Georgsson, Mattias; Staggers, Nancy
2016-01-01
Mobile health (mHealth) systems are becoming more common for chronic disease management, but usability studies are still needed on patients' perspectives and mHealth interaction performance. This deficiency is addressed by our quantitative usability study of a mHealth diabetes system evaluating patients' task performance, satisfaction, and the relationship of these measures to user characteristics. We used metrics in the International Organization for Standardization (ISO) 9241-11 standard. After standardized training, 10 patients performed representative tasks and were assessed on individual task success, errors, efficiency (time on task), satisfaction (System Usability Scale [SUS]) and user characteristics. Tasks of exporting and correcting values proved the most difficult, had the most errors, the lowest task success rates, and consumed the longest times on task. The average SUS satisfaction score was 80.5, indicating good but not excellent system usability. Data trends showed males were more successful in task completion, and younger participants had higher performance scores. Educational level did not influence performance, but a more recent diabetes diagnosis did. Patients with more experience in information technology (IT) also had higher performance rates. Difficult task performance indicated areas for redesign. Our methods can assist others in identifying areas in need of improvement. Data about user background and IT skills also showed how user characteristics influence performance and can provide future considerations for targeted mHealth designs. Using the ISO 9241-11 usability standard, the SUS instrument for satisfaction and measuring user characteristics provided objective measures of patients' experienced usability. These could serve as an exemplar for standardized, quantitative methods for usability studies on mHealth systems. © The Author 2015. Published by Oxford University Press on behalf of the American Medical Informatics Association.
Staggers, Nancy
2016-01-01
Objective Mobile health (mHealth) systems are becoming more common for chronic disease management, but usability studies are still needed on patients’ perspectives and mHealth interaction performance. This deficiency is addressed by our quantitative usability study of a mHealth diabetes system evaluating patients’ task performance, satisfaction, and the relationship of these measures to user characteristics. Materials and Methods We used metrics in the International Organization for Standardization (ISO) 9241-11 standard. After standardized training, 10 patients performed representative tasks and were assessed on individual task success, errors, efficiency (time on task), satisfaction (System Usability Scale [SUS]) and user characteristics. Results Tasks of exporting and correcting values proved the most difficult, had the most errors, the lowest task success rates, and consumed the longest times on task. The average SUS satisfaction score was 80.5, indicating good but not excellent system usability. Data trends showed males were more successful in task completion, and younger participants had higher performance scores. Educational level did not influence performance, but a more recent diabetes diagnosis did. Patients with more experience in information technology (IT) also had higher performance rates. Discussion Difficult task performance indicated areas for redesign. Our methods can assist others in identifying areas in need of improvement. Data about user background and IT skills also showed how user characteristics influence performance and can provide future considerations for targeted mHealth designs. Conclusion Using the ISO 9241-11 usability standard, the SUS instrument for satisfaction and measuring user characteristics provided objective measures of patients’ experienced usability. These could serve as an exemplar for standardized, quantitative methods for usability studies on mHealth systems. PMID:26377990
An independent shopping experience for wheelchair users through augmented reality and RFID.
Rashid, Zulqarnain; Pous, Rafael; Norrie, Christopher S
2017-06-23
People with physical and mobility impairments continue to struggle to attain independence in the performance of routine activities and tasks. For example, browsing in a store and interacting with products located beyond an arm's length may be impossible without the enabling intervention of a human assistant. This research article describes a study undertaken to design, develop, and evaluate potential interaction methods for motor-impaired individuals, specifically those who use wheelchairs. Our study includes a user-centered approach, and a categorization of wheelchair users based upon the severity of their disability and their individual needs. We designed and developed access solutions that utilize radio frequency identification (RFID), augmented reality (AR), and touchscreen technologies in order to help people who use wheelchairs to carry out certain tasks autonomously. In this way, they have been empowered to go shopping independently, free from reliance upon the assistance of others. A total of 18 wheelchair users participated in the completed study.
Design and evaluation of nonverbal sound-based input for those with motor handicapped.
Punyabukkana, Proadpran; Chanjaradwichai, Supadaech; Suchato, Atiwong
2013-03-01
Most personal computing interfaces rely on the users' ability to use their hand and arm movements to interact with on-screen graphical widgets via mainstream devices, including keyboards and mice. Without proper assistive devices, this style of input poses difficulties for motor-handicapped users. We propose a sound-based input scheme enabling users to operate Windows' Graphical User Interface by producing hums and fricatives through regular microphones. Hierarchically arranged menus are utilized so that only minimal numbers of different actions are required at a time. The proposed scheme was found to be accurate and capable of responding promptly compared to other sound-based schemes. Being able to select from multiple item-selecting modes helps reducing the average time duration needed for completing tasks in the test scenarios almost by half the time needed when the tasks were performed solely through cursor movements. Still, improvements on facilitating users to select the most appropriate modes for desired tasks should improve the overall usability of the proposed scheme.
Promoting Interactions Between Humans and Robots Using Robotic Emotional Behavior.
Ficocelli, Maurizio; Terao, Junichi; Nejat, Goldie
2016-12-01
The objective of a socially assistive robot is to create a close and effective interaction with a human user for the purpose of giving assistance. In particular, the social interaction, guidance, and support that a socially assistive robot can provide a person can be very beneficial to patient-centered care. However, there are a number of research issues that need to be addressed in order to design such robots. This paper focuses on developing effective emotion-based assistive behavior for a socially assistive robot intended for natural human-robot interaction (HRI) scenarios with explicit social and assistive task functionalities. In particular, in this paper, a unique emotional behavior module is presented and implemented in a learning-based control architecture for assistive HRI. The module is utilized to determine the appropriate emotions of the robot to display, as motivated by the well-being of the person, during assistive task-driven interactions in order to elicit suitable actions from users to accomplish a given person-centered assistive task. A novel online updating technique is used in order to allow the emotional model to adapt to new people and scenarios. Experiments presented show the effectiveness of utilizing robotic emotional assistive behavior during HRI scenarios.
Knowledge elicitation for an operator assistant system in process control tasks
NASA Technical Reports Server (NTRS)
Boy, Guy A.
1988-01-01
A knowledge based system (KBS) methodology designed to study human machine interactions and levels of autonomy in allocation of process control tasks is presented. Users are provided with operation manuals to assist them in normal and abnormal situations. Unfortunately, operation manuals usually represent only the functioning logic of the system to be controlled. The user logic is often totally different. A method is focused on which illicits user logic to refine a KBS shell called an Operator Assistant (OA). If the OA is to help the user, it is necessary to know what level of autonomy gives the optimal performance of the overall man-machine system. For example, for diagnoses that must be carried out carefully by both the user and the OA, interactions are frequent, and processing is mostly sequential. Other diagnoses can be automated, in which the case the OA must be able to explain its reasoning in an appropriate level of detail. OA structure was used to design a working KBS called HORSES (Human Orbital Refueling System Expert System). Protocol analysis of pilots interacting with this system reveals that the a-priori analytical knowledge becomes more structured with training and the situation patterns more complex and dynamic. This approach can improve the a-priori understanding of human and automatic reasoning.
Enhancing Navigation Skills through Audio Gaming.
Sánchez, Jaime; Sáenz, Mauricio; Pascual-Leone, Alvaro; Merabet, Lotfi
2010-01-01
We present the design, development and initial cognitive evaluation of an Audio-based Environment Simulator (AbES). This software allows a blind user to navigate through a virtual representation of a real space for the purposes of training orientation and mobility skills. Our findings indicate that users feel satisfied and self-confident when interacting with the audio-based interface, and the embedded sounds allow them to correctly orient themselves and navigate within the virtual world. Furthermore, users are able to transfer spatial information acquired through virtual interactions into real world navigation and problem solving tasks.
Enhancing Navigation Skills through Audio Gaming
Sánchez, Jaime; Sáenz, Mauricio; Pascual-Leone, Alvaro; Merabet, Lotfi
2014-01-01
We present the design, development and initial cognitive evaluation of an Audio-based Environment Simulator (AbES). This software allows a blind user to navigate through a virtual representation of a real space for the purposes of training orientation and mobility skills. Our findings indicate that users feel satisfied and self-confident when interacting with the audio-based interface, and the embedded sounds allow them to correctly orient themselves and navigate within the virtual world. Furthermore, users are able to transfer spatial information acquired through virtual interactions into real world navigation and problem solving tasks. PMID:25505796
Miller, Christopher A; Parasuraman, Raja
2007-02-01
To develop a method enabling human-like, flexible supervisory control via delegation to automation. Real-time supervisory relationships with automation are rarely as flexible as human task delegation to other humans. Flexibility in human-adaptable automation can provide important benefits, including improved situation awareness, more accurate automation usage, more balanced mental workload, increased user acceptance, and improved overall performance. We review problems with static and adaptive (as opposed to "adaptable") automation; contrast these approaches with human-human task delegation, which can mitigate many of the problems; and revise the concept of a "level of automation" as a pattern of task-based roles and authorizations. We argue that delegation requires a shared hierarchical task model between supervisor and subordinates, used to delegate tasks at various levels, and offer instruction on performing them. A prototype implementation called Playbook is described. On the basis of these analyses, we propose methods for supporting human-machine delegation interactions that parallel human-human delegation in important respects. We develop an architecture for machine-based delegation systems based on the metaphor of a sports team's "playbook." Finally, we describe a prototype implementation of this architecture, with an accompanying user interface and usage scenario, for mission planning for uninhabited air vehicles. Delegation offers a viable method for flexible, multilevel human-automation interaction to enhance system performance while maintaining user workload at a manageable level. Most applications of adaptive automation (aviation, air traffic control, robotics, process control, etc.) are potential avenues for the adaptable, delegation approach we advocate. We present an extended example for uninhabited air vehicle mission planning.
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.
User interface enhancement report
NASA Technical Reports Server (NTRS)
Badler, N. I.; Gangel, J.; Shields, G.; Fala, G.
1985-01-01
The existing user interfaces to TEMPUS, Plaid, and other systems in the OSDS are fundamentally based on only two modes of communication: alphanumeric commands or data input and grapical interaction. The latter are especially suited to the types of interaction necessary for creating workstation objects with BUILD and with performing body positioning in TEMPUS. Looking toward the future application of TEMPUS, however, the long-term goals of OSDS will include the analysis of extensive tasks in space involving one or more individuals working in concert over a period of time. In this context, the TEMPUS body positioning capability, though extremely useful in creating and validating a small number of particular body positions, will become somewhat tedious to use. The macro facility helps somewhat, since frequently used positions may be easily applied by executing a stored macro. The difference between body positioning and task execution, though subtle, is important. In the case of task execution, the important information at the user's level is what actions are to be performed rather than how the actions are performed. Viewed slightly differently, the what is constant over a set of individuals though the how may vary.
Cognitive Modeling of Individual Variation in Reference Production and Comprehension
Hendriks, Petra
2016-01-01
A challenge for most theoretical and computational accounts of linguistic reference is the observation that language users vary considerably in their referential choices. Part of the variation observed among and within language users and across tasks may be explained from variation in the cognitive resources available to speakers and listeners. This paper presents a computational model of reference production and comprehension developed within the cognitive architecture ACT-R. Through simulations with this ACT-R model, it is investigated how cognitive constraints interact with linguistic constraints and features of the linguistic discourse in speakers’ production and listeners’ comprehension of referring expressions in specific tasks, and how this interaction may give rise to variation in referential choice. The ACT-R model of reference explains and predicts variation among language users in their referential choices as a result of individual and task-related differences in processing speed and working memory capacity. Because of limitations in their cognitive capacities, speakers sometimes underspecify or overspecify their referring expressions, and listeners sometimes choose incorrect referents or are overly liberal in their interpretation of referring expressions. PMID:27092101
Howard, Charla L; Wallace, Chris; Abbas, James; Stokic, Dobrivoje S
2017-01-01
We developed and evaluated properties of a new measure of variability in stride length and cadence, termed residual standard deviation (RSD). To calculate RSD, stride length and cadence are regressed against velocity to derive the best fit line from which the variability (SD) of the distance between the actual and predicted data points is calculated. We examined construct, concurrent, and discriminative validity of RSD using dual-task paradigm in 14 below-knee prosthesis users and 13 age- and education-matched controls. Subjects walked first over an electronic walkway while performing separately a serial subtraction and backwards spelling task, and then at self-selected slow, normal, and fast speeds used to derive the best fit line for stride length and cadence against velocity. Construct validity was demonstrated by significantly greater increase in RSD during dual-task gait in prosthesis users than controls (group-by-condition interaction, stride length p=0.0006, cadence p=0.009). Concurrent validity was established against coefficient of variation (CV) by moderate-to-high correlations (r=0.50-0.87) between dual-task cost RSD and dual-task cost CV for both stride length and cadence in prosthesis users and controls. Discriminative validity was documented by the ability of dual-task cost calculated from RSD to effectively differentiate prosthesis users from controls (area under the receiver operating characteristic curve, stride length 0.863, p=0.001, cadence 0.808, p=0.007), which was better than the ability of dual-task cost CV (0.692, 0.648, respectively, not significant). These results validate RSD as a new measure of variability in below-knee prosthesis users. Future studies should include larger cohorts and other populations to ascertain its generalizability. Copyright © 2016 Elsevier B.V. All rights reserved.
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.
Al-Halimi, Reem K; Moussa, Medhat
2017-06-01
In this paper, we report on the results of a study that was conducted to examine how users suffering from severe upper-extremity disabilities can control a 6 degrees-of-freedom (DOF) robotics arm to complete complex activities of daily living. The focus of the study is not on assessing the robot arm but on examining the human-robot interaction patterns. Three participants were recruited. Each participant was asked to perform three tasks: eating three pieces of pre-cut bread from a plate, drinking three sips of soup from a bowl, and opening a right-handed door with lever handle. Each of these tasks was repeated three times. The arm was mounted on the participant's wheelchair, and the participants were free to move the arm as they wish to complete these tasks. Each task consisted of a sequence of modes where a mode is defined as arm movement in one DOF. Results show that participants used a total of 938 mode movements with an average of 75.5 (std 10.2) modes for the eating task, 70 (std 8.8) modes for the soup task, and 18.7 (std 4.5) modes for the door opening task. Tasks were then segmented into smaller subtasks. It was found that there are patterns of usage per participant and per subtask. These patterns can potentially allow a robot to learn from user's demonstration what is the task being executed and by whom and respond accordingly to reduce user effort.
Haptic feedback for virtual assembly
NASA Astrophysics Data System (ADS)
Luecke, Greg R.; Zafer, Naci
1998-12-01
Assembly operations require high speed and precision with low cost. The manufacturing industry has recently turned attenuation to the possibility of investigating assembly procedures using graphical display of CAD parts. For these tasks, some sort of feedback to the person is invaluable in providing a real sense of interaction with virtual parts. This research develops the use of a commercial assembly robot as the haptic display in such tasks. For demonstration, a peg-hole insertion task is studied. Kane's Method is employed to derive the dynamics of the peg and the contact motions between the peg and the hole. A handle modeled as a cylindrical peg is attached to the end effector of a PUMA 560 robotic arm. The arm is handle modeled as a cylindrical peg is attached to the end effector of a PUMA 560 robotic arm. The arm is equipped with a six axis force/torque transducer. The use grabs the handle and the user-applied forces are recorded. A 300 MHz Pentium computer is used to simulate the dynamics of the virtual peg and its interactions as it is inserted in the virtual hole. The computed torque control is then employed to exert the full dynamics of the task to the user hand. Visual feedback is also incorporated to help the user in the process of inserting the peg into the hole. Experimental results are presented to show several contact configurations for this virtually simulated task.
User-oriented evaluation of a medical image retrieval system for radiologists.
Markonis, Dimitrios; Holzer, Markus; Baroz, Frederic; De Castaneda, Rafael Luis Ruiz; Boyer, Célia; Langs, Georg; Müller, Henning
2015-10-01
This article reports the user-oriented evaluation of a text- and content-based medical image retrieval system. User tests with radiologists using a search system for images in the medical literature are presented. The goal of the tests is to assess the usability of the system, identify system and interface aspects that need improvement and useful additions. Another objective is to investigate the system's added value to radiology information retrieval. The study provides an insight into required specifications and potential shortcomings of medical image retrieval systems through a concrete methodology for conducting user tests. User tests with a working image retrieval system of images from the biomedical literature were performed in an iterative manner, where each iteration had the participants perform radiology information seeking tasks and then refining the system as well as the user study design itself. During these tasks the interaction of the users with the system was monitored, usability aspects were measured, retrieval success rates recorded and feedback was collected through survey forms. In total, 16 radiologists participated in the user tests. The success rates in finding relevant information were on average 87% and 78% for image and case retrieval tasks, respectively. The average time for a successful search was below 3 min in both cases. Users felt quickly comfortable with the novel techniques and tools (after 5 to 15 min), such as content-based image retrieval and relevance feedback. User satisfaction measures show a very positive attitude toward the system's functionalities while the user feedback helped identifying the system's weak points. The participants proposed several potentially useful new functionalities, such as filtering by imaging modality and search for articles using image examples. The iterative character of the evaluation helped to obtain diverse and detailed feedback on all system aspects. Radiologists are quickly familiar with the functionalities but have several comments on desired functionalities. The analysis of the results can potentially assist system refinement for future medical information retrieval systems. Moreover, the methodology presented as well as the discussion on the limitations and challenges of such studies can be useful for user-oriented medical image retrieval evaluation, as user-oriented evaluation of interactive system is still only rarely performed. Such interactive evaluations can be limited in effort if done iteratively and can give many insights for developing better systems. Copyright © 2015. Published by Elsevier Ireland Ltd.
Icon and user interface design for emergency medical information systems: a case study.
Salman, Y Batu; Cheng, Hong-In; Patterson, Patrick E
2012-01-01
A usable medical information system should allow for reliable and accurate interaction between users and the system in emergencies. A participatory design approach was used to develop a medical information system in two Turkish hospitals. The process consisted of task and user analysis, an icon design survey, initial icon design, final icon design and evaluation, and installation of the iconic medical information system with the icons. We observed work sites to note working processes and tasks related to the information system and interviewed medical personnel. Emergency personnel then participated in the design process to develop a usable graphical user interface, by drawing icon sketches for 23 selected tasks. Similar sketches were requested for specific tasks such as family medical history, contact information, translation, addiction, required inspections, requests and applications, and nurse observations. The sketches were analyzed and redesigned into computer icons by professional designers and the research team. A second group of physicians and nurses then tested the understandability of the icons. The user interface layout was examined and evaluated by system users, followed by the system's installation. Medical personnel reported the participatory design process was interesting and believed the resulting designs would be more familiar and friendlier. Copyright © 2011 Elsevier Ireland Ltd. All rights reserved.
Deficits of long-term memory in ecstasy users are related to cognitive complexity of the task.
Brown, John; McKone, Elinor; Ward, Jeff
2010-03-01
Despite animal evidence that methylenedioxymethamphetamine (ecstasy) causes lasting damage in brain regions related to long-term memory, results regarding human memory performance have been variable. This variability may reflect the cognitive complexity of the memory tasks. However, previous studies have tested only a limited range of cognitive complexity. Furthermore, comparisons across different studies are made difficult by regional variations in ecstasy composition and patterns of use. The objective of this study is to evaluate ecstasy-related deficits in human verbal memory over a wide range of cognitive complexity using subjects drawn from a single geographical population. Ecstasy users were compared to non-drug using controls on verbal tasks with low cognitive complexity (stem completion), moderate cognitive complexity (stem-cued recall and word list learning) and high cognitive complexity (California Verbal Learning Test, Verbal Paired Associates and a novel Verbal Triplet Associates test). Where significant differences were found, both groups were also compared to cannabis users. More cognitively complex memory tasks were associated with clearer ecstasy-related deficits than low complexity tasks. In the most cognitively demanding task, ecstasy-related deficits remained even after multiple learning opportunities, whereas the performance of cannabis users approached that of non-drug using controls. Ecstasy users also had weaker deliberate strategy use than both non-drug and cannabis controls. Results were consistent with the proposal that ecstasy-related memory deficits are more reliable on tasks with greater cognitive complexity. This could arise either because such tasks require a greater contribution from the frontal lobe or because they require greater interaction between multiple brain regions.
ERIC Educational Resources Information Center
Huang, Yifen
2010-01-01
Mixed-initiative clustering is a task where a user and a machine work collaboratively to analyze a large set of documents. We hypothesize that a user and a machine can both learn better clustering models through enriched communication and interactive learning from each other. The first contribution or this thesis is providing a framework of…
Using Digital Libraries Non-Visually: Understanding the Help-Seeking Situations of Blind Users
ERIC Educational Resources Information Center
Xie, Iris; Babu, Rakesh; Joo, Soohyung; Fuller, Paige
2015-01-01
Introduction: This study explores blind users' unique help-seeking situations in interacting with digital libraries. In particular, help-seeking situations were investigated at both the physical and cognitive levels. Method: Fifteen blind participants performed three search tasks, including known- item search, specific information search, and…
Lo Storto, Corrado
2013-11-01
This paper presents an integrative framework to evaluate ecommerce website efficiency from the user viewpoint using Data Envelopment Analysis (DEA). This framework is inspired by concepts driven from theories of information processing and cognition and considers the website efficiency as a measure of its quality and performance. When the users interact with the website interfaces to perform a task, they are involved in a cognitive effort, sustaining a cognitive cost to search, interpret and process information, and experiencing either a sense of satisfaction or dissatisfaction for that. The amount of ambiguity and uncertainty, and the search (over-)time during navigation that they perceive determine the effort size - and, as a consequence, the cognitive cost amount - they have to bear to perform their task. On the contrary, task performing and result achievement provide the users with cognitive benefits, making interaction with the website potentially attractive, satisfying, and useful. In total, 9 variables are measured, classified in a set of 3 website macro-dimensions (user experience, site navigability and structure). The framework is implemented to compare 52 ecommerce websites that sell products in the information technology and media market. A stepwise regression is performed to assess the influence of cognitive costs and benefits that mostly affect website efficiency. Copyright © 2013 Elsevier Ltd and The Ergonomics Society. All rights reserved.
Augmented Reality versus Virtual Reality for 3D Object Manipulation.
Krichenbauer, Max; Yamamoto, Goshiro; Taketom, Takafumi; Sandor, Christian; Kato, Hirokazu
2018-02-01
Virtual Reality (VR) Head-Mounted Displays (HMDs) are on the verge of becoming commodity hardware available to the average user and feasible to use as a tool for 3D work. Some HMDs include front-facing cameras, enabling Augmented Reality (AR) functionality. Apart from avoiding collisions with the environment, interaction with virtual objects may also be affected by seeing the real environment. However, whether these effects are positive or negative has not yet been studied extensively. For most tasks it is unknown whether AR has any advantage over VR. In this work we present the results of a user study in which we compared user performance measured in task completion time on a 9 degrees of freedom object selection and transformation task performed either in AR or VR, both with a 3D input device and a mouse. Our results show faster task completion time in AR over VR. When using a 3D input device, a purely VR environment increased task completion time by 22.5 percent on average compared to AR ( ). Surprisingly, a similar effect occurred when using a mouse: users were about 17.3 percent slower in VR than in AR ( ). Mouse and 3D input device produced similar task completion times in each condition (AR or VR) respectively. We further found no differences in reported comfort.
Magnifying Smartphone Screen Using Google Glass for Low-Vision Users.
Pundlik, Shrinivas; HuaQi Yi; Rui Liu; Peli, Eli; Gang Luo
2017-01-01
Magnification is a key accessibility feature used by low-vision smartphone users. However, small screen size can lead to loss of context and make interaction with magnified displays challenging. We hypothesize that controlling the viewport with head motion can be natural and help in gaining access to magnified displays. We implement this idea using a Google Glass that displays the magnified smartphone screenshots received in real time via Bluetooth. Instead of navigating with touch gestures on the magnified smartphone display, the users can view different screen locations by rotating their head, and remotely interacting with the smartphone. It is equivalent to looking at a large virtual image through a head contingent viewing port, in this case, the Glass display with ~ 15 ° field of view. The system can transfer seven screenshots per second at 8 × magnification, sufficient for tasks where the display content does not change rapidly. A pilot evaluation of this approach was conducted with eight normally sighted and four visually impaired subjects performing assigned tasks using calculator and music player apps. Results showed that performance in the calculation task was faster with the Glass than with the phone's built-in screen zoom. We conclude that head contingent scanning control can be beneficial in navigating magnified small smartphone displays, at least for tasks involving familiar content layout.
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
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.
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.
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.
An interactive app for color deficient viewers
NASA Astrophysics Data System (ADS)
Lau, Cheryl; Perdu, Nicolas; Rodríguez-Pardo, Carlos E.; Süsstrunk, Sabine; Sharma, Gaurav
2015-01-01
Color deficient individuals have trouble seeing color contrasts that could be very apparent to individuals with normal color vision. For example, for some color deficient individuals, red and green apples do not have the striking contrast they have for those with normal color vision, or the abundance of red cherries in a tree is not immediately clear due to a lack of perceived contrast. We present a smartphone app that enables color deficient users to visualize such problematic color contrasts in order to help them with daily tasks. The user interacts with the app through the touchscreen. As the user traces a path around the touchscreen, the colors in the image change continuously via a transform that enhances contrasts that are weak or imperceptible for the user under native viewing conditions. Specifically, we propose a transform that shears the data along lines parallel to the dimension corresponding to the affected cone sensitivity of the user. The amount and direction of shear are controlled by the user's finger movement over the touchscreen allowing them to visualize these contrasts. Using the GPU, this simple transformation, consisting of a linear shear and translation, is performed efficiently on each pixel and in real-time with the changing position of the user's finger. The user can use the app to aid daily tasks such as distinguishing between red and green apples or picking out ripe bananas.
Overview of the INEX 2008 Book Track
NASA Astrophysics Data System (ADS)
Kazai, Gabriella; Doucet, Antoine; Landoni, Monica
This paper provides an overview of the INEX 2008 Book Track. Now in its second year, the track aimed at broadening its scope by investigating topics of interest in the fields of information retrieval, human computer interaction, digital libraries, and eBooks. The main topics of investigation were defined around challenges for supporting users in reading, searching, and navigating the full texts of digitized books. Based on these themes, four tasks were defined: 1) The Book Retrieval task aimed at comparing traditional and book-specific retrieval approaches, 2) the Page in Context task aimed at evaluating the value of focused retrieval approaches for searching books, 3) the Structure Extraction task aimed to test automatic techniques for deriving structure from OCR and layout information, and 4) the Active Reading task aimed to explore suitable user interfaces for eBooks enabling reading, annotation, review, and summary across multiple books. We report on the setup and results of each of these tasks.
Novel Virtual User Models of Mild Cognitive Impairment for Simulating Dementia
Segkouli, Sofia; Tzovaras, Dimitrios; Tsakiris, Thanos; Tsolaki, Magda; Karagiannidis, Charalampos
2015-01-01
Virtual user modeling research has attempted to address critical issues of human-computer interaction (HCI) such as usability and utility through a large number of analytic, usability-oriented approaches as cognitive models in order to provide users with experiences fitting to their specific needs. However, there is demand for more specific modules embodied in cognitive architecture that will detect abnormal cognitive decline across new synthetic task environments. Also, accessibility evaluation of graphical user interfaces (GUIs) requires considerable effort for enhancing ICT products accessibility for older adults. The main aim of this study is to develop and test virtual user models (VUM) simulating mild cognitive impairment (MCI) through novel specific modules, embodied at cognitive models and defined by estimations of cognitive parameters. Well-established MCI detection tests assessed users' cognition, elaborated their ability to perform multitasks, and monitored the performance of infotainment related tasks to provide more accurate simulation results on existing conceptual frameworks and enhanced predictive validity in interfaces' design supported by increased tasks' complexity to capture a more detailed profile of users' capabilities and limitations. The final outcome is a more robust cognitive prediction model, accurately fitted to human data to be used for more reliable interfaces' evaluation through simulation on the basis of virtual models of MCI users. PMID:26339282
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.
Solving Problems With SINDA/FLUINT
NASA Technical Reports Server (NTRS)
2002-01-01
SINDA/FLUINT, the NASA standard software system for thermohydraulic analysis, provides computational simulation of interacting thermal and fluid effects in designs modeled as heat transfer and fluid flow networks. The product saves time and money by making the user's design process faster and easier, and allowing the user to gain a better understanding of complex systems. The code is completely extensible, allowing the user to choose the features, accuracy and approximation levels, and outputs. Users can also add their own customizations as needed to handle unique design tasks or to automate repetitive tasks. Applications for SINDA/FLUINT include the pharmaceutical, petrochemical, biomedical, electronics, and energy industries. The system has been used to simulate nuclear reactors, windshield wipers, and human windpipes. In the automotive industry, it simulates the transient liquid/vapor flows within air conditioning systems.
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
Video stereolization: combining motion analysis with user interaction.
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.
Educational Technology and the Open University.
ERIC Educational Resources Information Center
Sharples, Mike
1982-01-01
Care must be taken to select technology appropriate to the teaching task in distance education. Five principles of media selection are: increasing student-system interaction, matching the medium with the materials, reducing duplication, choosing the most direct channel, and developing user-friendly systems. Interactiveness and efficiency of…
Gong, Yang; Zhang, Jiajie
2011-04-01
In a distributed information search task, data representation and cognitive distribution jointly affect user search performance in terms of response time and accuracy. Guided by UFuRT (User, Function, Representation, Task), a human-centered framework, we proposed a search model and task taxonomy. The model defines its application in the context of healthcare setting. The taxonomy clarifies the legitimate operations for each type of search task of relational data. We then developed experimental prototypes of hyperlipidemia data displays. Based on the displays, we tested the search tasks performance through two experiments. The experiments are of a within-subject design with a random sample of 24 participants. The results support our hypotheses and validate the prediction of the model and task taxonomy. In this study, representation dimensions, data scales, and search task types are the main factors in determining search efficiency and effectiveness. Specifically, the more external representations provided on the interface the better search task performance of users. The results also suggest the ideal search performance occurs when the question type and its corresponding data scale representation match. The implications of the study lie in contributing to the effective design of search interface for relational data, especially laboratory results, which could be more effectively designed in electronic medical records.
Argo: an integrative, interactive, text mining-based workbench supporting curation
Rak, Rafal; Rowley, Andrew; Black, William; Ananiadou, Sophia
2012-01-01
Curation of biomedical literature is often supported by the automatic analysis of textual content that generally involves a sequence of individual processing components. Text mining (TM) has been used to enhance the process of manual biocuration, but has been focused on specific databases and tasks rather than an environment integrating TM tools into the curation pipeline, catering for a variety of tasks, types of information and applications. Processing components usually come from different sources and often lack interoperability. The well established Unstructured Information Management Architecture is a framework that addresses interoperability by defining common data structures and interfaces. However, most of the efforts are targeted towards software developers and are not suitable for curators, or are otherwise inconvenient to use on a higher level of abstraction. To overcome these issues we introduce Argo, an interoperable, integrative, interactive and collaborative system for text analysis with a convenient graphic user interface to ease the development of processing workflows and boost productivity in labour-intensive manual curation. Robust, scalable text analytics follow a modular approach, adopting component modules for distinct levels of text analysis. The user interface is available entirely through a web browser that saves the user from going through often complicated and platform-dependent installation procedures. Argo comes with a predefined set of processing components commonly used in text analysis, while giving the users the ability to deposit their own components. The system accommodates various areas and levels of user expertise, from TM and computational linguistics to ontology-based curation. One of the key functionalities of Argo is its ability to seamlessly incorporate user-interactive components, such as manual annotation editors, into otherwise completely automatic pipelines. As a use case, we demonstrate the functionality of an in-built manual annotation editor that is well suited for in-text corpus annotation tasks. Database URL: http://www.nactem.ac.uk/Argo PMID:22434844
Virtual reality for intelligent and interactive operating, training, and visualization systems
NASA Astrophysics Data System (ADS)
Freund, Eckhard; Rossmann, Juergen; Schluse, Michael
2000-10-01
Virtual Reality Methods allow a new and intuitive way of communication between man and machine. The basic idea of Virtual Reality (VR) is the generation of artificial computer simulated worlds, which the user not only can look at but also can interact with actively using data glove and data helmet. The main emphasis for the use of such techniques at the IRF is the development of a new generation of operator interfaces for the control of robots and other automation components and for intelligent training systems for complex tasks. The basic idea of the methods developed at the IRF for the realization of Projective Virtual Reality is to let the user work in the virtual world as he would act in reality. The user actions are recognized by the Virtual reality System and by means of new and intelligent control software projected onto the automation components like robots which afterwards perform the necessary actions in reality to execute the users task. In this operation mode the user no longer has to be a robot expert to generate tasks for robots or to program them, because intelligent control software recognizes the users intention and generated automatically the commands for nearly every automation component. Now, Virtual Reality Methods are ideally suited for universal man-machine-interfaces for the control and supervision of a big class of automation components, interactive training and visualization systems. The Virtual Reality System of the IRF-COSIMIR/VR- forms the basis for different projects starting with the control of space automation systems in the projects CIROS, VITAL and GETEX, the realization of a comprehensive development tool for the International Space Station and last but not least with the realistic simulation fire extinguishing, forest machines and excavators which will be presented in the final paper in addition to the key ideas of this Virtual Reality System.
Affective processes in human-automation interactions.
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.
Earthdata Search Usability Study Process
NASA Technical Reports Server (NTRS)
Reese, Mark
2016-01-01
User experience (UX) design is the process of enhancing user satisfaction by improving various aspects of the user's interaction with an application or website. One aspect of UX design is usability, or the extent to which an application can be used to to accomplish tasks efficiently, effectively, and with satisfaction. NASA's Earthdata Search Client recently underwent a focused usability testing project to measure usability and gain valuable user feedback and insights to increase usability for its end-users. This presentation focuses on the process by which the usability tests were administered and the lessons learned throughout the process.
Scientific Visualization of Radio Astronomy Data using Gesture Interaction
NASA Astrophysics Data System (ADS)
Mulumba, P.; Gain, J.; Marais, P.; Woudt, P.
2015-09-01
MeerKAT in South Africa (Meer = More Karoo Array Telescope) will require software to help visualize, interpret and interact with multidimensional data. While visualization of multi-dimensional data is a well explored topic, little work has been published on the design of intuitive interfaces to such systems. More specifically, the use of non-traditional interfaces (such as motion tracking and multi-touch) has not been widely investigated within the context of visualizing astronomy data. We hypothesize that a natural user interface would allow for easier data exploration which would in turn lead to certain kinds of visualizations (volumetric, multidimensional). To this end, we have developed a multi-platform scientific visualization system for FITS spectral data cubes using VTK (Visualization Toolkit) and a natural user interface to explore the interaction between a gesture input device and multidimensional data space. Our system supports visual transformations (translation, rotation and scaling) as well as sub-volume extraction and arbitrary slicing of 3D volumetric data. These tasks were implemented across three prototypes aimed at exploring different interaction strategies: standard (mouse/keyboard) interaction, volumetric gesture tracking (Leap Motion controller) and multi-touch interaction (multi-touch monitor). A Heuristic Evaluation revealed that the volumetric gesture tracking prototype shows great promise for interfacing with the depth component (z-axis) of 3D volumetric space across multiple transformations. However, this is limited by users needing to remember the required gestures. In comparison, the touch-based gesture navigation is typically more familiar to users as these gestures were engineered from standard multi-touch actions. Future work will address a complete usability test to evaluate and compare the different interaction modalities against the different visualization tasks.
Kirchner, Elsa A.; Kim, Su K.; Tabie, Marc; Wöhrle, Hendrik; Maurus, Michael; Kirchner, Frank
2016-01-01
Advanced man-machine interfaces (MMIs) are being developed for teleoperating robots at remote and hardly accessible places. Such MMIs make use of a virtual environment and can therefore make the operator immerse him-/herself into the environment of the robot. In this paper, we present our developed MMI for multi-robot control. Our MMI can adapt to changes in task load and task engagement online. Applying our approach of embedded Brain Reading we improve user support and efficiency of interaction. The level of task engagement was inferred from the single-trial detectability of P300-related brain activity that was naturally evoked during interaction. With our approach no secondary task is needed to measure task load. It is based on research results on the single-stimulus paradigm, distribution of brain resources and its effect on the P300 event-related component. It further considers effects of the modulation caused by a delayed reaction time on the P300 component evoked by complex responses to task-relevant messages. We prove our concept using single-trial based machine learning analysis, analysis of averaged event-related potentials and behavioral analysis. As main results we show (1) a significant improvement of runtime needed to perform the interaction tasks compared to a setting in which all subjects could easily perform the tasks. We show that (2) the single-trial detectability of the event-related potential P300 can be used to measure the changes in task load and task engagement during complex interaction while also being sensitive to the level of experience of the operator and (3) can be used to adapt the MMI individually to the different needs of users without increasing total workload. Our online adaptation of the proposed MMI is based on a continuous supervision of the operator's cognitive resources by means of embedded Brain Reading. Operators with different qualifications or capabilities receive only as many tasks as they can perform to avoid mental overload as well as mental underload. PMID:27445742
Mental workload during n-back task-quantified in the prefrontal cortex using fNIRS.
Herff, Christian; Heger, Dominic; Fortmann, Ole; Hennrich, Johannes; Putze, Felix; Schultz, Tanja
2013-01-01
When interacting with technical systems, users experience mental workload. Particularly in multitasking scenarios (e.g., interacting with the car navigation system while driving) it is desired to not distract the users from their primary task. For such purposes, human-machine interfaces (HCIs) are desirable which continuously monitor the users' workload and dynamically adapt the behavior of the interface to the measured workload. While memory tasks have been shown to elicit hemodynamic responses in the brain when averaging over multiple trials, a robust single trial classification is a crucial prerequisite for the purpose of dynamically adapting HCIs to the workload of its user. The prefrontal cortex (PFC) plays an important role in the processing of memory and the associated workload. In this study of 10 subjects, we used functional Near-Infrared Spectroscopy (fNIRS), a non-invasive imaging modality, to sample workload activity in the PFC. The results show up to 78% accuracy for single-trial discrimination of three levels of workload from each other. We use an n-back task (n ∈ {1, 2, 3}) to induce different levels of workload, forcing subjects to continuously remember the last one, two, or three of rapidly changing items. Our experimental results show that measuring hemodynamic responses in the PFC with fNIRS, can be used to robustly quantify and classify mental workload. Single trial analysis is still a young field that suffers from a general lack of standards. To increase comparability of fNIRS methods and results, the data corpus for this study is made available online.
ERIC Educational Resources Information Center
Lee, Kiljae
2013-01-01
While interactivity is regarded as a distinguishing characteristic of computer technology, the explanation on its impact remains in its infancy. The present research investigates what it means to provide a more (or less) interactive computer interface design by attempting to uncover its cognitive influences on the user's expectation of outcome and…
Automatic Sound Generation for Spherical Objects Hitting Straight Beams Based on Physical Models.
ERIC Educational Resources Information Center
Rauterberg, M.; And Others
Sounds are the result of one or several interactions between one or several objects at a certain place and in a certain environment; the attributes of every interaction influence the generated sound. The following factors influence users in human/computer interaction: the organization of the learning environment, the content of the learning tasks,…
Using Apex To Construct CPM-GOMS Models
NASA Technical Reports Server (NTRS)
John, Bonnie; Vera, Alonso; Matessa, Michael; Freed, Michael; Remington, Roger
2006-01-01
process for automatically generating computational models of human/computer interactions as well as graphical and textual representations of the models has been built on the conceptual foundation of a method known in the art as CPM-GOMS. This method is so named because it combines (1) the task decomposition of analysis according to an underlying method known in the art as the goals, operators, methods, and selection (GOMS) method with (2) a model of human resource usage at the level of cognitive, perceptual, and motor (CPM) operations. CPM-GOMS models have made accurate predictions about behaviors of skilled computer users in routine tasks, but heretofore, such models have been generated in a tedious, error-prone manual process. In the present process, CPM-GOMS models are generated automatically from a hierarchical task decomposition expressed by use of a computer program, known as Apex, designed previously to be used to model human behavior in complex, dynamic tasks. An inherent capability of Apex for scheduling of resources automates the difficult task of interleaving the cognitive, perceptual, and motor resources that underlie common task operators (e.g., move and click mouse). The user interface of Apex automatically generates Program Evaluation Review Technique (PERT) charts, which enable modelers to visualize the complex parallel behavior represented by a model. Because interleaving and the generation of displays to aid visualization are automated, it is now feasible to construct arbitrarily long sequences of behaviors. The process was tested by using Apex to create a CPM-GOMS model of a relatively simple human/computer-interaction task and comparing the time predictions of the model and measurements of the times taken by human users in performing the various steps of the task. The task was to withdraw $80 in cash from an automated teller machine (ATM). For the test, a Visual Basic mockup of an ATM was created, with a provision for input from (and measurement of the performance of) the user via a mouse. The times predicted by the automatically generated model turned out to approximate the measured times fairly well (see figure). While these results are promising, there is need for further development of the process. Moreover, it will also be necessary to test other, more complex models: The actions required of the user in the ATM task are too sequential to involve substantial parallelism and interleaving and, hence, do not serve as an adequate test of the unique strength of CPM-GOMS models to accommodate parallelism and interleaving.
PlenoPatch: Patch-Based Plenoptic Image Manipulation.
Zhang, Fang-Lue; Wang, Jue; Shechtman, Eli; Zhou, Zi-Ye; Shi, Jia-Xin; Hu, Shi-Min
2017-05-01
Patch-based image synthesis methods have been successfully applied for various editing tasks on still images, videos and stereo pairs. In this work we extend patch-based synthesis to plenoptic images captured by consumer-level lenselet-based devices for interactive, efficient light field editing. In our method the light field is represented as a set of images captured from different viewpoints. We decompose the central view into different depth layers, and present it to the user for specifying the editing goals. Given an editing task, our method performs patch-based image synthesis on all affected layers of the central view, and then propagates the edits to all other views. Interaction is done through a conventional 2D image editing user interface that is familiar to novice users. Our method correctly handles object boundary occlusion with semi-transparency, thus can generate more realistic results than previous methods. We demonstrate compelling results on a wide range of applications such as hole-filling, object reshuffling and resizing, changing object depth, light field upscaling and parallax magnification.
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.
Connors, Erin C; Yazzolino, Lindsay A; Sánchez, Jaime; Merabet, Lotfi B
2013-03-27
Audio-based Environment Simulator (AbES) is virtual environment software designed to improve real world navigation skills in the blind. Using only audio based cues and set within the context of a video game metaphor, users gather relevant spatial information regarding a building's layout. This allows the user to develop an accurate spatial cognitive map of a large-scale three-dimensional space that can be manipulated for the purposes of a real indoor navigation task. After game play, participants are then assessed on their ability to navigate within the target physical building represented in the game. Preliminary results suggest that early blind users were able to acquire relevant information regarding the spatial layout of a previously unfamiliar building as indexed by their performance on a series of navigation tasks. These tasks included path finding through the virtual and physical building, as well as a series of drop off tasks. We find that the immersive and highly interactive nature of the AbES software appears to greatly engage the blind user to actively explore the virtual environment. Applications of this approach may extend to larger populations of visually impaired individuals.
Ergonomic evaluation of ten single-channel pipettes.
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
ERIC Educational Resources Information Center
Liew, Chern Li; Chennupati, K. R.; Foo, Schubert
2001-01-01
Explores the potential and impact of an innovative information environment in enhancing user activities in using electronic documents for various tasks, and to support the value-adding of these e-documents. Discusses the conceptual design and prototyping of a proposed environment, PROPIE. Presents an empirical and formative evaluation of the…
Comparing two types of engineering visualizations: task-related manipulations matter.
Cölln, Martin C; Kusch, Kerstin; Helmert, Jens R; Kohler, Petra; Velichkovsky, Boris M; Pannasch, Sebastian
2012-01-01
This study focuses on the comparison of traditional engineering drawings with a CAD (computer aided design) visualization in terms of user performance and eye movements in an applied context. Twenty-five students of mechanical engineering completed search tasks for measures in two distinct depictions of a car engine component (engineering drawing vs. CAD model). Besides spatial dimensionality, the display types most notably differed in terms of information layout, access and interaction options. The CAD visualization yielded better performance, if users directly manipulated the object, but was inferior, if employed in a conventional static manner, i.e. inspecting only predefined views. An additional eye movement analysis revealed longer fixation durations and a stronger increase of task-relevant fixations over time when interacting with the CAD visualization. This suggests a more focused extraction and filtering of information. We conclude that the three-dimensional CAD visualization can be advantageous if its ability to manipulate is used. Copyright © 2011 Elsevier Ltd and The Ergonomics Society. All rights reserved.
A usability evaluation of four commercial dental computer-based patient record systems
Thyvalikakath, Thankam P.; Monaco, Valerie; Thambuganipalle, Hima Bindu; Schleyer, Titus
2008-01-01
Background The usability of dental computer-based patient record (CPR) systems has not been studied, despite early evidence that poor usability is a problem for dental CPR system users at multiple levels. Methods The authors conducted formal usability tests of four dental CPR systems by using a purposive sample of four groups of five novice users. The authors measured task outcomes (correctly completed, incorrectly completed and incomplete) in each CPR system while the participants performed nine clinical documentation tasks, as well as the number of usability problems identified in each CPR system and their potential relationship to task outcomes. The authors reviewed the software application design aspects responsible for these usability problems. Results The range for correctly completed tasks was 16 to 64 percent, for incorrectly completed tasks 18 to 38 percent and for incomplete tasks 9 to 47 percent. The authors identified 286 usability problems. The main types were three unsuccessful attempts, negative affect and task incorrectly completed. They also identified six problematic interface and interaction designs that led to usability problems. Conclusion The four dental CPR systems studied have significant usability problems for novice users, resulting in a steep learning curve and potentially reduced system adoption. Clinical Implications The significant number of data entry errors raises concerns about the quality of documentation in clinical practice. PMID:19047669
MUNDUS project: MUltimodal Neuroprosthesis for daily Upper limb Support
2013-01-01
Background MUNDUS is an assistive framework for recovering direct interaction capability of severely motor impaired people based on arm reaching and hand functions. It aims at achieving personalization, modularity and maximization of the user’s direct involvement in assistive systems. To this, MUNDUS exploits any residual control of the end-user and can be adapted to the level of severity or to the progression of the disease allowing the user to voluntarily interact with the environment. MUNDUS target pathologies are high-level spinal cord injury (SCI) and neurodegenerative and genetic neuromuscular diseases, such as amyotrophic lateral sclerosis, Friedreich ataxia, and multiple sclerosis (MS). The system can be alternatively driven by residual voluntary muscular activation, head/eye motion, and brain signals. MUNDUS modularly combines an antigravity lightweight and non-cumbersome exoskeleton, closed-loop controlled Neuromuscular Electrical Stimulation for arm and hand motion, and potentially a motorized hand orthosis, for grasping interactive objects. Methods The definition of the requirements and of the interaction tasks were designed by a focus group with experts and a questionnaire with 36 potential end-users. Five end-users (3 SCI and 2 MS) tested the system in the configuration suitable to their specific level of impairment. They performed two exemplary tasks: reaching different points in the working volume and drinking. Three experts evaluated over a 3-level score (from 0, unsuccessful, to 2, completely functional) the execution of each assisted sub-action. Results The functionality of all modules has been successfully demonstrated. User’s intention was detected with a 100% success. Averaging all subjects and tasks, the minimum evaluation score obtained was 1.13 ± 0.99 for the release of the handle during the drinking task, whilst all the other sub-actions achieved a mean value above 1.6. All users, but one, subjectively perceived the usefulness of the assistance and could easily control the system. Donning time ranged from 6 to 65 minutes, scaled on the configuration complexity. Conclusions The MUNDUS platform provides functional assistance to daily life activities; the modules integration depends on the user’s need, the functionality of the system have been demonstrated for all the possible configurations, and preliminary assessment of usability and acceptance is promising. PMID:23822118
Automated Tutoring in Interactive Environments: A Task-Centered Approach.
ERIC Educational Resources Information Center
Wolz, Ursula; And Others
1989-01-01
Discusses tutoring and consulting functions in interactive computer environments. Tutoring strategies are considered, the expert model and the user model are described, and GENIE (Generated Informative Explanations)--an answer generating system for the Berkeley Unix Mail system--is explained as an example of an automated consulting system. (33…
Modeling strategic use of human computer interfaces with novel hidden Markov models
Mariano, Laura J.; Poore, Joshua C.; Krum, David M.; Schwartz, Jana L.; Coskren, William D.; Jones, Eric M.
2015-01-01
Immersive software tools are virtual environments designed to give their users an augmented view of real-world data and ways of manipulating that data. As virtual environments, every action users make while interacting with these tools can be carefully logged, as can the state of the software and the information it presents to the user, giving these actions context. This data provides a high-resolution lens through which dynamic cognitive and behavioral processes can be viewed. In this report, we describe new methods for the analysis and interpretation of such data, utilizing a novel implementation of the Beta Process Hidden Markov Model (BP-HMM) for analysis of software activity logs. We further report the results of a preliminary study designed to establish the validity of our modeling approach. A group of 20 participants were asked to play a simple computer game, instrumented to log every interaction with the interface. Participants had no previous experience with the game's functionality or rules, so the activity logs collected during their naïve interactions capture patterns of exploratory behavior and skill acquisition as they attempted to learn the rules of the game. Pre- and post-task questionnaires probed for self-reported styles of problem solving, as well as task engagement, difficulty, and workload. We jointly modeled the activity log sequences collected from all participants using the BP-HMM approach, identifying a global library of activity patterns representative of the collective behavior of all the participants. Analyses show systematic relationships between both pre- and post-task questionnaires, self-reported approaches to analytic problem solving, and metrics extracted from the BP-HMM decomposition. Overall, we find that this novel approach to decomposing unstructured behavioral data within software environments provides a sensible means for understanding how users learn to integrate software functionality for strategic task pursuit. PMID:26191026
Direct manipulation of virtual objects
NASA Astrophysics Data System (ADS)
Nguyen, Long K.
Interacting with a Virtual Environment (VE) generally requires the user to correctly perceive the relative position and orientation of virtual objects. For applications requiring interaction in personal space, the user may also need to accurately judge the position of the virtual object relative to that of a real object, for example, a virtual button and the user's real hand. This is difficult since VEs generally only provide a subset of the cues experienced in the real world. Complicating matters further, VEs presented by currently available visual displays may be inaccurate or distorted due to technological limitations. Fundamental physiological and psychological aspects of vision as they pertain to the task of object manipulation were thoroughly reviewed. Other sensory modalities -- proprioception, haptics, and audition -- and their cross-interactions with each other and with vision are briefly discussed. Visual display technologies, the primary component of any VE, were canvassed and compared. Current applications and research were gathered and categorized by different VE types and object interaction techniques. While object interaction research abounds in the literature, pockets of research gaps remain. Direct, dexterous, manual interaction with virtual objects in Mixed Reality (MR), where the real, seen hand accurately and effectively interacts with virtual objects, has not yet been fully quantified. An experimental test bed was designed to provide the highest accuracy attainable for salient visual cues in personal space. Optical alignment and user calibration were carefully performed. The test bed accommodated the full continuum of VE types and sensory modalities for comprehensive comparison studies. Experimental designs included two sets, each measuring depth perception and object interaction. The first set addressed the extreme end points of the Reality-Virtuality (R-V) continuum -- Immersive Virtual Environment (IVE) and Reality Environment (RE). This validated, linked, and extended several previous research findings, using one common test bed and participant pool. The results provided a proven method and solid reference points for further research. The second set of experiments leveraged the first to explore the full R-V spectrum and included additional, relevant sensory modalities. It consisted of two full-factorial experiments providing for rich data and key insights into the effect of each type of environment and each modality on accuracy and timeliness of virtual object interaction. The empirical results clearly showed that mean depth perception error in personal space was less than four millimeters whether the stimuli presented were real, virtual, or mixed. Likewise, mean error for the simple task of pushing a button was less than four millimeters whether the button was real or virtual. Mean task completion time was less than one second. Key to the high accuracy and quick task performance time observed was the correct presentation of the visual cues, including occlusion, stereoscopy, accommodation, and convergence. With performance results already near optimal level with accurate visual cues presented, adding proprioception, audio, and haptic cues did not significantly improve performance. Recommendations for future research include enhancement of the visual display and further experiments with more complex tasks and additional control variables.
Touch Interaction with 3D Geographical Visualization on Web: Selected Technological and User Issues
NASA Astrophysics Data System (ADS)
Herman, L.; Stachoň, Z.; Stuchlík, R.; Hladík, J.; Kubíček, P.
2016-10-01
The use of both 3D visualization and devices with touch displays is increasing. In this paper, we focused on the Web technologies for 3D visualization of spatial data and its interaction via touch screen gestures. At the first stage, we compared the support of touch interaction in selected JavaScript libraries on different hardware (desktop PCs with touch screens, tablets, and smartphones) and software platforms. Afterward, we realized simple empiric test (within-subject design, 6 participants, 2 simple tasks, LCD touch monitor Acer and digital terrain models as stimuli) focusing on the ability of users to solve simple spatial tasks via touch screens. An in-house testing web tool was developed and used based on JavaScript, PHP, and X3DOM languages and Hammer.js libraries. The correctness of answers, speed of users' performances, used gestures, and a simple gesture metric was recorded and analysed. Preliminary results revealed that the pan gesture is most frequently used by test participants and it is also supported by the majority of 3D libraries. Possible gesture metrics and future developments including the interpersonal differences are discussed in the conclusion.
Latency and User Performance in Virtual Environments and Augmented Reality
NASA Technical Reports Server (NTRS)
Ellis, Stephen R.
2009-01-01
System rendering latency has been recognized by senior researchers, such as Professor Fredrick Brooks of UNC (Turing Award 1999), as a major factor limiting the realism and utility of head-referenced displays systems. Latency has been shown to reduce the user's sense of immersion within a virtual environment, disturb user interaction with virtual objects, and to contribute to motion sickness during some simulation tasks. Latency, however, is not just an issue for external display systems since finite nerve conduction rates and variation in transduction times in the human body's sensors also pose problems for latency management within the nervous system. Some of the phenomena arising from the brain's handling of sensory asynchrony due to latency will be discussed as a prelude to consideration of the effects of latency in interactive displays. The causes and consequences of the erroneous movement that appears in displays due to latency will be illustrated with examples of the user performance impact provided by several experiments. These experiments will review the generality of user sensitivity to latency when users judge either object or environment stability. Hardware and signal processing countermeasures will also be discussed. In particular the tuning of a simple extrapolative predictive filter not using a dynamic movement model will be presented. Results show that it is possible to adjust this filter so that the appearance of some latencies may be hidden without the introduction of perceptual artifacts such as overshoot. Several examples of the effects of user performance will be illustrated by three-dimensional tracking and tracing tasks executed in virtual environments. These experiments demonstrate classic phenomena known from work on manual control and show the need for very responsive systems if they are indented to support precise manipulation. The practical benefits of removing interfering latencies from interactive systems will be emphasized with some classic final examples from surgical telerobotics, and human-computer interaction.
Usability Operations on Touch Mobile Devices for Users with Autism.
Quezada, Angeles; Juárez-Ramírez, Reyes; Jiménez, Samantha; Noriega, Alan Ramírez; Inzunza, Sergio; Garza, Arnulfo Alanis
2017-10-14
The Autistic Spectrum Disorder is a cognitive disorder that affects the cognitive and motor skills; due that, users cannot perform digital and fine motor tasks. It is necessary to create software applications that adapt to the abilities of these users. In recent years has been an increase in the research of the use of technology to support autistic users to develop their communication skills and to improve learning. However, the applications' usability for disable users is not assessed objectively as the existing models do not consider interaction operators for disable users. This article focuses on identifying the operations that can easily be performed by autistic users following the metrics of KML-GOMS, TLM and FLM. In addition, users of typical development were included in order to do a comparison between both types of users. The experiment was carried out using four applications designed for autistic users. Participants were subjects divided in two groups: level 1 and level 2 autistic users, and a group of users of typical development. During the experimentation, users performed a use case for each application; the time needed to perform each task was measured. Results show that the easiest operations for autistic users are K (Keystroke), D (Drag), Initial Act (I) and Tapping (T).
The image-interpretation-workstation of the future: lessons learned
NASA Astrophysics Data System (ADS)
Maier, S.; van de Camp, F.; Hafermann, J.; Wagner, B.; Peinsipp-Byma, E.; Beyerer, J.
2017-05-01
In recent years, professionally used workstations got increasingly complex and multi-monitor systems are more and more common. Novel interaction techniques like gesture recognition were developed but used mostly for entertainment and gaming purposes. These human computer interfaces are not yet widely used in professional environments where they could greatly improve the user experience. To approach this problem, we combined existing tools in our imageinterpretation-workstation of the future, a multi-monitor workplace comprised of four screens. Each screen is dedicated to a special task in the image interpreting process: a geo-information system to geo-reference the images and provide a spatial reference for the user, an interactive recognition support tool, an annotation tool and a reporting tool. To further support the complex task of image interpreting, self-developed interaction systems for head-pose estimation and hand tracking were used in addition to more common technologies like touchscreens, face identification and speech recognition. A set of experiments were conducted to evaluate the usability of the different interaction systems. Two typical extensive tasks of image interpreting were devised and approved by military personal. They were then tested with a current setup of an image interpreting workstation using only keyboard and mouse against our image-interpretationworkstation of the future. To get a more detailed look at the usefulness of the interaction techniques in a multi-monitorsetup, the hand tracking, head pose estimation and the face recognition were further evaluated using tests inspired by everyday tasks. The results of the evaluation and the discussion are presented in this paper.
Use of force feedback to enhance graphical user interfaces
NASA Astrophysics Data System (ADS)
Rosenberg, Louis B.; Brave, Scott
1996-04-01
This project focuses on the use of force feedback sensations to enhance user interaction with standard graphical user interface paradigms. While typical joystick and mouse devices are input-only, force feedback controllers allow physical sensations to be reflected to a user. Tasks that require users to position a cursor on a given target can be enhanced by applying physical forces to the user that aid in targeting. For example, an attractive force field implemented at the location of a graphical icon can greatly facilitate target acquisition and selection of the icon. It has been shown that force feedback can enhance a users ability to perform basic functions within graphical user interfaces.
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.
NASA Technical Reports Server (NTRS)
Gutensohn, Michael
2018-01-01
The task for this project was to design, develop, test, and deploy a facial recognition system for the Kennedy Space Center Augmented/Virtual Reality Lab. This system will serve as a means of user authentication as part of the NUI of the lab. The overarching goal is to create a seamless user interface that will allow the user to initiate and interact with AR and VR experiences without ever needing to use a mouse or keyboard at any step in the process.
Off-line simulation inspires insight: A neurodynamics approach to efficient robot task learning.
Sousa, Emanuel; Erlhagen, Wolfram; Ferreira, Flora; Bicho, Estela
2015-12-01
There is currently an increasing demand for robots able to acquire the sequential organization of tasks from social learning interactions with ordinary people. Interactive learning-by-demonstration and communication is a promising research topic in current robotics research. However, the efficient acquisition of generalized task representations that allow the robot to adapt to different users and contexts is a major challenge. In this paper, we present a dynamic neural field (DNF) model that is inspired by the hypothesis that the nervous system uses the off-line re-activation of initial memory traces to incrementally incorporate new information into structured knowledge. To achieve this, the model combines fast activation-based learning to robustly represent sequential information from single task demonstrations with slower, weight-based learning during internal simulations to establish longer-term associations between neural populations representing individual subtasks. The efficiency of the learning process is tested in an assembly paradigm in which the humanoid robot ARoS learns to construct a toy vehicle from its parts. User demonstrations with different serial orders together with the correction of initial prediction errors allow the robot to acquire generalized task knowledge about possible serial orders and the longer term dependencies between subgoals in very few social learning interactions. This success is shown in a joint action scenario in which ARoS uses the newly acquired assembly plan to construct the toy together with a human partner. Copyright © 2015 Elsevier Ltd. All rights reserved.
A Mobile App (BEDSide Mobility) to Support Nurses' Tasks at the Patient's Bedside: Usability Study.
Ehrler, Frederic; Weinhold, Thomas; Joe, Jonathan; Lovis, Christian; Blondon, Katherine
2018-03-21
The introduction of clinical information systems has increased the amount of clinical documentation. Although this documentation generally improves patient safety, it has become a time-consuming task for nurses, which limits their time with the patient. On the basis of a user-centered methodology, we have developed a mobile app named BEDSide Mobility to support nurses in their daily workflow and to facilitate documentation at the bedside. The aim of the study was to assess the usability of the BEDSide Mobility app in terms of the navigation and interaction design through usability testing. Nurses were asked to complete a scenario reflecting their daily work with patients. Their interactions with the app were captured with eye-tracking glasses and by using the think aloud protocol. After completing the tasks, participants filled out the system usability scale questionnaire. Descriptive statistics were used to summarize task completion rates and the users' performance. A total of 10 nurses (aged 21-50) participated in the study. Overall, they were satisfied with the navigation, layout, and interaction design of the app, with the exception of one user who was unfamiliar with smartphones. The problems identified were related to the ambiguity of some icons, the navigation logic, and design inconsistency. Besides the usability issues identified in the app, the participants' results do indicate good usability, high acceptance, and high satisfaction with the developed app. However, the results must be taken with caution because of the poor ecological validity of the experimental setting. ©Frederic Ehrler, Thomas Weinhold, Jonathan Joe, Christian Lovis, Katherine Blondon. Originally published in JMIR Mhealth and Uhealth (http://mhealth.jmir.org), 21.03.2018.
Effective color design for displays
NASA Astrophysics Data System (ADS)
MacDonald, Lindsay W.
2002-06-01
Visual communication is a key aspect of human-computer interaction, which contributes to the satisfaction of user and application needs. For effective design of presentations on computer displays, color should be used in conjunction with the other visual variables. The general needs of graphic user interfaces are discussed, followed by five specific tasks with differing criteria for display color specification - advertising, text, information, visualization and imaging.
ERIC Educational Resources Information Center
Liu, Chang
2012-01-01
When using information retrieval (IR) systems, users often pose short and ambiguous query terms. It is critical for IR systems to obtain more accurate representation of users' information need, their document preferences, and the context they are working in, and then incorporate them into the design of the systems to tailor retrieval to…
The Effects of Task, Database, and Guidance on Interaction in a Goal-Based Scenario.
ERIC Educational Resources Information Center
Bell, Benjamin
This paper describes the "Sickle Cell Counselor" (SCC), a goal based scenario on permanent display at the Museum of Science and Industry in Chicago. SCC is an exploratory hypermedia simulation program which provides users with a basic understanding of Sickle Cell Anemia. The user of the program plays the role of a genetic counselor, and,…
NASA Astrophysics Data System (ADS)
Rogowitz, Bernice E.; Rabenhorst, David A.; Gerth, John A.; Kalin, Edward B.
1996-04-01
This paper describes a set of visual techniques, based on principles of human perception and cognition, which can help users analyze and develop intuitions about tabular data. Collections of tabular data are widely available, including, for example, multivariate time series data, customer satisfaction data, stock market performance data, multivariate profiles of companies and individuals, and scientific measurements. In our approach, we show how visual cues can help users perform a number of data mining tasks, including identifying correlations and interaction effects, finding clusters and understanding the semantics of cluster membership, identifying anomalies and outliers, and discovering multivariate relationships among variables. These cues are derived from psychological studies on perceptual organization, visual search, perceptual scaling, and color perception. These visual techniques are presented as a complement to the statistical and algorithmic methods more commonly associated with these tasks, and provide an interactive interface for the human analyst.
Development of Land Analysis System display modules
NASA Technical Reports Server (NTRS)
Gordon, Douglas; Hollaren, Douglas; Huewe, Laurie
1986-01-01
The Land Analysis System (LAS) display modules were developed to allow a user to interactively display, manipulate, and store image and image related data. To help accomplish this task, these modules utilize the Transportable Applications Executive and the Display Management System software to interact with the user and the display device. The basic characteristics of a display are outlined and some of the major modifications and additions made to the display management software are discussed. Finally, all available LAS display modules are listed along with a short description of each.
Spacelab data analysis and interactive control study
NASA Technical Reports Server (NTRS)
Tarbell, T. D.; Drake, J. F.
1980-01-01
The study consisted of two main tasks, a series of interviews of Spacelab users and a survey of data processing and display equipment. Findings from the user interviews on questions of interactive control, downlink data formats, and Spacelab computer software development are presented. Equipment for quick look processing and display of scientific data in the Spacelab Payload Operations Control Center (POCC) was surveyed. Results of this survey effort are discussed in detail, along with recommendations for NASA development of several specific display systems which meet common requirements of many Spacelab experiments.
Program Predicts Time Courses of Human/Computer Interactions
NASA Technical Reports Server (NTRS)
Vera, Alonso; Howes, Andrew
2005-01-01
CPM X is a computer program that predicts sequences of, and amounts of time taken by, routine actions performed by a skilled person performing a task. Unlike programs that simulate the interaction of the person with the task environment, CPM X predicts the time course of events as consequences of encoded constraints on human behavior. The constraints determine which cognitive and environmental processes can occur simultaneously and which have sequential dependencies. The input to CPM X comprises (1) a description of a task and strategy in a hierarchical description language and (2) a description of architectural constraints in the form of rules governing interactions of fundamental cognitive, perceptual, and motor operations. The output of CPM X is a Program Evaluation Review Technique (PERT) chart that presents a schedule of predicted cognitive, motor, and perceptual operators interacting with a task environment. The CPM X program allows direct, a priori prediction of skilled user performance on complex human-machine systems, providing a way to assess critical interfaces before they are deployed in mission contexts.
ERIC Educational Resources Information Center
Schonborn, Konrad J.; Bivall, Petter; Tibell, Lena A. E.
2011-01-01
This study explores tertiary students' interaction with a haptic virtual model representing the specific binding of two biomolecules, a core concept in molecular life science education. Twenty students assigned to a "haptics" (experimental) or "no-haptics" (control) condition performed a "docking" task where users sought the most favourable…
Paper simulation techniques in user requirements analysis for interactive computer systems
NASA Technical Reports Server (NTRS)
Ramsey, H. R.; Atwood, M. E.; Willoughby, J. K.
1979-01-01
This paper describes the use of a technique called 'paper simulation' in the analysis of user requirements for interactive computer systems. In a paper simulation, the user solves problems with the aid of a 'computer', as in normal man-in-the-loop simulation. In this procedure, though, the computer does not exist, but is simulated by the experimenters. This allows simulated problem solving early in the design effort, and allows the properties and degree of structure of the system and its dialogue to be varied. The technique, and a method of analyzing the results, are illustrated with examples from a recent paper simulation exercise involving a Space Shuttle flight design task
Wilson, Michael J; Vassileva, Jasmin
2018-01-01
This study explored how different forms of reward-based decision-making are associated with pathological gambling (PG) among abstinent individuals with prior dependence on different classes of drugs. Participants had lifetime histories of either "pure" heroin dependence ( n = 64), "pure" amphetamine dependence ( n = 51), or polysubstance dependence ( n = 89), or had no history of substance dependence ( n = 133). Decision-making was assessed via two neurocognitive tasks: (1) the Iowa Gambling Task (IGT), a measure of decision-making under ambiguity (i.e., uncertain risk contingencies); and (2) the Cambridge Gambling task (CGT), a measure of decision-making under risk (i.e., explicit risk contingencies). The main effects of neurocognitive performance and drug class on PG (defined as ≥3 DSM-IV PG symptoms) as well as their interactional effects were assessed via multiple linear regression. Two CGT indices of decision-making under risk demonstrated positive main effects on PG. Interaction effects indicated that the effects of decision-making under risk on PG were largely consistent across participant groups. Notably, a linear relationship between greater CGT Risk-Taking and PG symptoms was not observed among amphetamine users, whereas IGT performance was selectively and positively associated with PG in polysubstance users. Overall, results indicate that reward-based decision-making under risk may represent a risk factor for PG across substance users, with some variations in these relationships influenced by specific class of substance of abuse.
Intelligent viewing control for robotic and automation systems
NASA Astrophysics Data System (ADS)
Schenker, Paul S.; Peters, Stephen F.; Paljug, Eric D.; Kim, Won S.
1994-10-01
We present a new system for supervisory automated control of multiple remote cameras. Our primary purpose in developing this system has been to provide capability for knowledge- based, `hands-off' viewing during execution of teleoperation/telerobotic tasks. The reported technology has broader applicability to remote surveillance, telescience observation, automated manufacturing workcells, etc. We refer to this new capability as `Intelligent Viewing Control (IVC),' distinguishing it from a simple programmed camera motion control. In the IVC system, camera viewing assignment, sequencing, positioning, panning, and parameter adjustment (zoom, focus, aperture, etc.) are invoked and interactively executed by real-time by a knowledge-based controller, drawing on a priori known task models and constraints, including operator preferences. This multi-camera control is integrated with a real-time, high-fidelity 3D graphics simulation, which is correctly calibrated in perspective to the actual cameras and their platform kinematics (translation/pan-tilt). Such merged graphics- with-video design allows the system user to preview and modify the planned (`choreographed') viewing sequences. Further, during actual task execution, the system operator has available both the resulting optimized video sequence, as well as supplementary graphics views from arbitrary perspectives. IVC, including operator-interactive designation of robot task actions, is presented to the user as a well-integrated video-graphic single screen user interface allowing easy access to all relevant telerobot communication/command/control resources. We describe and show pictorial results of a preliminary IVC system implementation for telerobotic servicing of a satellite.
NASA Technical Reports Server (NTRS)
John, Bonnie; Vera, Alonso; Matessa, Michael; Freed, Michael; Remington, Roger
2002-01-01
CPM-GOMS is a modeling method that combines the task decomposition of a GOMS analysis with a model of human resource usage at the level of cognitive, perceptual, and motor operations. CPM-GOMS models have made accurate predictions about skilled user behavior in routine tasks, but developing such models is tedious and error-prone. We describe a process for automatically generating CPM-GOMS models from a hierarchical task decomposition expressed in a cognitive modeling tool called Apex. Resource scheduling in Apex automates the difficult task of interleaving the cognitive, perceptual, and motor resources underlying common task operators (e.g. mouse move-and-click). Apex's UI automatically generates PERT charts, which allow modelers to visualize a model's complex parallel behavior. Because interleaving and visualization is now automated, it is feasible to construct arbitrarily long sequences of behavior. To demonstrate the process, we present a model of automated teller interactions in Apex and discuss implications for user modeling. available to model human users, the Goals, Operators, Methods, and Selection (GOMS) method [6, 21] has been the most widely used, providing accurate, often zero-parameter, predictions of the routine performance of skilled users in a wide range of procedural tasks [6, 13, 15, 27, 28]. GOMS is meant to model routine behavior. The user is assumed to have methods that apply sequences of operators and to achieve a goal. Selection rules are applied when there is more than one method to achieve a goal. Many routine tasks lend themselves well to such decomposition. Decomposition produces a representation of the task as a set of nested goal states that include an initial state and a final state. The iterative decomposition into goals and nested subgoals can terminate in primitives of any desired granularity, the choice of level of detail dependent on the predictions required. Although GOMS has proven useful in HCI, tools to support the construction of GOMS models have not yet come into general use.
Is Neural Activity Detected by ERP-Based Brain-Computer Interfaces Task Specific?
Wenzel, Markus A; Almeida, Inês; Blankertz, Benjamin
2016-01-01
Brain-computer interfaces (BCIs) that are based on event-related potentials (ERPs) can estimate to which stimulus a user pays particular attention. In typical BCIs, the user silently counts the selected stimulus (which is repeatedly presented among other stimuli) in order to focus the attention. The stimulus of interest is then inferred from the electroencephalogram (EEG). Detecting attention allocation implicitly could be also beneficial for human-computer interaction (HCI), because it would allow software to adapt to the user's interest. However, a counting task would be inappropriate for the envisaged implicit application in HCI. Therefore, the question was addressed if the detectable neural activity is specific for silent counting, or if it can be evoked also by other tasks that direct the attention to certain stimuli. Thirteen people performed a silent counting, an arithmetic and a memory task. The tasks required the subjects to pay particular attention to target stimuli of a random color. The stimulus presentation was the same in all three tasks, which allowed a direct comparison of the experimental conditions. Classifiers that were trained to detect the targets in one task, according to patterns present in the EEG signal, could detect targets in all other tasks (irrespective of some task-related differences in the EEG). The neural activity detected by the classifiers is not strictly task specific but can be generalized over tasks and is presumably a result of the attention allocation or of the augmented workload. The results may hold promise for the transfer of classification algorithms from BCI research to implicit relevance detection in HCI.
Psychological Issues in Online Adaptive Task Allocation
NASA Technical Reports Server (NTRS)
Morris, N. M.; Rouse, W. B.; Ward, S. L.; Frey, P. R.
1984-01-01
Adaptive aiding is an idea that offers potential for improvement over many current approaches to aiding in human-computer systems. The expected return of tailoring the system to fit the user could be in the form of improved system performance and/or increased user satisfaction. Issues such as the manner in which information is shared between human and computer, the appropriate division of labor between them, and the level of autonomy of the aid are explored. A simulated visual search task was developed. Subjects are required to identify targets in a moving display while performing a compensatory sub-critical tracking task. By manipulating characteristics of the situation such as imposed task-related workload and effort required to communicate with the computer, it is possible to create conditions in which interaction with the computer would be more or less desirable. The results of preliminary research using this experimental scenario are presented, and future directions for this research effort are discussed.
Reducing Wrong Patient Selection Errors: Exploring the Design Space of User Interface Techniques
Sopan, Awalin; Plaisant, Catherine; Powsner, Seth; Shneiderman, Ben
2014-01-01
Wrong patient selection errors are a major issue for patient safety; from ordering medication to performing surgery, the stakes are high. Widespread adoption of Electronic Health Record (EHR) and Computerized Provider Order Entry (CPOE) systems makes patient selection using a computer screen a frequent task for clinicians. Careful design of the user interface can help mitigate the problem by helping providers recall their patients’ identities, accurately select their names, and spot errors before orders are submitted. We propose a catalog of twenty seven distinct user interface techniques, organized according to a task analysis. An associated video demonstrates eighteen of those techniques. EHR designers who consider a wider range of human-computer interaction techniques could reduce selection errors, but verification of efficacy is still needed. PMID:25954415
Reducing wrong patient selection errors: exploring the design space of user interface techniques.
Sopan, Awalin; Plaisant, Catherine; Powsner, Seth; Shneiderman, Ben
2014-01-01
Wrong patient selection errors are a major issue for patient safety; from ordering medication to performing surgery, the stakes are high. Widespread adoption of Electronic Health Record (EHR) and Computerized Provider Order Entry (CPOE) systems makes patient selection using a computer screen a frequent task for clinicians. Careful design of the user interface can help mitigate the problem by helping providers recall their patients' identities, accurately select their names, and spot errors before orders are submitted. We propose a catalog of twenty seven distinct user interface techniques, organized according to a task analysis. An associated video demonstrates eighteen of those techniques. EHR designers who consider a wider range of human-computer interaction techniques could reduce selection errors, but verification of efficacy is still needed.
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.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Bradel, Lauren; Endert, Alexander; Koch, Kristen
2013-08-01
Large, high-resolution vertical displays carry the potential to increase the accuracy of collaborative sensemaking, given correctly designed visual analytics tools. From an exploratory user study using a fictional textual intelligence analysis task, we investigated how users interact with the display to construct spatial schemas and externalize information, as well as how they establish shared and private territories. We investigated the space management strategies of users partitioned by type of tool philosophy followed (visualization- or text-centric). We classified the types of territorial behavior exhibited in terms of how the users interacted with information on the display (integrated or independent workspaces). Next,more » we examined how territorial behavior impacted the common ground between the pairs of users. Finally, we offer design suggestions for building future co-located collaborative visual analytics tools specifically for use on large, high-resolution vertical displays.« less
Reinventing Image Detective: An Evidence-Based Approach to Citizen Science Online
NASA Astrophysics Data System (ADS)
Romano, C.; Graff, P. V.; Runco, S.
2017-12-01
Usability studies demonstrate that web users are notoriously impatient, spending as little as 15 seconds on a home page. How do you get users to stay long enough to understand a citizen science project? How do you get users to complete complex citizen science tasks online?Image Detective, a citizen science project originally developed by scientists and science engagement specialists at the NASA Johnson Space center to engage the public in the analysis of images taken from space by astronauts to help enhance NASA's online database of astronaut imagery, partnered with the CosmoQuest citizen science platform to modernize, offering new and improved options for participation in Image Detective. The challenge: to create a web interface that builds users' skills and knowledge, creating engagement while learning complex concepts essential to the accurate completion of tasks. The project team turned to usability testing for an objective understanding of how users perceived Image Detective and the steps required to complete required tasks. A group of six users was recruited online for unmoderated and initial testing. The users followed a think-aloud protocol while attempting tasks, and were recorded on video and audio. The usability test examined users' perception of four broad areas: the purpose of and context for Image Detective; the steps required to successfully complete the analysis (differentiating images of Earth's surface from those showing outer space and identifying common surface features); locating the image center point on a map of Earth; and finally, naming geographic locations or natural events seen in the image.Usability test findings demonstrated that the following best practices can increase participation in Image Detective and can be applied to the successful implementation of any citizen science project:• Concise explanation of the project, its context, and its purpose;• Including a mention of the funding agency (in this case, NASA);• A preview of the specific tasks required of participants;• A dedicated user interface for the actual citizen science interaction.In addition, testing revealed that users may require additional context when a task is complex, difficult, or unusual (locating a specific image and its center point on a map of Earth). Video evidence will be made available with this presentation.
Reinventing Image Detective: An Evidence-Based Approach to Citizen Science Online
NASA Technical Reports Server (NTRS)
Romano, Cia; Graff, Paige V.; Runco, Susan
2017-01-01
Usability studies demonstrate that web users are notoriously impatient, spending as little as 15 seconds on a home page. How do you get users to stay long enough to understand a citizen science project? How do you get users to complete complex citizen science tasks online? Image Detective, a citizen science project originally developed by scientists and science engagement specialists at the NASA Johnson Space center to engage the public in the analysis of images taken from space by astronauts to help enhance NASA's online database of astronaut imagery, partnered with the CosmoQuest citizen science platform to modernize, offering new and improved options for participation in Image Detective. The challenge: to create a web interface that builds users' skills and knowledge, creating engagement while learning complex concepts essential to the accurate completion of tasks. The project team turned to usability testing for an objective understanding of how users perceived Image Detective and the steps required to complete required tasks. A group of six users was recruited online for unmoderated and initial testing. The users followed a think-aloud protocol while attempting tasks, and were recorded on video and audio. The usability test examined users' perception of four broad areas: the purpose of and context for Image Detective; the steps required to successfully complete the analysis (differentiating images of Earth's surface from those showing outer space and identifying common surface features); locating the image center point on a map of Earth; and finally, naming geographic locations or natural events seen in the image. Usability test findings demonstrated that the following best practices can increase participation in Image Detective and can be applied to the successful implementation of any citizen science project: (1) Concise explanation of the project, its context, and its purpose; (2) Including a mention of the funding agency (in this case, NASA); (3) A preview of the specific tasks required of participants; (4) A dedicated user interface for the actual citizen science interaction. In addition, testing revealed that users may require additional context when a task is complex, difficult, or unusual (locating a specific image and its center point on a map of Earth). Video evidence will be made available with this presentation.
NASA Astrophysics Data System (ADS)
Hild, Jutta; Krüger, Wolfgang; Brüstle, Stefan; Trantelle, Patrick; Unmüßig, Gabriel; Voit, Michael; Heinze, Norbert; Peinsipp-Byma, Elisabeth; Beyerer, Jürgen
2017-05-01
Real-time motion video analysis is a challenging and exhausting task for the human observer, particularly in safety and security critical domains. Hence, customized video analysis systems providing functions for the analysis of subtasks like motion detection or target tracking are welcome. While such automated algorithms relieve the human operators from performing basic subtasks, they impose additional interaction duties on them. Prior work shows that, e.g., for interaction with target tracking algorithms, a gaze-enhanced user interface is beneficial. In this contribution, we present an investigation on interaction with an independent motion detection (IDM) algorithm. Besides identifying an appropriate interaction technique for the user interface - again, we compare gaze-based and traditional mouse-based interaction - we focus on the benefit an IDM algorithm might provide for an UAS video analyst. In a pilot study, we exposed ten subjects to the task of moving target detection in UAS video data twice, once performing with automatic support, once performing without it. We compare the two conditions considering performance in terms of effectiveness (correct target selections). Additionally, we report perceived workload (measured using the NASA-TLX questionnaire) and user satisfaction (measured using the ISO 9241-411 questionnaire). The results show that a combination of gaze input and automated IDM algorithm provides valuable support for the human observer, increasing the number of correct target selections up to 62% and reducing workload at the same time.
Goal-recognition-based adaptive brain-computer interface for navigating immersive robotic systems.
Abu-Alqumsan, Mohammad; Ebert, Felix; Peer, Angelika
2017-06-01
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. 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. 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. 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.
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.
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.
Wolters, Maria Klara; Kelly, Fiona; Kilgour, Jonathan
2016-12-01
Intelligent cognitive assistants support people who need help performing everyday tasks by detecting when problems occur and providing tailored and context-sensitive assistance. Spoken dialogue interfaces allow users to interact with intelligent cognitive assistants while focusing on the task at hand. In order to establish requirements for voice interfaces to intelligent cognitive assistants, we conducted three focus groups with people with dementia, carers, and older people without a diagnosis of dementia. Analysis of the focus group data showed that voice and interaction style should be chosen based on the preferences of the user, not those of the carer. For people with dementia, the intelligent cognitive assistant should act like a patient, encouraging guide, while for older people without dementia, assistance should be to the point and not patronising. The intelligent cognitive assistant should be able to adapt to cognitive decline. © The Author(s) 2015.
Interactive information retrieval systems with minimalist representation
DOE Office of Scientific and Technical Information (OSTI.GOV)
Domeshek, E.; Kedar, S.; Gordon, A.
Almost any information you might want is becoming available on-line. The problem is how to find what you need. One strategy to improve access to existing information sources, is intelligent information agents - an approach based on extensive representation and inference. Another alternative is to simply concentrate on better information organization and indexing. Our systems use a form of conceptual indexing sensitive to users` task-specific information needs. We aim for minimalist representation, coding only select aspects of stored items. Rather than supporting reliable automated inference, the primary purpose of our representations is to provide sufficient discrimination and guidance to amore » user for a given domain and task. This paper argues, using case studies, that minimal representations can make strong contributions to the usefulness and usability of interactive information systems, while minimizing knowledge engineering effort. We demonstrate this approach in several broad spectrum applications including video retrieval and advisory systems.« less
Ammenwerth, Elske; Iller, Carola; Mahler, Cornelia
2006-01-01
Background Factors of IT adoption have largely been discussed in the literature. However, existing frameworks (such as TAM or TTF) are failing to include one important aspect, the interaction between user and task. Method Based on a literature study and a case study, we developed the FITT framework to help analyse the socio-organisational-technical factors that influence IT adoption in a health care setting. Results Our FITT framework ("Fit between Individuals, Task and Technology") is based on the idea that IT adoption in a clinical environment depends on the fit between the attributes of the individual users (e.g. computer anxiety, motivation), attributes of the technology (e.g. usability, functionality, performance), and attributes of the clinical tasks and processes (e.g. organisation, task complexity). We used this framework in the retrospective analysis of a three-year case study, describing the adoption of a nursing documentation system in various departments in a German University Hospital. We will show how the FITT framework helped analyzing the process of IT adoption during an IT implementation: we were able to describe every found IT adoption problem with regard to the three fit dimensions, and any intervention on the fit can be described with regard to the three objects of the FITT framework (individual, task, technology). We also derive facilitators and barriers to IT adoption of clinical information systems. Conclusion This work should support a better understanding of the reasons for IT adoption failures and therefore enable better prepared and more successful IT introduction projects. We will discuss, however, that from a more epistemological point of view, it may be difficult or even impossible to analyse the complex and interacting factors that predict success or failure of IT projects in a socio-technical environment. PMID:16401336
ERIC Educational Resources Information Center
Qudrat-Ullah, Hassan
2010-01-01
The use of simulations in general and of system dynamics simulation based interactive learning environments (SDILEs) in particular is well recognized as an effective way of improving users' decision making and learning in complex, dynamic tasks. However, the effectiveness of SDILEs in classrooms has rarely been evaluated. This article describes…
User-Centered Evaluation of Visual Analytics
DOE Office of Scientific and Technical Information (OSTI.GOV)
Scholtz, Jean C.
Visual analytics systems are becoming very popular. More domains now use interactive visualizations to analyze the ever-increasing amount and heterogeneity of data. More novel visualizations are being developed for more tasks and users. We need to ensure that these systems can be evaluated to determine that they are both useful and usable. A user-centered evaluation for visual analytics needs to be developed for these systems. While many of the typical human-computer interaction (HCI) evaluation methodologies can be applied as is, others will need modification. Additionally, new functionality in visual analytics systems needs new evaluation methodologies. There is a difference betweenmore » usability evaluations and user-centered evaluations. Usability looks at the efficiency, effectiveness, and user satisfaction of users carrying out tasks with software applications. User-centered evaluation looks more specifically at the utility provided to the users by the software. This is reflected in the evaluations done and in the metrics used. In the visual analytics domain this is very challenging as users are most likely experts in a particular domain, the tasks they do are often not well defined, the software they use needs to support large amounts of different kinds of data, and often the tasks last for months. These difficulties are discussed more in the section on User-centered Evaluation. Our goal is to provide a discussion of user-centered evaluation practices for visual analytics, including existing practices that can be carried out and new methodologies and metrics that need to be developed and agreed upon by the visual analytics community. The material provided here should be of use for both researchers and practitioners in the field of visual analytics. Researchers and practitioners in HCI and interested in visual analytics will find this information useful as well as a discussion on changes that need to be made to current HCI practices to make them more suitable to visual analytics. A history of analysis and analysis techniques and problems is provided as well as an introduction to user-centered evaluation and various evaluation techniques for readers from different disciplines. The understanding of these techniques is imperative if we wish to support analysis in the visual analytics software we develop. Currently the evaluations that are conducted and published for visual analytics software are very informal and consist mainly of comments from users or potential users. Our goal is to help researchers in visual analytics to conduct more formal user-centered evaluations. While these are time-consuming and expensive to carryout, the outcomes of these studies will have a defining impact on the field of visual analytics and help point the direction for future features and visualizations to incorporate. While many researchers view work in user-centered evaluation as a less-than-exciting area to work, the opposite is true. First of all, the goal is user-centered evaluation is to help visual analytics software developers, researchers, and designers improve their solutions and discover creative ways to better accommodate their users. Working with the users is extremely rewarding as well. While we use the term “users” in almost all situations there are a wide variety of users that all need to be accommodated. Moreover, the domains that use visual analytics are varied and expanding. Just understanding the complexities of a number of these domains is exciting. Researchers are trying out different visualizations and interactions as well. And of course, the size and variety of data are expanding rapidly. User-centered evaluation in this context is rapidly changing. There are no standard processes and metrics and thus those of us working on user-centered evaluation must be creative in our work with both the users and with the researchers and developers.« less
Tang, Muh-Chyun; Liu, Ying-Hsang; Wu, Wan-Ching
2013-09-01
Previous research has shown that information seekers in biomedical domain need more support in formulating their queries. A user study was conducted to evaluate the effectiveness of a metadata based query suggestion interface for PubMed bibliographic search. The study also investigated the impact of search task familiarity on search behaviors and the effectiveness of the interface. A real user, user search request and real system approach was used for the study. Unlike tradition IR evaluation, where assigned tasks were used, the participants were asked to search requests of their own. Forty-four researchers in Health Sciences participated in the evaluation - each conducted two research requests of their own, alternately with the proposed interface and the PubMed baseline. Several performance criteria were measured to assess the potential benefits of the experimental interface, including users' assessment of their original and eventual queries, the perceived usefulness of the interfaces, satisfaction with the search results, and the average relevance score of the saved records. The results show that, when searching for an unfamiliar topic, users were more likely to change their queries, indicating the effect of familiarity on search behaviors. The results also show that the interface scored higher on several of the performance criteria, such as the "goodness" of the queries, perceived usefulness, and user satisfaction. Furthermore, in line with our hypothesis, the proposed interface was relatively more effective when less familiar search requests were attempted. Results indicate that there is a selective compatibility between search familiarity and search interface. One implication of the research for system evaluation is the importance of taking into consideration task familiarity when assessing the effectiveness of interactive IR systems. Copyright © 2013 Elsevier Ireland Ltd. All rights reserved.
UTOPIA-User-Friendly Tools for Operating Informatics Applications.
Pettifer, S R; Sinnott, J R; Attwood, T K
2004-01-01
Bioinformaticians routinely analyse vast amounts of information held both in large remote databases and in flat data files hosted on local machines. The contemporary toolkit available for this purpose consists of an ad hoc collection of data manipulation tools, scripting languages and visualization systems; these must often be combined in complex and bespoke ways, the result frequently being an unwieldy artefact capable of one specific task, which cannot easily be exploited or extended by other practitioners. Owing to the sizes of current databases and the scale of the analyses necessary, routine bioinformatics tasks are often automated, but many still require the unique experience and intuition of human researchers: this requires tools that support real-time interaction with complex datasets. Many existing tools have poor user interfaces and limited real-time performance when applied to realistically large datasets; much of the user's cognitive capacity is therefore focused on controlling the tool rather than on performing the research. The UTOPIA project is addressing some of these issues by building reusable software components that can be combined to make useful applications in the field of bioinformatics. Expertise in the fields of human computer interaction, high-performance rendering, and distributed systems is being guided by bioinformaticians and end-user biologists to create a toolkit that is both architecturally sound from a computing point of view, and directly addresses end-user and application-developer requirements.
NASA Technical Reports Server (NTRS)
Han, Chia Yung; Wan, Liqun; Wee, William G.
1990-01-01
A knowledge-based interactive problem solving environment called KIPSE1 is presented. The KIPSE1 is a system built on a commercial expert system shell, the KEE system. This environment gives user capability to carry out exploratory data analysis and pattern classification tasks. A good solution often consists of a sequence of steps with a set of methods used at each step. In KIPSE1, solution is represented in the form of a decision tree and each node of the solution tree represents a partial solution to the problem. Many methodologies are provided at each node to the user such that the user can interactively select the method and data sets to test and subsequently examine the results. Otherwise, users are allowed to make decisions at various stages of problem solving to subdivide the problem into smaller subproblems such that a large problem can be handled and a better solution can be found.
Design of a 3D Navigation Technique Supporting VR Interaction
NASA Astrophysics Data System (ADS)
Boudoin, Pierre; Otmane, Samir; Mallem, Malik
2008-06-01
Multimodality is a powerful paradigm to increase the realness and the easiness of the interaction in Virtual Environments (VEs). In particular, the search for new metaphors and techniques for 3D interaction adapted to the navigation task is an important stage for the realization of future 3D interaction systems that support multimodality, in order to increase efficiency and usability. In this paper we propose a new multimodal 3D interaction model called Fly Over. This model is especially devoted to the navigation task. We present a qualitative comparison between Fly Over and a classical navigation technique called gaze-directed steering. The results from preliminary evaluation on the IBISC semi-immersive Virtual Reality/Augmented Realty EVR@ platform show that Fly Over is a user friendly and efficient navigation technique.
The Semantic Environment: Heuristics for a Cross-Context Human-Information Interaction Model
NASA Astrophysics Data System (ADS)
Resmini, Andrea; Rosati, Luca
This chapter introduces a multidisciplinary holistic approach for the general design of successful bridge experiences as a cross-context human-information interaction model. Nowadays it is common to interact through a number of different domains in order to communicate successfully, complete a task, or elicit a desired response: Users visit a reseller’s web site to find a specific item, book it, then drive to the closest store to complete their purchase. As such, one of the crucial challenges user experience design will face in the near future is how to structure and provide bridge experiences seamlessly spanning multiple communication channels or media formats for a specific purpose.
Cloak, Christine C; Alicata, Daniel; Chang, Linda; Andrews-Shigaki, Brian; Ernst, Thomas
2011-12-15
Methamphetamine can be neurotoxic to the adult brain; however, many individuals first use methamphetamine during adolescence, and the drug's impact on this period of brain development is unknown. Therefore, we evaluated young methamphetamine users for possible abnormalities in brain metabolite concentrations. Anterior cingulate cortex (ACC), frontal white matter (FWM), basal ganglia, and thalamus were studied with localized proton magnetic resonance spectroscopy in 54 periadolescent (ages 13-23 years) methamphetamine users and 53 comparison subjects. The concentrations of major brain metabolites and their associations with age, sex and cognition were assessed. FWM total-creatine correlated with age in methamphetamine-using males and comparison females, but not comparison males or methamphetamine-using females, leading to a drug by sex by age interaction (p=0.003) and ACC choline-containing compounds (CHO) correlated with age only in comparison males leading to a drug by sex by age interaction (p=0.03). Higher ACC CHO was associated with faster performance on the Stroop Interference task in the control males. Male methamphetamine users had slowest performance on the Stroop Interference task and did not show age-appropriate levels of ACC CHO. The altered age-appropriate levels of ACC CHO and poorer executive function in male methamphetamine users suggest methamphetamine abuse may interfere with brain maturation. These periadolescents did not have the abnormal neuronal markers previously reported in adult methamphetamine users, suggesting that neuronal abnormalities may be the result of long-term use or interference in normal cortical maturation, emphasizing the need for early intervention for young methamphetamine users. Copyright © 2011 Elsevier Ireland Ltd. All rights reserved.
Cloak, Christine C.; Alicata, Daniel; Chang, Linda; Andrews-Shigaki, Brian; Ernst, Thomas
2011-01-01
Background Methamphetamine can be neurotoxic to the adult brain; however, many individuals first use methamphetamine during adolescence, and the drug’s impact on this period of brain development is unknown. Therefore, we evaluated young methamphetamine users for possible abnormalities in brain metabolite concentrations. Methods Anterior cingulate cortex (ACC), frontal white matter (FWM), basal ganglia, and thalamus were studied with localized proton magnetic resonance spectroscopy in 54 periadolescent (ages 13–23 years) methamphetamine users and 53 comparison subjects. The concentrations of major brain metabolites and their associations with age, sex and cognition were assessed. Results FWM total-creatine correlated with age in methamphetamine-using males and comparison females, but not comparison males or methamphetamine-using females, leading to a drug by sex by age interaction (p=0.003) and ACC choline-containing compounds (CHO) correlated with age only in comparison males leading to a drug by sex by age interaction (p=0.03). Higher ACC CHO was associated with faster performance on the Stroop Interference task in the control males. Male methamphetamine users had slowest performance on the Stroop Interference task and did not show showed age-appropriate levels of ACC CHO. Conclusions The altered age-appropriate levels of ACC CHO and poorer executive function in male methamphetamine users suggest methamphetamine abuse may interfere with brain maturation. These periadolescents did not have the abnormal neuronal markers previously reported in adult methamphetamine users, suggesting that neuronal abnormalities may be the result of long-term use or interference in normal cortical maturation, emphasizing the need for early intervention for young methamphetamine users. PMID:21775074
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.
Using a contextualized sensemaking model for interaction design: A case study of tumor contouring.
Aselmaa, Anet; van Herk, Marcel; Laprie, Anne; Nestle, Ursula; Götz, Irina; Wiedenmann, Nicole; Schimek-Jasch, Tanja; Picaud, Francois; Syrykh, Charlotte; Cagetti, Leonel V; Jolnerovski, Maria; Song, Yu; Goossens, Richard H M
2017-01-01
Sensemaking theories help designers understand the cognitive processes of a user when he/she performs a complicated task. This paper introduces a two-step approach of incorporating sensemaking support within the design of health information systems by: (1) modeling the sensemaking process of physicians while performing a task, and (2) identifying software interaction design requirements that support sensemaking based on this model. The two-step approach is presented based on a case study of the tumor contouring clinical task for radiotherapy planning. In the first step of the approach, a contextualized sensemaking model was developed to describe the sensemaking process based on the goal, the workflow and the context of the task. In the second step, based on a research software prototype, an experiment was conducted where three contouring tasks were performed by eight physicians respectively. Four types of navigation interactions and five types of interaction sequence patterns were identified by analyzing the gathered interaction log data from those twenty-four cases. Further in-depth study on each of the navigation interactions and interaction sequence patterns in relation to the contextualized sensemaking model revealed five main areas for design improvements to increase sensemaking support. Outcomes of the case study indicate that the proposed two-step approach was beneficial for gaining a deeper understanding of the sensemaking process during the task, as well as for identifying design requirements for better sensemaking support. Copyright © 2016. Published by Elsevier Inc.
Bouso, José Carlos; Fábregas, Josep Maria; Antonijoan, Rosa Maria; Rodríguez-Fornells, Antoni; Riba, Jordi
2013-12-01
Ayahuasca, a South American psychotropic plant tea containing the psychedelic 5-HT2A receptor agonist N,N-dimethyltryptamine, has been shown to increase regional cerebral blood flow in prefrontal brain regions after acute administration to humans. Despite interactions at this level, neuropsychological studies have not found cognitive deficits in abstinent long-term users. Here, we wished to investigate the effects of acute ayahuasca intake on neuropsychological performance, specifically on working memory and executive function. Twenty-four ayahuasca users (11 long-term experienced users and 13 occasional users) were assessed in their habitual setting using the Stroop, Sternberg, and Tower of London tasks prior to and following ayahuasca intake. Errors in the Sternberg task increased, whereas reaction times in the Stroop task decreased and accuracy was maintained for the whole sample following ayahuasca intake. Interestingly, results in the Tower of London showed significantly increased execution and resolution times and number of movements for the occasional but not the experienced users. Additionally, a correlation analysis including all subjects showed that impaired performance in the Tower of London was inversely correlated with lifetime ayahuasca use. Acute ayahuasca administration impaired working memory but decreased stimulus-response interference. Interestingly, detrimental effects on higher cognition were only observed in the less experienced group. Rather than leading to increased impairment, greater prior exposure to ayahuasca was associated with reduced incapacitation. Compensatory or neuromodulatory effects associated with long-term ayahuasca intake could underlie preserved executive function in experienced users.
Impact of intranasal oxytocin on interoceptive accuracy in alcohol users: an attentional mechanism?
Gould Van Praag, Cassandra; Bond, Rod; Pfeifer, Gaby; Sequeira, Henrique; Duka, Theodora; Critchley, Hugo
2018-01-01
Abstract Interoception, i.e. the perception and appraisal of internal bodily signals, is related to the phenomenon of craving, and is reportedly disrupted in alcohol use disorders. The hormone oxytocin influences afferent transmission of bodily signals and, through its potential modulation of craving, is proposed as a possible treatment for alcohol use disorders. However, oxytocin’s impact on interoception in alcohol users remains unknown. Healthy alcohol users (n = 32) attended two laboratory sessions to perform tests of interoceptive ability (heartbeat tracking: attending to internal signals and, heartbeat discrimination: integrating internal and external signals) after intranasal administration of oxytocin or placebo. Effects of interoceptive accuracy, oxytocin administration and alcohol intake, were tested using mixed-effects models. On the tracking task, oxytocin reduced interoceptive accuracy, but did not interact with alcohol consumption. On the discrimination task, we found an interaction between oxytocin administration and alcohol intake: Oxytocin, compared with placebo, increased interoceptive accuracy in heavy drinkers, but not in light social drinkers. Our study does not suggest a pure interoceptive impairment in alcohol users but instead potentially highlights reduced flexibility of internal and external attentional resource allocation. Importantly, this impairment seems to be mitigated by oxytocin. This attentional hypothesis needs to be explicitly tested in future research. PMID:29618101
Functional Connectivity in Brain Networks Underlying Cognitive Control in Chronic Cannabis Users
Harding, Ian H; Solowij, Nadia; Harrison, Ben J; Takagi, Michael; Lorenzetti, Valentina; Lubman, Dan I; Seal, Marc L; Pantelis, Christos; Yücel, Murat
2012-01-01
The long-term effect of regular cannabis use on brain function underlying cognitive control remains equivocal. Cognitive control abilities are thought to have a major role in everyday functioning, and their dysfunction has been implicated in the maintenance of maladaptive drug-taking patterns. In this study, the Multi-Source Interference Task was employed alongside functional magnetic resonance imaging and psychophysiological interaction methods to investigate functional interactions between brain regions underlying cognitive control. Current cannabis users with a history of greater than 10 years of daily or near-daily cannabis smoking (n=21) were compared with age, gender, and IQ-matched non-using controls (n=21). No differences in behavioral performance or magnitude of task-related brain activations were evident between the groups. However, greater connectivity between the prefrontal cortex and the occipitoparietal cortex was evident in cannabis users, as compared with controls, as cognitive control demands increased. The magnitude of this connectivity was positively associated with age of onset and lifetime exposure to cannabis. These findings suggest that brain regions responsible for coordinating behavioral control have an increased influence on the direction and switching of attention in cannabis users, and that these changes may have a compensatory role in mitigating cannabis-related impairments in cognitive control or perceptual processes. PMID:22534625
Evaluation of a novel Serious Game based assessment tool for patients with Alzheimer's disease.
Vallejo, Vanessa; Wyss, Patric; Rampa, Luca; Mitache, Andrei V; Müri, René M; Mosimann, Urs P; Nef, Tobias
2017-01-01
Despite growing interest in developing ecological assessment of difficulties in patients with Alzheimer's disease new methods assessing the cognitive difficulties related to functional activities are missing. To complete current evaluation, the use of Serious Games can be a promising approach as it offers the possibility to recreate a virtual environment with daily living activities and a precise and complete cognitive evaluation. The aim of the present study was to evaluate the usability and the screening potential of a new ecological tool for assessment of cognitive functions in patients with Alzheimer's disease. Eighteen patients with Alzheimer's disease and twenty healthy controls participated to the study. They were asked to complete six daily living virtual tasks assessing several cognitive functions: three navigation tasks, one shopping task, one cooking task and one table preparation task following a one-day scenario. Usability of the game was evaluated through a questionnaire and through the analysis of the computer interactions for the two groups. Furthermore, the performances in terms of time to achieve the task and percentage of completion on the several tasks were recorded. Results indicate that both groups subjectively found the game user friendly and they were objectively able to play the game without computer interactions difficulties. Comparison of the performances between the two groups indicated a significant difference in terms of percentage of achievement of the several tasks and in terms of time they needed to achieve the several tasks. This study suggests that this new Serious Game based assessment tool is a user-friendly and ecological method to evaluate the cognitive abilities related to the difficulties patients can encounter in daily living activities and can be used as a screening tool as it allowed to distinguish Alzheimer's patient's performance from healthy controls.
Transformations of software design and code may lead to reduced errors
NASA Technical Reports Server (NTRS)
Connelly, E. M.
1983-01-01
The capability of programmers and non-programmers to specify problem solutions by developing example-solutions and also for the programmers by writing computer programs was investigated; each method of specification was accomplished at various levels of problem complexity. The level of difficulty of each problem was reflected by the number of steps needed by the user to develop a solution. Machine processing of the user inputs permitted inferences to be developed about the algorithms required to solve a particular problem. The interactive feedback of processing results led users to a more precise definition of the desired solution. Two participant groups (programmers and bookkeepers/accountants) working with three levels of problem complexity and three levels of processor complexity were used. The experimental task employed required specification of a logic for solution of a Navy task force problem.
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.
Mental workload during n-back task—quantified in the prefrontal cortex using fNIRS
Herff, Christian; Heger, Dominic; Fortmann, Ole; Hennrich, Johannes; Putze, Felix; Schultz, Tanja
2014-01-01
When interacting with technical systems, users experience mental workload. Particularly in multitasking scenarios (e.g., interacting with the car navigation system while driving) it is desired to not distract the users from their primary task. For such purposes, human-machine interfaces (HCIs) are desirable which continuously monitor the users' workload and dynamically adapt the behavior of the interface to the measured workload. While memory tasks have been shown to elicit hemodynamic responses in the brain when averaging over multiple trials, a robust single trial classification is a crucial prerequisite for the purpose of dynamically adapting HCIs to the workload of its user. The prefrontal cortex (PFC) plays an important role in the processing of memory and the associated workload. In this study of 10 subjects, we used functional Near-Infrared Spectroscopy (fNIRS), a non-invasive imaging modality, to sample workload activity in the PFC. The results show up to 78% accuracy for single-trial discrimination of three levels of workload from each other. We use an n-back task (n ∈ {1, 2, 3}) to induce different levels of workload, forcing subjects to continuously remember the last one, two, or three of rapidly changing items. Our experimental results show that measuring hemodynamic responses in the PFC with fNIRS, can be used to robustly quantify and classify mental workload. Single trial analysis is still a young field that suffers from a general lack of standards. To increase comparability of fNIRS methods and results, the data corpus for this study is made available online. PMID:24474913
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.
A framework for characterizing eHealth literacy demands and barriers.
Chan, Connie V; Kaufman, David R
2011-11-17
Consumer eHealth interventions are of a growing importance in the individual management of health and health behaviors. However, a range of access, resources, and skills barriers prevent health care consumers from fully engaging in and benefiting from the spectrum of eHealth interventions. Consumers may engage in a range of eHealth tasks, such as participating in health discussion forums and entering information into a personal health record. eHealth literacy names a set of skills and knowledge that are essential for productive interactions with technology-based health tools, such as proficiency in information retrieval strategies, and communicating health concepts effectively. We propose a theoretical and methodological framework for characterizing complexity of eHealth tasks, which can be used to diagnose and describe literacy barriers and inform the development of solution strategies. We adapted and integrated two existing theoretical models relevant to the analysis of eHealth literacy into a single framework to systematically categorize and describe task demands and user performance on tasks needed by health care consumers in the information age. The method derived from the framework is applied to (1) code task demands using a cognitive task analysis, and (2) code user performance on tasks. The framework and method are applied to the analysis of a Web-based consumer eHealth task with information-seeking and decision-making demands. We present the results from the in-depth analysis of the task performance of a single user as well as of 20 users on the same task to illustrate both the detailed analysis and the aggregate measures obtained and potential analyses that can be performed using this method. The analysis shows that the framework can be used to classify task demands as well as the barriers encountered in user performance of the tasks. Our approach can be used to (1) characterize the challenges confronted by participants in performing the tasks, (2) determine the extent to which application of the framework to the cognitive task analysis can predict and explain the problems encountered by participants, and (3) inform revisions to the framework to increase accuracy of predictions. The results of this illustrative application suggest that the framework is useful for characterizing task complexity and for diagnosing and explaining barriers encountered in task completion. The framework and analytic approach can be a potentially powerful generative research platform to inform development of rigorous eHealth examination and design instruments, such as to assess eHealth competence, to design and evaluate consumer eHealth tools, and to develop an eHealth curriculum.
A Framework for Characterizing eHealth Literacy Demands and Barriers
Chan, Connie V
2011-01-01
Background Consumer eHealth interventions are of a growing importance in the individual management of health and health behaviors. However, a range of access, resources, and skills barriers prevent health care consumers from fully engaging in and benefiting from the spectrum of eHealth interventions. Consumers may engage in a range of eHealth tasks, such as participating in health discussion forums and entering information into a personal health record. eHealth literacy names a set of skills and knowledge that are essential for productive interactions with technology-based health tools, such as proficiency in information retrieval strategies, and communicating health concepts effectively. Objective We propose a theoretical and methodological framework for characterizing complexity of eHealth tasks, which can be used to diagnose and describe literacy barriers and inform the development of solution strategies. Methods We adapted and integrated two existing theoretical models relevant to the analysis of eHealth literacy into a single framework to systematically categorize and describe task demands and user performance on tasks needed by health care consumers in the information age. The method derived from the framework is applied to (1) code task demands using a cognitive task analysis, and (2) code user performance on tasks. The framework and method are applied to the analysis of a Web-based consumer eHealth task with information-seeking and decision-making demands. We present the results from the in-depth analysis of the task performance of a single user as well as of 20 users on the same task to illustrate both the detailed analysis and the aggregate measures obtained and potential analyses that can be performed using this method. Results The analysis shows that the framework can be used to classify task demands as well as the barriers encountered in user performance of the tasks. Our approach can be used to (1) characterize the challenges confronted by participants in performing the tasks, (2) determine the extent to which application of the framework to the cognitive task analysis can predict and explain the problems encountered by participants, and (3) inform revisions to the framework to increase accuracy of predictions. Conclusions The results of this illustrative application suggest that the framework is useful for characterizing task complexity and for diagnosing and explaining barriers encountered in task completion. The framework and analytic approach can be a potentially powerful generative research platform to inform development of rigorous eHealth examination and design instruments, such as to assess eHealth competence, to design and evaluate consumer eHealth tools, and to develop an eHealth curriculum. PMID:22094891
VAX CLuster upgrade: Report of a CPC task force
DOE Office of Scientific and Technical Information (OSTI.GOV)
Hanson, J.; Berry, H.; Kessler, P.
The CSCF VAX cluster provides interactive computing for 100 users during prime time, plus a considerable amount of daytime and overnight batch processing. While this cluster represents less than 10% of the VAX computing power at BNL (6 MIPS out of 70), it has served as an important center for this larger network, supporting special hardware and software too expensive to maintain on every machine. In addition, it is the only unrestricted facility available to VAX/VMS users (other machines are typically dedicated to special projects). This committee's analysis shows that the cpu's on the CSCF cluster are currently badly oversaturated,more » frequently giving extremely poor interactive response. Short batch jobs (a necessary part of interactive work) typically take 3 to 4 times as long to execute as they would on an idle machine. There is also an immediate need for more scratch disk space and user permanent file space.« less
The Use of a UNIX-Based Workstation in the Information Systems Laboratory
1989-03-01
system. The conclusions of the research and the resulting recommendations are presented in Chapter III. These recommendations include how to manage...required to run the program on a new system, these should not be significant changes. 2. Processing Environment The UNIX processing environment is...interactive with multi-tasking and multi-user capabilities. Multi-tasking refers to the fact that many programs can be run concurrently. This capability
Social Circles: A 3D User Interface for Facebook
NASA Astrophysics Data System (ADS)
Rodrigues, Diego; Oakley, Ian
Online social network services are increasingly popular web applications which display large amounts of rich multimedia content: contacts, status updates, photos and event information. Arguing that this quantity of information overwhelms conventional user interfaces, this paper presents Social Circles, a rich interactive visualization designed to support real world users of social network services in everyday tasks such as keeping up with friends and organizing their network. It achieves this by using 3D UIs, fluid animations and a spatial metaphor to enable direct manipulation of a social network.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Scholtz, Jean; Burtner, Edwin R.; Cook, Kristin A.
This course will introduce the field of Visual Analytics to HCI researchers and practitioners highlighting the contributions they can make to this field. Topics will include a definition of visual analytics along with examples of current systems, types of tasks and end users, issues in defining user requirements, design of visualizations and interactions, guidelines and heuristics, the current state of user-centered evaluations, and metrics for evaluation. We encourage designers, HCI researchers, and HCI practitioners to attend to learn how their skills can contribute to advancing the state of the art of visual analytics
Manipulator Performance Evaluation Using Fitts' Taping Task
DOE Office of Scientific and Technical Information (OSTI.GOV)
Draper, J.V.; Jared, B.C.; Noakes, M.W.
1999-04-25
Metaphorically, a teleoperator with master controllers projects the user's arms and hands into a re- mote area, Therefore, human users interact with teleoperators at a more fundamental level than they do with most human-machine systems. Instead of inputting decisions about how the system should func- tion, teleoperator users input the movements they might make if they were truly in the remote area and the remote machine must recreate their trajectories and impedance. This intense human-machine inter- action requires displays and controls more carefully attuned to human motor capabilities than is neces- sary with most systems. It is important for teleoperatedmore » manipulators to be able to recreate human trajectories and impedance in real time. One method for assessing manipulator performance is to observe how well a system be- haves while a human user completes human dexterity tasks with it. Fitts' tapping task has been, used many times in the past for this purpose. This report describes such a performance assessment. The International Submarine Engineering (ISE) Autonomous/Teleoperated Operations Manipulator (ATOM) servomanipulator system was evalu- ated using a generic positioning accuracy task. The task is a simple one but has the merits of (1) pro- ducing a performance function estimate rather than a point estimate and (2) being widely used in the past for human and servomanipulator dexterity tests. Results of testing using this task may, therefore, allow comparison with other manipulators, and is generically representative of a broad class of tasks. Results of the testing indicate that the ATOM manipulator is capable of performing the task. Force reflection had a negative impact on task efficiency in these data. This was most likely caused by the high resistance to movement the master controller exhibited with the force reflection engaged. Measurements of exerted forces were not made, so it is not possible to say whether the force reflection helped partici- pants control force during testing.« less
User-Driven Sampling Strategies in Image Exploitation
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
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.
NSF Support for Information Science Research.
ERIC Educational Resources Information Center
Brownstein, Charles N.
1986-01-01
Major research opportunities and needs are expected by the National Science Foundation in six areas of information science: models of adaptive information processing, learning, searching, and recognition; knowledge resource systems, particularly intelligent systems; user-system interaction; augmentation of human information processing tasks;…
The Human-Robot Interaction Operating System
NASA Technical Reports Server (NTRS)
Fong, Terrence; Kunz, Clayton; Hiatt, Laura M.; Bugajska, Magda
2006-01-01
In order for humans and robots to work effectively together, they need to be able to converse about abilities, goals and achievements. Thus, we are developing an interaction infrastructure called the "Human-Robot Interaction Operating System" (HRI/OS). The HRI/OS provides a structured software framework for building human-robot teams, supports a variety of user interfaces, enables humans and robots to engage in task-oriented dialogue, and facilitates integration of robots through an extensible API.
Automated Tracking of Cell Migration with Rapid Data Analysis.
DuChez, Brian J
2017-09-01
Cell migration is essential for many biological processes including development, wound healing, and metastasis. However, studying cell migration often requires the time-consuming and labor-intensive task of manually tracking cells. To accelerate the task of obtaining coordinate positions of migrating cells, we have developed a graphical user interface (GUI) capable of automating the tracking of fluorescently labeled nuclei. This GUI provides an intuitive user interface that makes automated tracking accessible to researchers with no image-processing experience or familiarity with particle-tracking approaches. Using this GUI, users can interactively determine a minimum of four parameters to identify fluorescently labeled cells and automate acquisition of cell trajectories. Additional features allow for batch processing of numerous time-lapse images, curation of unwanted tracks, and subsequent statistical analysis of tracked cells. Statistical outputs allow users to evaluate migratory phenotypes, including cell speed, distance, displacement, and persistence, as well as measures of directional movement, such as forward migration index (FMI) and angular displacement. © 2017 by John Wiley & Sons, Inc. Copyright © 2017 John Wiley & Sons, Inc.
Hand held data collection and monitoring system for nuclear facilities
Brayton, D.D.; Scharold, P.G.; Thornton, M.W.; Marquez, D.L.
1999-01-26
Apparatus and method is disclosed for a data collection and monitoring system that utilizes a pen based hand held computer unit which has contained therein interaction software that allows the user to review maintenance procedures, collect data, compare data with historical trends and safety limits, and input new information at various collection sites. The system has a means to allow automatic transfer of the collected data to a main computer data base for further review, reporting, and distribution purposes and uploading updated collection and maintenance procedures. The hand held computer has a running to-do list so sample collection and other general tasks, such as housekeeping are automatically scheduled for timely completion. A done list helps users to keep track of all completed tasks. The built-in check list assures that work process will meet the applicable processes and procedures. Users can hand write comments or drawings with an electronic pen that allows the users to directly interface information on the screen. 15 figs.
Hand held data collection and monitoring system for nuclear facilities
Brayton, Darryl D.; Scharold, Paul G.; Thornton, Michael W.; Marquez, Diana L.
1999-01-01
Apparatus and method is disclosed for a data collection and monitoring system that utilizes a pen based hand held computer unit which has contained therein interaction software that allows the user to review maintenance procedures, collect data, compare data with historical trends and safety limits, and input new information at various collection sites. The system has a means to allow automatic transfer of the collected data to a main computer data base for further review, reporting, and distribution purposes and uploading updated collection and maintenance procedures. The hand held computer has a running to-do list so sample collection and other general tasks, such as housekeeping are automatically scheduled for timely completion. A done list helps users to keep track of all completed tasks. The built-in check list assures that work process will meet the applicable processes and procedures. Users can hand write comments or drawings with an electronic pen that allows the users to directly interface information on the screen.
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.
Learning to merge: a new tool for interactive mapping
NASA Astrophysics Data System (ADS)
Porter, Reid B.; Lundquist, Sheng; Ruggiero, Christy
2013-05-01
The task of turning raw imagery into semantically meaningful maps and overlays is a key area of remote sensing activity. Image analysts, in applications ranging from environmental monitoring to intelligence, use imagery to generate and update maps of terrain, vegetation, road networks, buildings and other relevant features. Often these tasks can be cast as a pixel labeling problem, and several interactive pixel labeling tools have been developed. These tools exploit training data, which is generated by analysts using simple and intuitive paint-program annotation tools, in order to tailor the labeling algorithm for the particular dataset and task. In other cases, the task is best cast as a pixel segmentation problem. Interactive pixel segmentation tools have also been developed, but these tools typically do not learn from training data like the pixel labeling tools do. In this paper we investigate tools for interactive pixel segmentation that also learn from user input. The input has the form of segment merging (or grouping). Merging examples are 1) easily obtained from analysts using vector annotation tools, and 2) more challenging to exploit than traditional labels. We outline the key issues in developing these interactive merging tools, and describe their application to remote sensing.
Prospective Memory Deficits in Ecstasy Users: Effects of Longer Ongoing Task Delay Interval
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
Abrantes, D; Gomes, P; Pereira, D; Coimbra, M
2016-08-01
The gastroenterology specialty could benefit from the introduction of Computer Assisted Decision (CAD) systems, since gastric cancer is a serious concern in which an accurate and early diagnosis usually leads to a good prognosis. Still, the way doctors interact with these systems is very important because it will often determine its embracement or rejection, as any gains in productivity will frequently hinge on how comfortable they are with it. Using other types of interaction paradigms such as voice and motion control, is important in a way that typical inputs such as keyboard and mouse are sometimes not the best choice for certain clinical scenarios. In order to ascertain how a doctor could control a hypothetical CAD system during a gastroenterology exam, we measured the natural response of users when faced with three different task requests, using three types of interaction paradigms: voice, gesture and endoscope. Results fit in what was expected, with gesture control being the most intuitive to use, and the endoscope being on the other edge. All the technologies are mature enough to cope with the response concepts the participants gave us. However, when having into account the scenario context, better natural response scores may not always be the best choice for implementation. That way, simplification or reduction of tasks, along with a well tought-out interface, or even mixing more oriented paradigms for particular requests, could allow for better system control with fewer inconveniences for the user.
Customization of user interfaces to reduce errors and enhance user acceptance.
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.
1990-09-01
that work will be done at the point where Task 30000 is specified. The unscheduled on-equipment aircraft tasks are normally grouped together with the...probability events, TSAR groups together those tasks performed by the same work center or shop and selects at most one following each flighL Processing is...remainder capable only of assembling other kinds. Furthermore, the first group of personnel should be specified to be cross-trained to do the work of
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.
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.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Steed, Chad Allen
EDENx is a multivariate data visualization tool that allows interactive user driven analysis of large-scale data sets with high dimensionality. EDENx builds on our earlier system, called EDEN to enable analysis of more dimensions and larger scale data sets. EDENx provides an initial overview of summary statistics for each variable in the data set under investigation. EDENx allows the user to interact with graphical summary plots of the data to investigate subsets and their statistical associations. These plots include histograms, binned scatterplots, binned parallel coordinate plots, timeline plots, and graphical correlation indicators. From the EDENx interface, a user can selectmore » a subsample of interest and launch a more detailed data visualization via the EDEN system. EDENx is best suited for high-level, aggregate analysis tasks while EDEN is more appropriate for detail data investigations.« less
Visual Perspective and Feedback Guidance for VR Free-Throw Training.
Covaci, Alexandra; Olivier, Anne-Hélène; Multon, Franck
2015-01-01
Accurate distance perception and natural interactions are mandatory conditions when training precision aiming tasks in VR. However, many factors specific to virtual environments (VEs) lead to differences in the way users execute a motor task in VR versus the real world. To investigate these differences, the authors performed a study on basketball beginners' free-throw performance in VEs under different visual conditions. Although the success rate is not statistically different, some adaptations occurred in the way the users performed the task, depending on the visual conditions. In the third-person perspective visual condition, the release parameters indicate that the users more accurately estimated distance to target. Adding visual guidance information (gradual depth information showing the ideal ball trajectory) also led to more natural motor behavior. The final aim of this study was to develop a reliable basketball free-throw training system in VEs, so the authors compared beginners' performances in VR with experts' models of performance. Their results show that most of the performance variables tended to evolve closer to the experts' performance during the training in the VE.
The Role of Trust and Interaction in Global Positioning System Related Accidents
NASA Technical Reports Server (NTRS)
Johnson, Chris W.; Shea, Christine; Holloway, C. Michael
2008-01-01
The Global Positioning System (GPS) uses a network of satellites to calculate the position of a receiver over time. This technology has revolutionized a wide range of safety-critical industries and leisure applications. These systems provide diverse benefits; supplementing the users existing navigation skills and reducing the uncertainty that often characterizes many route planning tasks. GPS applications can also help to reduce workload by automating tasks that would otherwise require finite cognitive and perceptual resources. However, the operation of these systems has been identified as a contributory factor in a range of recent accidents. Users often come to rely on GPS applications and, therefore, fail to notice when they develop faults or when errors occur in the other systems that use the data from these systems. Further accidents can stem from the over confidence that arises when users assume automated warnings will be issued when they stray from an intended route. Unless greater attention is paid to the role of trust and interaction in GPS applications then there is a danger that we will see an increasing number of these failures as positioning technologies become integral in the functioning of increasing numbers of applications.
Sharing skills: using augmented reality for human-robot collaboration
NASA Astrophysics Data System (ADS)
Giesler, Bjorn; Steinhaus, Peter; Walther, Marcus; Dillmann, Ruediger
2004-05-01
Both stationary 'industrial' and autonomous mobile robots nowadays pervade many workplaces, but human-friendly interaction with them is still very much an experimental subject. One of the reasons for this is that computer and robotic systems are very bad at performing certain tasks well and robust. A prime example is classification of sensor readings: Which part of a 3D depth image is the cup, which the saucer, which the table? These are tasks that humans excel at. To alleviate this problem, we propose a team approah, wherein the robot records sensor data and uses an Augmented-Reality (AR) system to present the data to the user directly in the 3D environment. The user can then perform classification decisions directly on the data by pointing, gestures and speech commands. After the classification has been performed by the user, the robot takes the classified data and matches it to its environment model. As a demonstration of this approach, we present an initial system for creating objects on-the-fly in the environment model. A rotating laser scanner is used to capture a 3D snapshot of the environment. This snapshot is presented to the user as an overlay over his view of the scene. The user classifies unknown objects by pointing at them. The system segments the snapshot according to the user's indications and presents the results of segmentation back to the user, who can then inspect, correct and enhance them interactively. After a satisfying result has been reached, the laser-scanner can take more snapshots from other angles and use the previous segmentation hints to construct a 3D model of the object.
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.
Visual task performance using a monocular see-through head-mounted display (HMD) while walking.
Mustonen, Terhi; Berg, Mikko; Kaistinen, Jyrki; Kawai, Takashi; Häkkinen, Jukka
2013-12-01
A monocular see-through head-mounted display (HMD) allows the user to view displayed information while simultaneously interacting with the surrounding environment. This configuration lets people use HMDs while they are moving, such as while walking. However, sharing attention between the display and environment can compromise a person's performance in any ongoing task, and controlling one's gait may add further challenges. In this study, the authors investigated how the requirements of HMD-administered visual tasks altered users' performance while they were walking. Twenty-four university students completed 3 cognitive tasks (high- and low-working memory load, visual vigilance) on an HMD while seated and while simultaneously performing a paced walking task in a controlled environment. The results show that paced walking worsened performance (d', reaction time) in all HMD-administered tasks, but visual vigilance deteriorated more than memory performance. The HMD-administered tasks also worsened walking performance (speed, path overruns) in a manner that varied according to the overall demands of the task. These results suggest that people's ability to process information displayed on an HMD may worsen while they are in motion. Furthermore, the use of an HMD can critically alter a person's natural performance, such as their ability to guide and control their gait. In particular, visual tasks that involve constant monitoring of the HMD should be avoided. These findings highlight the need for careful consideration of the type and difficulty of information that can be presented through HMDs while still letting the user achieve an acceptable overall level of performance in various contexts of use. PsycINFO Database Record (c) 2013 APA, all rights reserved.
Buckner, Julia D; Zvolensky, Michael J; Ecker, Anthony H; Jeffries, Emily R
2016-01-01
Social anxiety disorder appears to be a risk factor for cannabis-related problems. Although it is presumed that increases in cannabis craving during elevated social anxiety reflect an intent to cope with greater negative affectivity, it is unclear whether increases in physiological arousal during social stress are related to cannabis craving, especially among those with social anxiety disorder. Similarly, no studies have assessed motivational reasons for cannabis use during elevated social stress. Thus, the current study tested whether increases in state social anxiety (measured subjectively and via physiological arousal) were related to greater cannabis craving among 126 current cannabis users (88.9% with cannabis use disorder, 31.7% with social anxiety disorder, 54.0% non-Hispanic Caucasian) randomly assigned to either a social interaction or reading task. As predicted, cannabis users in the social interaction condition reported greater cannabis craving than those in the reading condition. This effect was particularly evident among those with social anxiety disorder. Although physiological arousal did not moderate the relationship between condition and craving, coping motives were the most common reasons cited for wanting to use cannabis and were reported more among those in the social interaction task. These experimental results uniquely add to a growing literature suggesting the importance of elevated state social anxiety (especially among those with social anxiety disorder) in cannabis use vulnerability processes. PMID:26839322
Buckner, Julia D; Zvolensky, Michael J; Ecker, Anthony H; Jeffries, Emily R
2016-04-01
Social anxiety disorder appears to be a risk factor for cannabis-related problems. Although it is presumed that increases in cannabis craving during elevated social anxiety reflect an intent to cope with greater negative affectivity, it is unclear whether increases in physiological arousal during social stress are related to cannabis craving, especially among those with social anxiety disorder. Similarly, no studies have assessed motivational reasons for cannabis use during elevated social stress. Thus, the current study tested whether increases in state social anxiety (measured subjectively and via physiological arousal) were related to greater cannabis craving among 126 current cannabis users (88.9% with cannabis use disorder, 31.7% with social anxiety disorder, 54.0% non-Hispanic Caucasian) randomly assigned to either a social interaction or reading task. As predicted, cannabis users in the social interaction condition reported greater cannabis craving than those in the reading condition. This effect was particularly evident among those with social anxiety disorder. Although physiological arousal did not moderate the relationship between condition and craving, coping motives were the most common reasons cited for wanting to use cannabis and were reported more among those in the social interaction task. These experimental results uniquely add to a growing literature suggesting the importance of elevated state social anxiety (especially among those with social anxiety disorder) in cannabis use vulnerability processes. © The Author(s) 2016.
Development of a task analysis tool to facilitate user interface design
NASA Technical Reports Server (NTRS)
Scholtz, Jean C.
1992-01-01
A good user interface is one that facilitates the user in carrying out his task. Such interfaces are difficult and costly to produce. The most important aspect in producing a good interface is the ability to communicate to the software designers what the user's task is. The Task Analysis Tool is a system for cooperative task analysis and specification of the user interface requirements. This tool is intended to serve as a guide to development of initial prototypes for user feedback.
Natural Language Processing in aid of FlyBase curators
Karamanis, Nikiforos; Seal, Ruth; Lewin, Ian; McQuilton, Peter; Vlachos, Andreas; Gasperin, Caroline; Drysdale, Rachel; Briscoe, Ted
2008-01-01
Background Despite increasing interest in applying Natural Language Processing (NLP) to biomedical text, whether this technology can facilitate tasks such as database curation remains unclear. Results PaperBrowser is the first NLP-powered interface that was developed under a user-centered approach to improve the way in which FlyBase curators navigate an article. In this paper, we first discuss how observing curators at work informed the design and evaluation of PaperBrowser. Then, we present how we appraise PaperBrowser's navigational functionalities in a user-based study using a text highlighting task and evaluation criteria of Human-Computer Interaction. Our results show that PaperBrowser reduces the amount of interactions between two highlighting events and therefore improves navigational efficiency by about 58% compared to the navigational mechanism that was previously available to the curators. Moreover, PaperBrowser is shown to provide curators with enhanced navigational utility by over 74% irrespective of the different ways in which they highlight text in the article. Conclusion We show that state-of-the-art performance in certain NLP tasks such as Named Entity Recognition and Anaphora Resolution can be combined with the navigational functionalities of PaperBrowser to support curation quite successfully. PMID:18410678
Marijuana Primes, Marijuana Expectancies, and Arithmetic Efficiency*
Hicks, Joshua A.; Pedersen, Sarah L.; McCarthy, Denis M.; Friedman, Ronald S.
2009-01-01
Objective: Previous research has shown that primes associated with alcohol influence behavior consistent with specific alcohol expectancies. The present study examined whether exposure to marijuana-related primes and marijuana expectancies interact to produce similar effects. Specifically, the present study examined whether marijuana primes and marijuana expectancies regarding cognitive and behavioral impairment interact to influence performance on an arithmetic task. Method: Two independent samples (N = 260) of undergraduate students (both marijuana users and nonusers) first completed measures of marijuana-outcome expectancies associated with cognitive and behavioral impairment and with general negative effects (Sample 2). Later in the semester, participants were exposed to marijuana-related (or neutral) primes and then completed an arithmetic task. Results: Results from Sample 1 indicated that participants who were exposed to marijuana-themed magazine covers performed more poorly on the arithmetic task if they expected that marijuana would lead to cognitive and behavioral impairment. Results from Sample 2 indicated that, for marijuana users, cognitive and behavioral impairment expectancies, but not expectancies regarding general negative effects, similarly moderated arithmetic performance for participants exposed to marijuana-related words. Conclusions: Results support the hypothesis that the implicit activation of specific marijuana-outcome expectancies can influence cognitive processes. Implications for research on marijuana are discussed. PMID:19371490
Interacting with notebook input devices: an analysis of motor performance and users' expertise.
Sutter, Christine; Ziefle, Martina
2005-01-01
In the present study the usability of two different types of notebook input devices was examined. The independent variables were input device (touchpad vs. mini-joystick) and user expertise (expert vs. novice state). There were 30 participants, of whom 15 were touchpad experts and the other 15 were mini-joystick experts. The experimental tasks were a point-click task (Experiment 1) and a point-drag-drop task (Experiment 2). Dependent variables were the time and accuracy of cursor control. To assess carryover effects, we had the participants complete both experiments, using not only the input device for which they were experts but also the device for which they were novices. Results showed the touchpad performance to be clearly superior to mini-joystick performance. Overall, experts showed better performance than did novices. The significant interaction of input device and expertise showed that the use of an unknown device is difficult, but only for touchpad experts, who were remarkably slower and less accurate when using a mini-joystick. Actual and potential applications of this research include an evaluation of current notebook input devices. The outcomes allow ergonomic guidelines to be derived for optimized usage and design of the mini-joystick and touchpad devices.
ERIC Educational Resources Information Center
Bairaktarova, Diana N.
2013-01-01
People display varying levels of interaction with the mechanical objects in their environment; engineers in particular as makers and users of these objects display a higher level of interaction with them. Investigating the educational potential of mechanical objects in stimulating and supporting learning in engineering is warranted by the fact…
NASA Technical Reports Server (NTRS)
Oishi, Meeko; Tomlin, Claire; Degani, Asaf
2003-01-01
Human interaction with complex hybrid systems involves the user, the automation's discrete mode logic, and the underlying continuous dynamics of the physical system. Often the user-interface of such systems displays a reduced set of information about the entire system. In safety-critical systems, how can we identify user-interface designs which do not have adequate information, or which may confuse the user? Here we describe a methodology, based on hybrid system analysis, to verify that a user-interface contains information necessary to safely complete a desired procedure or task. Verification within a hybrid framework allows us to account for the continuous dynamics underlying the simple, discrete representations displayed to the user. We provide two examples: a car traveling through a yellow light at an intersection and an aircraft autopilot in a landing/go-around maneuver. The examples demonstrate the general nature of this methodology, which is applicable to hybrid systems (not fully automated) which have operational constraints we can pose in terms of safety. This methodology differs from existing work in hybrid system verification in that we directly account for the user's interactions with the system.
A haptic interface for virtual simulation of endoscopic surgery.
Rosenberg, L B; Stredney, D
1996-01-01
Virtual reality can be described as a convincingly realistic and naturally interactive simulation in which the user is given a first person illusion of being immersed within a computer generated environment While virtual reality systems offer great potential to reduce the cost and increase the quality of medical training, many technical challenges must be overcome before such simulation platforms offer effective alternatives to more traditional training means. A primary challenge in developing effective virtual reality systems is designing the human interface hardware which allows rich sensory information to be presented to users in natural ways. When simulating a given manual procedure, task specific human interface requirements dictate task specific human interface hardware. The following paper explores the design of human interface hardware that satisfies the task specific requirements of virtual reality simulation of Endoscopic surgical procedures. Design parameters were derived through direct cadaver studies and interviews with surgeons. Final hardware design is presented.
A framework for analyzing the cognitive complexity of computer-assisted clinical ordering.
Horsky, Jan; Kaufman, David R; Oppenheim, Michael I; Patel, Vimla L
2003-01-01
Computer-assisted provider order entry is a technology that is designed to expedite medical ordering and to reduce the frequency of preventable errors. This paper presents a multifaceted cognitive methodology for the characterization of cognitive demands of a medical information system. Our investigation was informed by the distributed resources (DR) model, a novel approach designed to describe the dimensions of user interfaces that introduce unnecessary cognitive complexity. This method evaluates the relative distribution of external (system) and internal (user) representations embodied in system interaction. We conducted an expert walkthrough evaluation of a commercial order entry system, followed by a simulated clinical ordering task performed by seven clinicians. The DR model was employed to explain variation in user performance and to characterize the relationship of resource distribution and ordering errors. The analysis revealed that the configuration of resources in this ordering application placed unnecessarily heavy cognitive demands on the user, especially on those who lacked a robust conceptual model of the system. The resources model also provided some insight into clinicians' interactive strategies and patterns of associated errors. Implications for user training and interface design based on the principles of human-computer interaction in the medical domain are discussed.
Definition Of Touch-Sensitive Zones For Graphical Displays
NASA Technical Reports Server (NTRS)
Monroe, Burt L., III; Jones, Denise R.
1988-01-01
Touch zones defined simply by touching, while editing done automatically. Development of touch-screen interactive computing system, tedious task. Interactive Editor for Definition of Touch-Sensitive Zones computer program increases efficiency of human/machine communications by enabling user to define each zone interactively, minimizing redundancy in programming and eliminating need for manual computation of boundaries of touch areas. Information produced during editing process written to data file, to which access gained when needed by application program.
Adaptive interface for personalizing information seeking.
Narayanan, S; Koppaka, Lavanya; Edala, Narasimha; Loritz, Don; Daley, Raymond
2004-12-01
An adaptive interface autonomously adjusts its display and available actions to current goals and abilities of the user by assessing user status, system task, and the context. Knowledge content adaptability is needed for knowledge acquisition and refinement tasks. In the case of knowledge content adaptability, the requirements of interface design focus on the elicitation of information from the user and the refinement of information based on patterns of interaction. In such cases, the emphasis on adaptability is on facilitating information search and knowledge discovery. In this article, we present research on adaptive interfaces that facilitates personalized information seeking from a large data warehouse. The resulting proof-of-concept system, called source recommendation system (SRS), assists users in locating and navigating data sources in the repository. Based on the initial user query and an analysis of the content of the search results, the SRS system generates a profile of the user tailored to the individual's context during information seeking. The user profiles are refined successively and are used in progressively guiding the user to the appropriate set of sources within the knowledge base. The SRS system is implemented as an Internet browser plug-in to provide a seamless and unobtrusive, personalized experience to the users during the information search process. The rationale behind our approach, system design, empirical evaluation, and implications for research on adaptive interfaces are described in this paper.
Formal verification of human-automation interaction
NASA Technical Reports Server (NTRS)
Degani, Asaf; Heymann, Michael
2002-01-01
This paper discusses a formal and rigorous approach to the analysis of operator interaction with machines. It addresses the acute problem of detecting design errors in human-machine interaction and focuses on verifying the correctness of the interaction in complex and automated control systems. The paper describes a systematic methodology for evaluating whether the interface provides the necessary information about the machine to enable the operator to perform a specified task successfully and unambiguously. It also addresses the adequacy of information provided to the user via training material (e.g., user manual) about the machine's behavior. The essentials of the methodology, which can be automated and applied to the verification of large systems, are illustrated by several examples and through a case study of pilot interaction with an autopilot aboard a modern commercial aircraft. The expected application of this methodology is an augmentation and enhancement, by formal verification, of human-automation interfaces.
A shared-world conceptual model for integrating space station life sciences telescience operations
NASA Technical Reports Server (NTRS)
Johnson, Vicki; Bosley, John
1988-01-01
Mental models of the Space Station and its ancillary facilities will be employed by users of the Space Station as they draw upon past experiences, perform tasks, and collectively plan for future activities. The operational environment of the Space Station will incorporate telescience, a new set of operational modes. To investigate properties of the operational environment, distributed users, and the mental models they employ to manipulate resources while conducting telescience, an integrating shared-world conceptual model of Space Station telescience is proposed. The model comprises distributed users and resources (active elements); agents who mediate interactions among these elements on the basis of intelligent processing of shared information; and telescience protocols which structure the interactions of agents as they engage in cooperative, responsive interactions on behalf of users and resources distributed in space and time. Examples from the life sciences are used to instantiate and refine the model's principles. Implications for transaction management and autonomy are discussed. Experiments employing the model are described which the authors intend to conduct using the Space Station Life Sciences Telescience Testbed currently under development at Ames Research Center.
A system overview of the Aerospace Safety Research and Data Institute data management programs
NASA Technical Reports Server (NTRS)
1972-01-01
The NASA Aerospace Safety Information System, is an interactive, generalized data base management system. The on-line retrieval aspects provide for operating from a variety of terminals (or in batch mode). NASIS retrieval enables the user to expand and display (review) the terms of index (cross reference) files, select desired index terms, combine sets of documents corresponding to selected terms and display the resulting records. It also allows the user to print (record) this information on a high speed printer if desired. NASIS also provides the ability to store the strategy of any given session the user has executed. It has a searching and publication ability through generalized linear search and report generating modules which may be performed interactively or in a batch mode. The user may specify formats for the terminal from which he is operating. The system features an interactive user's guide which explains the various commands available and how to use them as well as explanations for all system messages. This explain capability may be extended, without program changes, to include descriptions of the various files in use. Coupled with the ability of NASIS to run in an MTT (multi-terminal task) mode is its automatic accumulation of statistics on each user of the system as well as each file.
Empowering Middle School Teachers with Portable Computers.
ERIC Educational Resources Information Center
Weast, Jerry D.; And Others
1993-01-01
A Sioux Falls (South Dakota) project that supplied middle school teachers with Macintosh computers and training to use them showed gratifying results. Easy access to portable notebook computers made teachers more active computer users, increased teacher interaction and collaboration, enhanced teacher productivity regarding management tasks and…
Learning compliant manipulation through kinesthetic and tactile human-robot interaction.
Kronander, Klas; Billard, Aude
2014-01-01
Robot Learning from Demonstration (RLfD) has been identified as a key element for making robots useful in daily lives. A wide range of techniques has been proposed for deriving a task model from a set of demonstrations of the task. Most previous works use learning to model the kinematics of the task, and for autonomous execution the robot then relies on a stiff position controller. While many tasks can and have been learned this way, there are tasks in which controlling the position alone is insufficient to achieve the goals of the task. These are typically tasks that involve contact or require a specific response to physical perturbations. The question of how to adjust the compliance to suit the need of the task has not yet been fully treated in Robot Learning from Demonstration. In this paper, we address this issue and present interfaces that allow a human teacher to indicate compliance variations by physically interacting with the robot during task execution. We validate our approach in two different experiments on the 7 DoF Barrett WAM and KUKA LWR robot manipulators. Furthermore, we conduct a user study to evaluate the usability of our approach from a non-roboticists perspective.
A Mobile App (BEDSide Mobility) to Support Nurses’ Tasks at the Patient's Bedside: Usability Study
Weinhold, Thomas; Joe, Jonathan; Lovis, Christian; Blondon, Katherine
2018-01-01
Background The introduction of clinical information systems has increased the amount of clinical documentation. Although this documentation generally improves patient safety, it has become a time-consuming task for nurses, which limits their time with the patient. On the basis of a user-centered methodology, we have developed a mobile app named BEDSide Mobility to support nurses in their daily workflow and to facilitate documentation at the bedside. Objective The aim of the study was to assess the usability of the BEDSide Mobility app in terms of the navigation and interaction design through usability testing. Methods Nurses were asked to complete a scenario reflecting their daily work with patients. Their interactions with the app were captured with eye-tracking glasses and by using the think aloud protocol. After completing the tasks, participants filled out the system usability scale questionnaire. Descriptive statistics were used to summarize task completion rates and the users’ performance. Results A total of 10 nurses (aged 21-50) participated in the study. Overall, they were satisfied with the navigation, layout, and interaction design of the app, with the exception of one user who was unfamiliar with smartphones. The problems identified were related to the ambiguity of some icons, the navigation logic, and design inconsistency. Conclusions Besides the usability issues identified in the app, the participants’ results do indicate good usability, high acceptance, and high satisfaction with the developed app. However, the results must be taken with caution because of the poor ecological validity of the experimental setting. PMID:29563074
Gromita: a fully integrated graphical user interface to gromacs 4.
Sellis, Diamantis; Vlachakis, Dimitrios; Vlassi, Metaxia
2009-09-07
Gromita is a fully integrated and efficient graphical user interface (GUI) to the recently updated molecular dynamics suite Gromacs, version 4. Gromita is a cross-platform, perl/tcl-tk based, interactive front end designed to break the command line barrier and introduce a new user-friendly environment to run molecular dynamics simulations through Gromacs. Our GUI features a novel workflow interface that guides the user through each logical step of the molecular dynamics setup process, making it accessible to both advanced and novice users. This tool provides a seamless interface to the Gromacs package, while providing enhanced functionality by speeding up and simplifying the task of setting up molecular dynamics simulations of biological systems. Gromita can be freely downloaded from http://bio.demokritos.gr/gromita/.
Louveton, N; McCall, R; Koenig, V; Avanesov, T; Engel, T
2016-05-01
Innovative in-car applications provided on smartphones can deliver real-time alternative mobility choices and subsequently generate visual-manual demand. Prior studies have found that multi-touch gestures such as kinetic scrolling are problematic in this respect. In this study we evaluate three prototype tasks which can be found in common mobile interaction use-cases. In a repeated-measures design, 29 participants interacted with the prototypes in a car-following task within a driving simulator environment. Task completion, driving performance and eye gaze have been analysed. We found that the slider widget used in the filtering task was too demanding and led to poor performance, while kinetic scrolling generated a comparable amount of visual distraction despite it requiring a lower degree of finger pointing accuracy. We discuss how to improve continuous list browsing in a dual-task context. Copyright © 2016 Elsevier Ltd and The Ergonomics Society. All rights reserved.
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
2014-07-25
composition of simple temporal structures to a speaker diarization task with the goal of segmenting conference audio in the presence of an unknown number of...application domains including neuroimaging, diverse document selection, speaker diarization , stock modeling, and target tracking. We detail each of...recall performance than competing methods in a task of discovering articles preferred by the user • a gold-standard speaker diarization method, as
Meghdadi, Amir H; Irani, Pourang
2013-12-01
We propose a novel video visual analytics system for interactive exploration of surveillance video data. Our approach consists of providing analysts with various views of information related to moving objects in a video. To do this we first extract each object's movement path. We visualize each movement by (a) creating a single action shot image (a still image that coalesces multiple frames), (b) plotting its trajectory in a space-time cube and (c) displaying an overall timeline view of all the movements. The action shots provide a still view of the moving object while the path view presents movement properties such as speed and location. We also provide tools for spatial and temporal filtering based on regions of interest. This allows analysts to filter out large amounts of movement activities while the action shot representation summarizes the content of each movement. We incorporated this multi-part visual representation of moving objects in sViSIT, a tool to facilitate browsing through the video content by interactive querying and retrieval of data. Based on our interaction with security personnel who routinely interact with surveillance video data, we identified some of the most common tasks performed. This resulted in designing a user study to measure time-to-completion of the various tasks. These generally required searching for specific events of interest (targets) in videos. Fourteen different tasks were designed and a total of 120 min of surveillance video were recorded (indoor and outdoor locations recording movements of people and vehicles). The time-to-completion of these tasks were compared against a manual fast forward video browsing guided with movement detection. We demonstrate how our system can facilitate lengthy video exploration and significantly reduce browsing time to find events of interest. Reports from expert users identify positive aspects of our approach which we summarize in our recommendations for future video visual analytics systems.
Towards Interactive Construction of Topical Hierarchy: A Recursive Tensor Decomposition Approach
Wang, Chi; Liu, Xueqing; Song, Yanglei; Han, Jiawei
2015-01-01
Automatic construction of user-desired topical hierarchies over large volumes of text data is a highly desirable but challenging task. This study proposes to give users freedom to construct topical hierarchies via interactive operations such as expanding a branch and merging several branches. Existing hierarchical topic modeling techniques are inadequate for this purpose because (1) they cannot consistently preserve the topics when the hierarchy structure is modified; and (2) the slow inference prevents swift response to user requests. In this study, we propose a novel method, called STROD, that allows efficient and consistent modification of topic hierarchies, based on a recursive generative model and a scalable tensor decomposition inference algorithm with theoretical performance guarantee. Empirical evaluation shows that STROD reduces the runtime of construction by several orders of magnitude, while generating consistent and quality hierarchies. PMID:26705505
Towards Interactive Construction of Topical Hierarchy: A Recursive Tensor Decomposition Approach.
Wang, Chi; Liu, Xueqing; Song, Yanglei; Han, Jiawei
2015-08-01
Automatic construction of user-desired topical hierarchies over large volumes of text data is a highly desirable but challenging task. This study proposes to give users freedom to construct topical hierarchies via interactive operations such as expanding a branch and merging several branches. Existing hierarchical topic modeling techniques are inadequate for this purpose because (1) they cannot consistently preserve the topics when the hierarchy structure is modified; and (2) the slow inference prevents swift response to user requests. In this study, we propose a novel method, called STROD, that allows efficient and consistent modification of topic hierarchies, based on a recursive generative model and a scalable tensor decomposition inference algorithm with theoretical performance guarantee. Empirical evaluation shows that STROD reduces the runtime of construction by several orders of magnitude, while generating consistent and quality hierarchies.
Schmutz, Sven; Sonderegger, Andreas; Sauer, Juergen
2017-09-01
The present study examined whether implementing recommendations of Web accessibility guidelines would have different effects on nondisabled users than on users with visual impairments. The predominant approach for making Web sites accessible for users with disabilities is to apply accessibility guidelines. However, it has been hardly examined whether this approach has side effects for nondisabled users. A comparison of the effects on both user groups would contribute to a better understanding of possible advantages and drawbacks of applying accessibility guidelines. Participants from two matched samples, comprising 55 participants with visual impairments and 55 without impairments, took part in a synchronous remote testing of a Web site. Each participant was randomly assigned to one of three Web sites, which differed in the level of accessibility (very low, low, and high) according to recommendations of the well-established Web Content Accessibility Guidelines 2.0 (WCAG 2.0). Performance (i.e., task completion rate and task completion time) and a range of subjective variables (i.e., perceived usability, positive affect, negative affect, perceived aesthetics, perceived workload, and user experience) were measured. Higher conformance to Web accessibility guidelines resulted in increased performance and more positive user ratings (e.g., perceived usability or aesthetics) for both user groups. There was no interaction between user group and accessibility level. Higher conformance to WCAG 2.0 may result in benefits for nondisabled users and users with visual impairments alike. Practitioners may use the present findings as a basis for deciding on whether and how to implement accessibility best.
Communication and cooperation in networked environments: an experimental analysis.
Galimberti, C; Ignazi, S; Vercesi, P; Riva, G
2001-02-01
Interpersonal communication and cooperation do not happen exclusively face to face. In work contexts, as in private life, there are more and more situations of mediated communication and cooperation in which new online tools are used. However, understanding how to use the Internet to support collaborative interaction presents a substantial challenge for the designers and users of this emerging technology. First, collaborative Internet environments are designed to serve a purpose, so must be designed with intended users' tasks and goals explicitly considered. Second, in cooperative activities the key content of communication is the interpretation of the situations in which actors are involved. So, the most effective way of clarifying the meaning of messages is to connect them to a shared context of meaning. However, this is more difficult in the Internet than in other computer-based activities. This paper tries to understand the characteristics of cooperative activities in networked environments--shared 3D virtual worlds--through two different studies. The first used the analysis of conversations to explore the characteristics of the interaction during the cooperative task; the second analyzed whether and how the level of immersion in the networked environments influenced the performance and the interactional process. The results are analyzed to identify the psychosocial roots used to support cooperation in a digital interactive communication.
Interactive Machine Learning at Scale with CHISSL
DOE Office of Scientific and Technical Information (OSTI.GOV)
Arendt, Dustin L.; Grace, Emily A.; Volkova, Svitlana
We demonstrate CHISSL, a scalable client-server system for real-time interactive machine learning. Our system is capa- ble of incorporating user feedback incrementally and imme- diately without a structured or pre-defined prediction task. Computation is partitioned between a lightweight web-client and a heavyweight server. The server relies on representation learning and agglomerative clustering to learn a dendrogram, a hierarchical approximation of a representation space. The client uses only this dendrogram to incorporate user feedback into the model via transduction. Distances and predictions for each unlabeled instance are updated incrementally and deter- ministically, with O(n) space and time complexity. Our al- gorithmmore » is implemented in a functional prototype, designed to be easy to use by non-experts. The prototype organizes the large amounts of data into recommendations. This allows the user to interact with actual instances by dragging and drop- ping to provide feedback in an intuitive manner. We applied CHISSL to several domains including cyber, social media, and geo-temporal analysis.« less
IntellEditS: intelligent learning-based editor of segmentations.
Harrison, Adam P; Birkbeck, Neil; Sofka, Michal
2013-01-01
Automatic segmentation techniques, despite demonstrating excellent overall accuracy, can often produce inaccuracies in local regions. As a result, correcting segmentations remains an important task that is often laborious, especially when done manually for 3D datasets. This work presents a powerful tool called Intelligent Learning-Based Editor of Segmentations (IntellEditS) that minimizes user effort and further improves segmentation accuracy. The tool partners interactive learning with an energy-minimization approach to editing. Based on interactive user input, a discriminative classifier is trained and applied to the edited 3D region to produce soft voxel labeling. The labels are integrated into a novel energy functional along with the existing segmentation and image data. Unlike the state of the art, IntellEditS is designed to correct segmentation results represented not only as masks but also as meshes. In addition, IntellEditS accepts intuitive boundary-based user interactions. The versatility and performance of IntellEditS are demonstrated on both MRI and CT datasets consisting of varied anatomical structures and resolutions.
Pérez-Pérez, Martín; Glez-Peña, Daniel; Fdez-Riverola, Florentino; Lourenço, Anália
2015-02-01
Document annotation is a key task in the development of Text Mining methods and applications. High quality annotated corpora are invaluable, but their preparation requires a considerable amount of resources and time. Although the existing annotation tools offer good user interaction interfaces to domain experts, project management and quality control abilities are still limited. Therefore, the current work introduces Marky, a new Web-based document annotation tool equipped to manage multi-user and iterative projects, and to evaluate annotation quality throughout the project life cycle. At the core, Marky is a Web application based on the open source CakePHP framework. User interface relies on HTML5 and CSS3 technologies. Rangy library assists in browser-independent implementation of common DOM range and selection tasks, and Ajax and JQuery technologies are used to enhance user-system interaction. Marky grants solid management of inter- and intra-annotator work. Most notably, its annotation tracking system supports systematic and on-demand agreement analysis and annotation amendment. Each annotator may work over documents as usual, but all the annotations made are saved by the tracking system and may be further compared. So, the project administrator is able to evaluate annotation consistency among annotators and across rounds of annotation, while annotators are able to reject or amend subsets of annotations made in previous rounds. As a side effect, the tracking system minimises resource and time consumption. Marky is a novel environment for managing multi-user and iterative document annotation projects. Compared to other tools, Marky offers a similar visually intuitive annotation experience while providing unique means to minimise annotation effort and enforce annotation quality, and therefore corpus consistency. Marky is freely available for non-commercial use at http://sing.ei.uvigo.es/marky. Copyright © 2014 Elsevier Ireland Ltd. All rights reserved.
2008-12-01
systems in a compact 2D form. This stylistic decision can give trainees a confusing or incorrect assessment of the actual layout of the corresponding...birth. Replacing these instinctual motions with mappings to a keyboard and a mouse imposes a great cognitive burden on a user; even skilled users often...can cause a situation known as ― cognitive overload,‖ in which a student, overwhelmed by the learning demands being simultaneously placed on him
Advanced human machine interaction for an image interpretation workstation
NASA Astrophysics Data System (ADS)
Maier, S.; Martin, M.; van de Camp, F.; Peinsipp-Byma, E.; Beyerer, J.
2016-05-01
In recent years, many new interaction technologies have been developed that enhance the usability of computer systems and allow for novel types of interaction. The areas of application for these technologies have mostly been in gaming and entertainment. However, in professional environments, there are especially demanding tasks that would greatly benefit from improved human machine interfaces as well as an overall improved user experience. We, therefore, envisioned and built an image-interpretation-workstation of the future, a multi-monitor workplace comprised of four screens. Each screen is dedicated to a complex software product such as a geo-information system to provide geographic context, an image annotation tool, software to generate standardized reports and a tool to aid in the identification of objects. Using self-developed systems for hand tracking, pointing gestures and head pose estimation in addition to touchscreens, face identification, and speech recognition systems we created a novel approach to this complex task. For example, head pose information is used to save the position of the mouse cursor on the currently focused screen and to restore it as soon as the same screen is focused again while hand gestures allow for intuitive manipulation of 3d objects in mid-air. While the primary focus is on the task of image interpretation, all of the technologies involved provide generic ways of efficiently interacting with a multi-screen setup and could be utilized in other fields as well. In preliminary experiments, we received promising feedback from users in the military and started to tailor the functionality to their needs
NASA Astrophysics Data System (ADS)
Tong, Rong
As a primary digital library portal for astrophysics researchers, SAO/NASA ADS (Astrophysics Data System) 2.0 interface features several visualization tools such as Author Network and Metrics. This research study involves 20 ADS long term users who participated in a usability and eye tracking research session. Participants first completed a cognitive test, and then performed five tasks in ADS 2.0 where they explored its multiple visualization tools. Results show that over half of the participants were Imagers and half of the participants were Analytic. Cognitive styles were found to have significant impacts on several efficiency-based measures. Analytic-oriented participants were observed to spent shorter time on web pages and apps, made fewer web page changes than less-Analytic-driving participants in performing common tasks, whereas AI (Analytic-Imagery) participants also completed their five tasks faster than non-AI participants. Meanwhile, self-identified Imagery participants were found to be more efficient in their task completion through multiple measures including total time on task, number of mouse clicks, and number of query revisions made. Imagery scores were negatively associated with frequency of confusion and the observed counts of being surprised. Compared to those who did not claimed to be a visual person, self-identified Imagery participants were observed to have significantly less frequency in frustration and hesitation during their task performance. Both demographic variables and past user experiences were found to correlate with task performance; query revision also correlated with multiple time-based measurements. Considered as an indicator of efficiency, query revisions were found to correlate negatively with the rate of complete with ease, and positively with several time-based efficiency measures, rate of complete with some difficulty, and the frequency of frustration. These results provide rich insights into the cognitive styles of ADS' core users, the impact of such styles and demographic attributes on their task performance their affective and cognitive experiences, and their interaction behaviors while using the visualization component of ADS 2.0, and would subsequently contribute to the design of bibliographic retrieval systems for scientists.
Downey, John E; Weiss, Jeffrey M; Muelling, Katharina; Venkatraman, Arun; Valois, Jean-Sebastien; Hebert, Martial; Bagnell, J Andrew; Schwartz, Andrew B; Collinger, Jennifer L
2016-03-18
Recent studies have shown that brain-machine interfaces (BMIs) offer great potential for restoring upper limb function. However, grasping objects is a complicated task and the signals extracted from the brain may not always be capable of driving these movements reliably. Vision-guided robotic assistance is one possible way to improve BMI performance. We describe a method of shared control where the user controls a prosthetic arm using a BMI and receives assistance with positioning the hand when it approaches an object. Two human subjects with tetraplegia used a robotic arm to complete object transport tasks with and without shared control. The shared control system was designed to provide a balance between BMI-derived intention and computer assistance. An autonomous robotic grasping system identified and tracked objects and defined stable grasp positions for these objects. The system identified when the user intended to interact with an object based on the BMI-controlled movements of the robotic arm. Using shared control, BMI controlled movements and autonomous grasping commands were blended to ensure secure grasps. Both subjects were more successful on object transfer tasks when using shared control compared to BMI control alone. Movements made using shared control were more accurate, more efficient, and less difficult. One participant attempted a task with multiple objects and successfully lifted one of two closely spaced objects in 92 % of trials, demonstrating the potential for users to accurately execute their intention while using shared control. Integration of BMI control with vision-guided robotic assistance led to improved performance on object transfer tasks. Providing assistance while maintaining generalizability will make BMI systems more attractive to potential users. NCT01364480 and NCT01894802 .
Interactive Information Organization: Techniques and Evaluation
2001-05-01
information search and access. Locating interesting information on the World Wide Web is the main task of on-line search engines . Such engines accept a...likelihood of being relevant to the user’s request. The majority of today’s Web search engines follow this scenario. The ordering of documents in the
Tools to Support Expository Video Capture and Access
ERIC Educational Resources Information Center
Carter, Scott; Cooper, Matthew; Adcock, John; Branham, Stacy
2014-01-01
Video tends to be imbalanced as a medium. Typically, content creators invest enormous effort creating work that is then watched passively. However, learning tasks require that users not only consume video but also engage, interact with, and repurpose content. Furthermore, to promote learning across domains where content creators are not…
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)…
Georgsson, Mattias; Kushniruk, Andre
2016-01-01
The cognitive walkthrough (CW) is a task-based, expert inspection usability evaluation method involving benefits such as cost effectiveness and efficiency. A drawback of the method is that it doesn't involve the user perspective from real users but instead is based on experts' predictions about the usability of the system and how users interact. In this paper, we propose a way of involving the user in an expert evaluation method by modifying the CW with patient groups as mediators. This along with other modifications include a dual domain session facilitator, specific patient groups and three different phases: 1) a preparation phase where suitable tasks are developed by a panel of experts and patients, validated through the content validity index 2) a patient user evaluation phase including an individual and collaborative process part 3) an analysis and coding phase where all data is digitalized and synthesized making use of Qualitative Data Analysis Software (QDAS) to determine usability deficiencies. We predict that this way of evaluating will utilize the benefits of the expert methods, also providing a way of including the patient user of these self-management systems. Results from this prospective study should provide evidence of the usefulness of this method modification.
ADAMS: AIRLAB data management system user's guide
NASA Technical Reports Server (NTRS)
Conrad, C. L.; Ingogly, W. F.; Lauterbach, L. A.
1986-01-01
The AIRLAB Data Management System (ADAMS) is an online environment that supports research at NASA's AIRLAB. ADAMS provides an easy to use interactive interface that eases the task of documenting and managing information about experiments and improves communication among project members. Data managed by ADAMS includes information about experiments, data sets produced, software and hardware available in AIRLAB as well as that used in a particular experiment, and an on-line engineer's notebook. The User's Guide provides an overview of the ADAMS system as well as details of the operations available within ADAMS. A tutorial section takes the user step-by-step through a typical ADAMS session. ADAMS runs under the VAX/VMS operating system and uses the ORACLE database management system and DEC/FMS (the Forms Management System). ADAMS can be run from any VAX connected via DECnet to the ORACLE host VAX. The ADAMS system is designed for simplicity, so interactions within the underlying data management system and communications network are hidden from the user.
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.
Xie, Jun; Xu, Guanghua; Wang, Jing; Li, Min; Han, Chengcheng; Jia, Yaguang
Steady-state visual evoked potentials (SSVEP) based paradigm is a conventional BCI method with the advantages of high information transfer rate, high tolerance to artifacts and the robust performance across users. But the occurrence of mental load and fatigue when users stare at flickering stimuli is a critical problem in implementation of SSVEP-based BCIs. Based on electroencephalography (EEG) power indices α, θ, θ + α, ratio index θ/α and response properties of amplitude and SNR, this study quantitatively evaluated the mental load and fatigue in both of conventional flickering and the novel motion-reversal visual attention tasks. Results over nine subjects revealed significant mental load alleviation in motion-reversal task rather than flickering task. The interaction between factors of "stimulation type" and "fatigue level" also illustrated the motion-reversal stimulation as a superior anti-fatigue solution for long-term BCI operation. Taken together, our work provided an objective method favorable for the design of more practically applicable steady-state evoked potential based BCIs.
User engineering: A new look at system engineering
NASA Technical Reports Server (NTRS)
Mclaughlin, Larry L.
1987-01-01
User Engineering is a new System Engineering perspective responsible for defining and maintaining the user view of the system. Its elements are a process to guide the project and customer, a multidisciplinary team including hard and soft sciences, rapid prototyping tools to build user interfaces quickly and modify them frequently at low cost, and a prototyping center for involving users and designers in an iterative way. The main consideration is reducing the risk that the end user will not or cannot effectively use the system. The process begins with user analysis to produce cognitive and work style models, and task analysis to produce user work functions and scenarios. These become major drivers of the human computer interface design which is presented and reviewed as an interactive prototype by users. Feedback is rapid and productive, and user effectiveness can be measured and observed before the system is built and fielded. Requirements are derived via the prototype and baselined early to serve as an input to the architecture and software design.
Multimodal user interfaces to improve social integration of elderly and mobility impaired.
Dias, Miguel Sales; Pires, Carlos Galinho; Pinto, Fernando Miguel; Teixeira, Vítor Duarte; Freitas, João
2012-01-01
Technologies for Human-Computer Interaction (HCI) and Communication have evolved tremendously over the past decades. However, citizens such as mobility impaired or elderly or others, still face many difficulties interacting with communication services, either due to HCI issues or intrinsic design problems with the services. In this paper we start by presenting the results of two user studies, the first one conducted with a group of mobility impaired users, comprising paraplegic and quadriplegic individuals; and the second one with elderly. The study participants carried out a set of tasks with a multimodal (speech, touch, gesture, keyboard and mouse) and multi-platform (mobile, desktop) system, offering an integrated access to communication and entertainment services, such as email, agenda, conferencing, instant messaging and social media, referred to as LHC - Living Home Center. The system was designed to take into account the requirements captured from these users, with the objective of evaluating if the adoption of multimodal interfaces for audio-visual communication and social media services, could improve the interaction with such services. Our study revealed that a multimodal prototype system, offering natural interaction modalities, especially supporting speech and touch, can in fact improve access to the presented services, contributing to the reduction of social isolation of mobility impaired, as well as elderly, and improving their digital inclusion.
Comparing two anesthesia information management system user interfaces: a usability evaluation.
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.
NASA Technical Reports Server (NTRS)
Jefferys, S.; Johnson, W.; Lewis, R.; Rich, R.
1981-01-01
This specification establishes the requirements, concepts, and preliminary design for a set of software known as the IGDS/TRAP Interface Program (ITIP). This software provides the capability to develop at an Interactive Graphics Design System (IGDS) design station process flow diagrams for use by the NASA Coal Gasification Task Team. In addition, ITIP will use the Data Management and Retrieval System (DMRS) to maintain a data base from which a properly formatted input file to the Time-Line and Resources Analysis Program (TRAP) can be extracted. This set of software will reside on the PDP-11/70 and will become the primary interface between the Coal Gasification Task Team and IGDS, DMRS, and TRAP. The user manual for the computer program is presented.
A gesture-controlled projection display for CT-guided interventions.
Mewes, A; Saalfeld, P; Riabikin, O; Skalej, M; Hansen, C
2016-01-01
The interaction with interventional imaging systems within a sterile environment is a challenging task for physicians. Direct physician-machine interaction during an intervention is rather limited because of sterility and workspace restrictions. We present a gesture-controlled projection display that enables a direct and natural physician-machine interaction during computed tomography (CT)-based interventions. Therefore, a graphical user interface is projected on a radiation shield located in front of the physician. Hand gestures in front of this display are captured and classified using a leap motion controller. We propose a gesture set to control basic functions of intervention software such as gestures for 2D image exploration, 3D object manipulation and selection. Our methods were evaluated in a clinically oriented user study with 12 participants. The results of the performed user study confirm that the display and the underlying interaction concept are accepted by clinical users. The recognition of the gestures is robust, although there is potential for improvements. The gesture training times are less than 10 min, but vary heavily between the participants of the study. The developed gestures are connected logically to the intervention software and intuitive to use. The proposed gesture-controlled projection display counters current thinking, namely it gives the radiologist complete control of the intervention software. It opens new possibilities for direct physician-machine interaction during CT-based interventions and is well suited to become an integral part of future interventional suites.
Dynamic gesture recognition using neural networks: a fundament for advanced interaction construction
NASA Astrophysics Data System (ADS)
Boehm, Klaus; Broll, Wolfgang; Sokolewicz, Michael A.
1994-04-01
Interaction in virtual reality environments is still a challenging task. Static hand posture recognition is currently the most common and widely used method for interaction using glove input devices. In order to improve the naturalness of interaction, and thereby decrease the user-interface learning time, there is a need to be able to recognize dynamic gestures. In this paper we describe our approach to overcoming the difficulties of dynamic gesture recognition (DGR) using neural networks. Backpropagation neural networks have already proven themselves to be appropriate and efficient for posture recognition. However, the extensive amount of data involved in DGR requires a different approach. Because of features such as topology preservation and automatic-learning, Kohonen Feature Maps are particularly suitable for the reduction of the high dimensional data space that is the result of a dynamic gesture, and are thus implemented for this task.
Interactive multi-objective path planning through a palette-based user interface
NASA Astrophysics Data System (ADS)
Shaikh, Meher T.; Goodrich, Michael A.; Yi, Daqing; Hoehne, Joseph
2016-05-01
n a problem where a human uses supervisory control to manage robot path-planning, there are times when human does the path planning, and if satisfied commits those paths to be executed by the robot, and the robot executes that plan. In planning a path, the robot often uses an optimization algorithm that maximizes or minimizes an objective. When a human is assigned the task of path planning for robot, the human may care about multiple objectives. This work proposes a graphical user interface (GUI) designed for interactive robot path-planning when an operator may prefer one objective over others or care about how multiple objectives are traded off. The GUI represents multiple objectives using the metaphor of an artist's palette. A distinct color is used to represent each objective, and tradeoffs among objectives are balanced in a manner that an artist mixes colors to get the desired shade of color. Thus, human intent is analogous to the artist's shade of color. We call the GUI an "Adverb Palette" where the word "Adverb" represents a specific type of objective for the path, such as the adverbs "quickly" and "safely" in the commands: "travel the path quickly", "make the journey safely". The novel interactive interface provides the user an opportunity to evaluate various alternatives (that tradeoff between different objectives) by allowing her to visualize the instantaneous outcomes that result from her actions on the interface. In addition to assisting analysis of various solutions given by an optimization algorithm, the palette has additional feature of allowing the user to define and visualize her own paths, by means of waypoints (guiding locations) thereby spanning variety for planning. The goal of the Adverb Palette is thus to provide a way for the user and robot to find an acceptable solution even though they use very different representations of the problem. Subjective evaluations suggest that even non-experts in robotics can carry out the planning tasks with a great deal of flexibility using the adverb palette.
NASA Astrophysics Data System (ADS)
Pohlmeyer, Eric A.; Fifer, Matthew; Rich, Matthew; Pino, Johnathan; Wester, Brock; Johannes, Matthew; Dohopolski, Chris; Helder, John; D'Angelo, Denise; Beaty, James; Bensmaia, Sliman; McLoughlin, Michael; Tenore, Francesco
2017-05-01
Brain-computer interface (BCI) research has progressed rapidly, with BCIs shifting from animal tests to human demonstrations of controlling computer cursors and even advanced prosthetic limbs, the latter having been the goal of the Revolutionizing Prosthetics (RP) program. These achievements now include direct electrical intracortical microstimulation (ICMS) of the brain to provide human BCI users feedback information from the sensors of prosthetic limbs. These successes raise the question of how well people would be able to use BCIs to interact with systems that are not based directly on the body (e.g., prosthetic arms), and how well BCI users could interpret ICMS information from such devices. If paralyzed individuals could use BCIs to effectively interact with such non-anthropomorphic systems, it would offer them numerous new opportunities to control novel assistive devices. Here we explore how well a participant with tetraplegia can detect infrared (IR) sources in the environment using a prosthetic arm mounted camera that encodes IR information via ICMS. We also investigate how well a BCI user could transition from controlling a BCI based on prosthetic arm movements to controlling a flight simulator, a system with different physical dynamics than the arm. In that test, the BCI participant used environmental information encoded via ICMS to identify which of several upcoming flight routes was the best option. For both tasks, the BCI user was able to quickly learn how to interpret the ICMSprovided information to achieve the task goals.
TADS--A CFD-Based Turbomachinery Analysis and Design System with GUI: User's Manual. 2.0
NASA Technical Reports Server (NTRS)
Koiro, M. J.; Myers, R. A.; Delaney, R. A.
1999-01-01
The primary objective of this study was the development of a Computational Fluid Dynamics (CFD) based turbomachinery airfoil analysis and design system, controlled by a Graphical User Interface (GUI). The computer codes resulting from this effort are referred to as TADS (Turbomachinery Analysis and Design System). This document is intended to serve as a User's Manual for the computer programs which comprise the TADS system, developed under Task 18 of NASA Contract NAS3-27350, ADPAC System Coupling to Blade Analysis & Design System GUI and Task 10 of NASA Contract NAS3-27394, ADPAC System Coupling to Blade Analysis & Design System GUI, Phase II-Loss, Design and, Multi-stage Analysis. TADS couples a throughflow solver (ADPAC) with a quasi-3D blade-to-blade solver (RVCQ3D) in an interactive package. Throughflow analysis and design capability was developed in ADPAC through the addition of blade force and blockage terms to the governing equations. A GUI was developed to simplify user input and automate the many tasks required to perform turbomachinery analysis and design. The coupling of the various programs was done in such a way that alternative solvers or grid generators could be easily incorporated into the TADS framework. Results of aerodynamic calculations using the TADS system are presented for a highly loaded fan, a compressor stator, a low speed turbine blade and a transonic turbine vane.
BIOLOGICAL NETWORK EXPLORATION WITH CYTOSCAPE 3
Su, Gang; Morris, John H.; Demchak, Barry; Bader, Gary D.
2014-01-01
Cytoscape is one of the most popular open-source software tools for the visual exploration of biomedical networks composed of protein, gene and other types of interactions. It offers researchers a versatile and interactive visualization interface for exploring complex biological interconnections supported by diverse annotation and experimental data, thereby facilitating research tasks such as predicting gene function and pathway construction. Cytoscape provides core functionality to load, visualize, search, filter and save networks, and hundreds of Apps extend this functionality to address specific research needs. The latest generation of Cytoscape (version 3.0 and later) has substantial improvements in function, user interface and performance relative to previous versions. This protocol aims to jump-start new users with specific protocols for basic Cytoscape functions, such as installing Cytoscape and Cytoscape Apps, loading data, visualizing and navigating the network, visualizing network associated data (attributes) and identifying clusters. It also highlights new features that benefit experienced users. PMID:25199793
Human computer interface guide, revision A
NASA Technical Reports Server (NTRS)
1993-01-01
The Human Computer Interface Guide, SSP 30540, is a reference document for the information systems within the Space Station Freedom Program (SSFP). The Human Computer Interface Guide (HCIG) provides guidelines for the design of computer software that affects human performance, specifically, the human-computer interface. This document contains an introduction and subparagraphs on SSFP computer systems, users, and tasks; guidelines for interactions between users and the SSFP computer systems; human factors evaluation and testing of the user interface system; and example specifications. The contents of this document are intended to be consistent with the tasks and products to be prepared by NASA Work Package Centers and SSFP participants as defined in SSP 30000, Space Station Program Definition and Requirements Document. The Human Computer Interface Guide shall be implemented on all new SSFP contractual and internal activities and shall be included in any existing contracts through contract changes. This document is under the control of the Space Station Control Board, and any changes or revisions will be approved by the deputy director.
NASA Technical Reports Server (NTRS)
2000-01-01
Oak Grove Reactor, developed by Oak Grove Systems, is a new software program that allows users to integrate workflow processes. It can be used with portable communication devices. The software can join e-mail, calendar/scheduling and legacy applications into one interactive system via the web. Priority tasks and due dates are organized and highlighted to keep the user up to date with developments. Reactor works with existing software and few new skills are needed to use it. Using a web browser, a user can can work on something while other users can work on the same procedure or view its status while it is being worked on at another site. The software was developed by the Jet Propulsion Lab and originally put to use at Johnson Space Center.
Ben Ramadan, Awatef Ahmed; Jackson-Thompson, Jeannette; Schmaltz, Chester Lee
2017-08-04
Many users of spatial data have difficulty interpreting information in health-related spatial reports. The Missouri Cancer Registry and Research Center (MCR-ARC) has produced interactive reports for several years. These reports have never been tested for usability. The aims of this study were to: (1) conduct a multi-approach usability testing study to understand ease of use (user friendliness) and user satisfaction; and (2) evaluate the usability of MCR-ARC's published InstantAtlas reports. An institutional review board (IRB) approved mixed methodology usability testing study using a convenience sample of health professionals. A recruiting email was sent to faculty in the Master of Public Health program and to faculty and staff in the Department of Health Management and Informatics at the University of Missouri-Columbia. The study included 7 participants. The test included a pretest questionnaire, a multi-task usability test, and the System Usability Scale (SUS). Also, the researchers collected participants' comments about the tested maps immediately after every trial. Software was used to record the computer screen during the trial and the participants' spoken comments. Several performance and usability metrics were measured to evaluate the usability of MCR-ARC's published mapping reports. Of the 10 assigned tasks, 6 reached a 100% completion success rate, and this outcome was relative to the complexity of the tasks. The simple tasks were handled more efficiently than the complicated tasks. The SUS score ranged between 20-100 points, with an average of 62.7 points and a median of 50.5 points. The tested maps' effectiveness outcomes were better than the efficiency and satisfaction outcomes. There was a statistically significant relationship between the subjects' performance on the study test and the users' previous experience with geographic information system (GIS) tools (P=.03). There were no statistically significant relationships between users' performance and satisfaction and their education level, work type, or previous experience in health care (P>.05). There were strong positive correlations between the three measured usability elements. The tested maps should undergo an extensive refining and updating to overcome all the discovered usability issues and meet the perspectives and needs of the tested maps' potential users. The study results might convey the perspectives of academic health professionals toward GIS health data. We need to conduct a second-round usability study with public health practitioners and cancer professionals who use GIS tools on a routine basis. Usability testing should be conducted before and after releasing MCR-ARC's maps in the future. ©Awatef Ahmed Ben Ramadan, Jeannette Jackson-Thompson, Chester Lee Schmaltz. Originally published in JMIR Human Factors (http://humanfactors.jmir.org), 04.08.2017.
Participatory design for drug-drug interaction alerts.
Luna, Daniel; Otero, Carlos; Almerares, Alfredo; Stanziola, Enrique; Risk, Marcelo; González Bernaldo de Quirós, Fernán
2015-01-01
The utilization of decision support systems, in the point of care, to alert drug-drug interactions has been shown to improve quality of care. Still, the use of these systems has not been as expected, it is believed, because of the difficulties in their knowledge databases; errors in the generation of the alerts and the lack of a suitable design. This study expands on the development of alerts using participatory design techniques based on user centered design process. This work was undertaken in three stages (inquiry, participatory design and usability testing) it showed that the use of these techniques improves satisfaction, effectiveness and efficiency in an alert system for drug-drug interactions, a fact that was evident in specific situations such as the decrease of errors to meet the specified task, the time, the workload optimization and users overall satisfaction in the system.
Sensing Pressure Distribution on a Lower-Limb Exoskeleton Physical Human-Machine Interface
De Rossi, Stefano Marco Maria; Vitiello, Nicola; Lenzi, Tommaso; Ronsse, Renaud; Koopman, Bram; Persichetti, Alessandro; Vecchi, Fabrizio; Ijspeert, Auke Jan; van der Kooij, Herman; Carrozza, Maria Chiara
2011-01-01
A sensory apparatus to monitor pressure distribution on the physical human-robot interface of lower-limb exoskeletons is presented. We propose a distributed measure of the interaction pressure over the whole contact area between the user and the machine as an alternative measurement method of human-robot interaction. To obtain this measure, an array of newly-developed soft silicone pressure sensors is inserted between the limb and the mechanical interface that connects the robot to the user, in direct contact with the wearer’s skin. Compared to state-of-the-art measures, the advantage of this approach is that it allows for a distributed measure of the interaction pressure, which could be useful for the assessment of safety and comfort of human-robot interaction. This paper presents the new sensor and its characterization, and the development of an interaction measurement apparatus, which is applied to a lower-limb rehabilitation robot. The system is calibrated, and an example its use during a prototypical gait training task is presented. PMID:22346574
ERIC Educational Resources Information Center
Choe, Jong-Min; Lee, Jinjoo
1993-01-01
Reports on a study of accounting information systems that explored the interactions among influence factors (e.g., user participation in the development process, top management support, capability of information systems personnel, and existence of steering committees), contextual variables (e.g., organizational structure and task characteristics),…
Brand and Usability in Content-Intensive Websites
ERIC Educational Resources Information Center
Yang, Tao
2013-01-01
Our connections to the digital world are invoked by brands, but the intersection of branding and interaction design is still an under-investigated area. Particularly, current websites are designed not only to support essential user tasks, but also to communicate an institution's intended brand values and traits. What we do not yet know, however,…
ERIC Educational Resources Information Center
Arrabal-Campos, Francisco M.; Cortés-Villena, Alejandro; Fernández, Ignacio
2017-01-01
This paper presents a programming project named NMRviewer that allows students to visualize transformed and processed 1 H NMR data in an accessible, interactive format while allowing instructors to incorporate programming content into the chemistry curricula. Using the MATLAB graphical user interface development environment (GUIDE), students can…
Creating Electronic Learning Environments: Games, Flow, and the User Interface.
ERIC Educational Resources Information Center
Jones, Marshall G.
A difficult task in creating rich, exploratory interactive learning environments is building an environment that is truly engaging. Engagement can be defined as the nexus of intrinsic knowledge and/or interest and external stimuli that promote the initial interest in, and continued use of a computer-based learning environment. Complete and total…
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…
Statistical modeling for visualization evaluation through data fusion.
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.
User-Centered Indexing for Adaptive Information Access
NASA Technical Reports Server (NTRS)
Chen, James R.; Mathe, Nathalie
1996-01-01
We are focusing on information access tasks characterized by large volume of hypermedia connected technical documents, a need for rapid and effective access to familiar information, and long-term interaction with evolving information. The problem for technical users is to build and maintain a personalized task-oriented model of the information to quickly access relevant information. We propose a solution which provides user-centered adaptive information retrieval and navigation. This solution supports users in customizing information access over time. It is complementary to information discovery methods which provide access to new information, since it lets users customize future access to previously found information. It relies on a technique, called Adaptive Relevance Network, which creates and maintains a complex indexing structure to represent personal user's information access maps organized by concepts. This technique is integrated within the Adaptive HyperMan system, which helps NASA Space Shuttle flight controllers organize and access large amount of information. It allows users to select and mark any part of a document as interesting, and to index that part with user-defined concepts. Users can then do subsequent retrieval of marked portions of documents. This functionality allows users to define and access personal collections of information, which are dynamically computed. The system also supports collaborative review by letting users share group access maps. The adaptive relevance network provides long-term adaptation based both on usage and on explicit user input. The indexing structure is dynamic and evolves over time. Leading and generalization support flexible retrieval of information under similar concepts. The network is geared towards more recent information access, and automatically manages its size in order to maintain rapid access when scaling up to large hypermedia space. We present results of simulated learning experiments.
Flexible missile autopilot design studies with PC-MATLAB/386
NASA Technical Reports Server (NTRS)
Ruth, Michael J.
1989-01-01
Development of a responsive, high-bandwidth missile autopilot for airframes which have structural modes of unusually low frequency presents a challenging design task. Such systems are viable candidates for modern, state-space control design methods. The PC-MATLAB interactive software package provides an environment well-suited to the development of candidate linear control laws for flexible missile autopilots. The strengths of MATLAB include: (1) exceptionally high speed (MATLAB's version for 80386-based PC's offers benchmarks approaching minicomputer and mainframe performance); (2) ability to handle large design models of several hundred degrees of freedom, if necessary; and (3) broad extensibility through user-defined functions. To characterize MATLAB capabilities, a simplified design example is presented. This involves interactive definition of an observer-based state-space compensator for a flexible missile autopilot design task. MATLAB capabilities and limitations, in the context of this design task, are then summarized.
Lee, Seul Chan; Cha, Min Chul; Hwangbo, Hwan; Mo, Sookhee; Ji, Yong Gu
2018-02-01
This study aimed at investigating the effect of two smartphone form factors (width and bottom bezel) on touch behaviors with one-handed interaction. User experiments on tapping tasks were conducted for four widths (67, 70, 72, and 74 mm) and five bottom bezel levels (2.5, 5, 7.5, 10, and 12.5 mm). Task performance, electromyography, and subjective workload data were collected to examine the touch behavior. The success rate and task completion time were collected as task performance measures. The NASA-TLX method was used to observe the subjective workload. The electromyogram signals of two thumb muscles, namely the first dorsal interosseous and abductor pollicis brevis, were observed. The task performances deteriorated with increasing width level. The subjective workload and electromyography data showed similar patterns with the task performances. The task performances of the bottom bezel devices were analyzed by using three different evaluation criteria. The results from these criteria indicated that tasks became increasingly difficult as the bottom bezel level decreased. The results of this study provide insights into the optimal range of smartphone form factors for one-handed interaction, which could contribute to the design of new smartphones. Copyright © 2017. Published by Elsevier Ltd.
2015-01-01
Background Though cluster analysis has become a routine analytic task for bioinformatics research, it is still arduous for researchers to assess the quality of a clustering result. To select the best clustering method and its parameters for a dataset, researchers have to run multiple clustering algorithms and compare them. However, such a comparison task with multiple clustering results is cognitively demanding and laborious. Results In this paper, we present XCluSim, a visual analytics tool that enables users to interactively compare multiple clustering results based on the Visual Information Seeking Mantra. We build a taxonomy for categorizing existing techniques of clustering results visualization in terms of the Gestalt principles of grouping. Using the taxonomy, we choose the most appropriate interactive visualizations for presenting individual clustering results from different types of clustering algorithms. The efficacy of XCluSim is shown through case studies with a bioinformatician. Conclusions Compared to other relevant tools, XCluSim enables users to compare multiple clustering results in a more scalable manner. Moreover, XCluSim supports diverse clustering algorithms and dedicated visualizations and interactions for different types of clustering results, allowing more effective exploration of details on demand. Through case studies with a bioinformatics researcher, we received positive feedback on the functionalities of XCluSim, including its ability to help identify stably clustered items across multiple clustering results. PMID:26328893
1982-10-01
spent in preparing this document. 00. EXECUTIVE SUMMARY The O’Hare Runway Configuration Management System (CMS) is an interactive multi-user computer ...MITRE Washington’s Computer Center. Currently, CMS is housed in an IBM 4341 computer with VM/SP operating system. CMS employs the IBM’s Display...iV 0O, o 0 .r4L /~ wA 0U 00 00 0 w vi O’Hare, it will operate on a dedicated mini- computer which permits multi-tasking (that is, multiple users
Eizicovits, Danny; Edan, Yael; Tabak, Iris; Levy-Tzedek, Shelly
2018-01-01
Effective human-robot interactions in rehabilitation necessitates an understanding of how these should be tailored to the needs of the human. We report on a robotic system developed as a partner on a 3-D everyday task, using a gamified approach. To: (1) design and test a prototype system, to be ultimately used for upper-limb rehabilitation; (2) evaluate how age affects the response to such a robotic system; and (3) identify whether the robot's physical embodiment is an important aspect in motivating users to complete a set of repetitive tasks. 62 healthy participants, young (<30 yo) and old (>60 yo), played a 3D tic-tac-toe game against an embodied (a robotic arm) and a non-embodied (a computer-controlled lighting system) partner. To win, participants had to place three cups in sequence on a physical 3D grid. Cup picking-and-placing was chosen as a functional task that is often practiced in post-stroke rehabilitation. Movement of the participants was recorded using a Kinect camera. The timing of the participants' movement was primed by the response time of the system: participants moved slower when playing with the slower embodied system (p = 0.006). The majority of participants preferred the robot over the computer-controlled system. Slower response time of the robot compared to the computer-controlled one only affected the young group's motivation to continue playing. We demonstrated the feasibility of the system to encourage the performance of repetitive 3D functional movements, and track these movements. Young and old participants preferred to interact with the robot, compared with the non-embodied system. We contribute to the growing knowledge concerning personalized human-robot interactions by (1) demonstrating the priming of the human movement by the robotic movement - an important design feature, and (2) identifying response-speed as a design variable, the importance of which depends on the age of the user.
Brian, Leung; Jessica A, Brian; Tom, Chau
2013-09-01
The present descriptive case study documents the behaviours of a child single-switch user in the community setting and draws attention to learning and mastery behaviours as risk factors to single-switch abandonment. Our observations were interpreted in the context of a longer term school-based evaluation of an advanced single-switch access technology with a nine year-old user with severe spastic quadriplegic cerebral palsy. The child completed 25 experiment sessions averaging a rate of three sessions every two weeks. During each session he worked on several blocks of single-switch computer activity using his vocal cord vibration switch. Despite high levels of single-switch sensitivity and specificity that suggested a good fit between the participant and the technology, the participant perceived a lower proficiency level of his own abilities, demonstrated impatience and intolerance to interaction errors, and was apprehensive of making mistakes when using his switch in public. The benefit of gaining some degree of independent physical access might not necessarily enhance resilience to interaction errors or bouts of poor task performance. On the other hand, the participant's behaviours were consistent with those of a typically developing child learning or mastering any new skill or task. Implications for Rehabilitation The attitude and behaviour of a paediatric switch user towards skill development can be risk factors to abandonment of an access technology, despite successful clinical trial with the device. Children with severe disabilities can be associated with the same types of skill development behaviour patterns and achievement motivation as their typically developing peers. Empirical observations of the case participant's switch use behaviours suggest that user training could be adaptive in order to account for individual differences in skill development and achievement motivation.
2005-10-01
AFRL-HE-WP-TP-2005-0030 AIR FORCE RESEARCH LABORATORY Application of Cognitive Task Analysis in User Requirements and Prototype Design Presentation...TITLE AND SUBTITLE 5a. CONTRACT NUMBER FA8650-04-C-6406 Application of Cognitive Task Analysis in User Requirements 5b.GRANTNUMBER and Prototype...maintainer experience 21 21 Questions & Answers Application of Cognitive Task Analysis in User Requirements Definition and Prototype Design Christopher Curtis
Gerłowska, Justyna; Skrobas, Urszula; Grabowska-Aleksandrowicz, Katarzyna; Korchut, Agnieszka; Szklener, Sebastian; Szczęśniak-Stańczyk, Dorota; Tzovaras, Dimitrios; Rejdak, Konrad
2018-01-01
The aim of the present study is to present the results of the assessment of clinical application of the robotic assistant for patients suffering from mild cognitive impairments (MCI) and Alzheimer Disease (AD). The human-robot interaction (HRI) evaluation approach taken within the study is a novelty in the field of social robotics. The proposed assessment of the robotic functionalities are based on end-user perception of attractiveness, usability and potential societal impact of the device. The methods of evaluation applied consist of User Experience Questionnaire (UEQ), AttrakDiff and the societal impact inventory tailored for the project purposes. The prototype version of the Robotic Assistant for MCI patients at Home (RAMCIP) was tested in a semi-controlled environment at the Department of Neurology (Lublin, Poland). Eighteen elderly participants, 10 healthy and 8 MCI, performed everyday tasks and functions facilitated by RAMCIP. The tasks consisted of semi-structuralized scenarios like: medication intake, hazardous events prevention, and social interaction. No differences between the groups of subjects were observed in terms of perceived attractiveness, usability nor-societal impact of the device. The robotic assistant societal impact and attractiveness were highly assessed. The usability of the device was reported as neutral due to the short time of interaction.
Gerłowska, Justyna; Skrobas, Urszula; Grabowska-Aleksandrowicz, Katarzyna; Korchut, Agnieszka; Szklener, Sebastian; Szczęśniak-Stańczyk, Dorota; Tzovaras, Dimitrios; Rejdak, Konrad
2018-01-01
The aim of the present study is to present the results of the assessment of clinical application of the robotic assistant for patients suffering from mild cognitive impairments (MCI) and Alzheimer Disease (AD). The human-robot interaction (HRI) evaluation approach taken within the study is a novelty in the field of social robotics. The proposed assessment of the robotic functionalities are based on end-user perception of attractiveness, usability and potential societal impact of the device. The methods of evaluation applied consist of User Experience Questionnaire (UEQ), AttrakDiff and the societal impact inventory tailored for the project purposes. The prototype version of the Robotic Assistant for MCI patients at Home (RAMCIP) was tested in a semi-controlled environment at the Department of Neurology (Lublin, Poland). Eighteen elderly participants, 10 healthy and 8 MCI, performed everyday tasks and functions facilitated by RAMCIP. The tasks consisted of semi-structuralized scenarios like: medication intake, hazardous events prevention, and social interaction. No differences between the groups of subjects were observed in terms of perceived attractiveness, usability nor-societal impact of the device. The robotic assistant societal impact and attractiveness were highly assessed. The usability of the device was reported as neutral due to the short time of interaction.
PyContact: Rapid, Customizable, and Visual Analysis of Noncovalent Interactions in MD Simulations.
Scheurer, Maximilian; Rodenkirch, Peter; Siggel, Marc; Bernardi, Rafael C; Schulten, Klaus; Tajkhorshid, Emad; Rudack, Till
2018-02-06
Molecular dynamics (MD) simulations have become ubiquitous in all areas of life sciences. The size and model complexity of MD simulations are rapidly growing along with increasing computing power and improved algorithms. This growth has led to the production of a large amount of simulation data that need to be filtered for relevant information to address specific biomedical and biochemical questions. One of the most relevant molecular properties that can be investigated by all-atom MD simulations is the time-dependent evolution of the complex noncovalent interaction networks governing such fundamental aspects as molecular recognition, binding strength, and mechanical and structural stability. Extracting, evaluating, and visualizing noncovalent interactions is a key task in the daily work of structural biologists. We have developed PyContact, an easy-to-use, highly flexible, and intuitive graphical user interface-based application, designed to provide a toolkit to investigate biomolecular interactions in MD trajectories. PyContact is designed to facilitate this task by enabling identification of relevant noncovalent interactions in a comprehensible manner. The implementation of PyContact as a standalone application enables rapid analysis and data visualization without any additional programming requirements, and also preserves full in-program customization and extension capabilities for advanced users. The statistical analysis representation is interactively combined with full mapping of the results on the molecular system through the synergistic connection between PyContact and VMD. We showcase the capabilities and scientific significance of PyContact by analyzing and visualizing in great detail the noncovalent interactions underlying the ion permeation pathway of the human P2X 3 receptor. As a second application, we examine the protein-protein interaction network of the mechanically ultrastable cohesin-dockering complex. Copyright © 2017 Biophysical Society. Published by Elsevier Inc. All rights reserved.
Development of a frequency-separated knob with variable change rates by rotation speed.
Kim, Huhn; Ham, Dong-Han
2014-11-01
The principle of frequency separation is a design method to display different information or feedback in accordance with the frequency of interaction between users and systems. This principle can be usefully applied to the design of knobs. Particularly, their rotation speed can be a meaningful criterion for applying the principle. Hence a knob can be developed, which shows change rates varying depending on its rotation speed. Such a knob would be more efficient than conventional knobs with constant change rate. We developed a prototype of frequency-separated knobs that has different combinations of the number of rotation speed steps and the size of the variation of change rate. With this prototype, we conducted an experiment to examine whether a speed frequency-separated knob enhances users' task performance. The results showed that the newly designed knob was effective in enhancing task performance, and that task efficiency was the best when its change rate increases exponentially and its rotation speed has three steps. We conducted another experiment to investigate how a more rapid exponential increase of change rate and a more number of steps of rotation speed influence users' task performance. The results showed that merely increasing both the size of the variation of change rates and the number of speed steps did not result in better task performance. Although two experimental results cannot easily be generalized to other contexts, they still offer practical information useful for designing a speed frequency-separated knob in various consumer electronics and control panels of industrial systems. Copyright © 2014 Elsevier Ltd and The Ergonomics Society. All rights reserved.
A microprocessor-based control system for the Vienna PDS microdensitometer
NASA Technical Reports Server (NTRS)
Jenkner, H.; Stoll, M.; Hron, J.
1984-01-01
The Motorola Exorset 30 system, based on a Motorola 6809 microprocessor which serves as control processor for the microdensitometer is presented. User communication and instrument control are implemented in this syatem; data transmission to a host computer is provided via standard interfaces. The Vienna PDS system (VIPS) software was developed in BASIC and M6809 assembler. It provides efficient user interaction via function keys and argument input in a menu oriented environment. All parameters can be stored on, and retrieved from, minifloppy disks, making it possible to set up large scanning tasks. Extensive user information includes continuously updated status and coordinate displays, as well as a real time graphic display during scanning.
The effects of synthetic cannabinoids on executive function.
Cohen, K; Kapitány-Fövény, M; Mama, Y; Arieli, M; Rosca, P; Demetrovics, Z; Weinstein, A
2017-04-01
There is a growing use of novel psychoactive substances (NPSs) including synthetic cannabinoids. Synthetic cannabinoid products have effects similar to those of natural cannabis but the new synthetic cannabinoids are more potent and dangerous and their use has resulted in various adverse effects. The purpose of the study was to assess whether persistent use of synthetic cannabinoids is associating with impairments of executive function in chronic users. A total of 38 synthetic cannabinoids users, 43 recreational cannabis users, and 41 non-user subjects were studied in two centers in Hungary and Israel. Computerized cognitive function tests, the classical Stroop word-color task, n-back task, and a free-recall memory task were used. Synthetic cannabinoid users performed significantly worse than both recreational and non-cannabis users on the n-back task (less accuracy), the Stroop task (overall slow responses and less accuracy), and the long-term memory task (less word recall). Additionally, they have also shown higher ratings of depression and anxiety compared with both recreational and non-users groups. This study showed impairment of executive function in synthetic cannabinoid users compared with recreational users of cannabis and non-users. This may have major implications for our understanding of the long-term consequences of synthetic cannabinoid based drugs.
An expert system shell for inferring vegetation characteristics: Prototype help system (Task 1)
NASA Technical Reports Server (NTRS)
1993-01-01
The NASA Vegetation Workbench (VEG) is a knowledge based system that infers vegetation characteristics from reflectance data. A prototype of the VEG subgoal HELP.SYSTEM has been completed and the Help System has been added to the VEG system. It is loaded when the user first clicks on the HELP.SYSTEM option in the Tool Box Menu. The Help System provides a user tool to support needed user information. It also provides interactive tools the scientist may use to develop new help messages and to modify existing help messages that are attached to VEG screens. The system automatically manages system and file operations needed to preserve new or modified help messages. The Help System was tested both as a help system development and a help system user tool.
Making Scientific Data Usable and Useful
NASA Astrophysics Data System (ADS)
Satwicz, T.; Bharadwaj, A.; Evans, J.; Dirks, J.; Clark Cole, K.
2017-12-01
Transforming geological data into information that has broad scientific and societal impact is a process fraught with barriers. Data sets and tools are often reported to have poor user experiences (UX) that make scientific work more challenging than it needs be. While many other technical fields have benefited from ongoing improvements to the UX of their tools (e.g., healthcare and financial services) scientists are faced with using tools that are labor intensive and not intuitive. Our research team has been involved in a multi-year effort to understand and improve the UX of scientific tools and data sets. We use a User-Centered Design (UCD) process that involves naturalistic behavioral observation and other qualitative research methods adopted from Human-Computer Interaction (HCI) and related fields. Behavioral observation involves having users complete common tasks on data sets, tools, and websites to identify usability issues and understand the severity of the issues. We measure how successfully they complete tasks and diagnosis the cause of any failures. Behavioral observation is paired with in-depth interviews where users describe their process for generating results (from initial inquiry to final results). By asking detailed questions we unpack common patterns and challenges scientists experience while working with data. We've found that tools built using the UCD process can have a large impact on scientist work flows and greatly reduce the time it takes to process data before analysis. It is often challenging to understand the organization and nuances of data across scientific fields. By better understanding how scientists work we can create tools that make routine tasks less-labor intensive, data easier to find, and solve common issues with discovering new data sets and engaging in interdisciplinary research. There is a tremendous opportunity for advancing scientific knowledge and helping the public benefit from that work by creating intuitive, interactive, and powerful tools and resources for generating knowledge. The pathway to achieving that is through building a detailed understanding of users and their needs, then using this knowledge to inform the design of the data products, tools, and services scientists and non-scientists use to do their work.
Chen, Xin; Zhang, Ye; Zhang, Jingna; Li, Ying; Mo, Xuemei; Chen, Wei
2017-01-01
This study aimed to propose a pure web-based solution to serve users to access large-scale 3D medical volume anywhere with good user experience and complete details. A novel solution of the Master-Slave interaction mode was proposed, which absorbed advantages of remote volume rendering and surface rendering. On server side, we designed a message-responding mechanism to listen to interactive requests from clients (Slave model) and to guide Master volume rendering. On client side, we used HTML5 to normalize user-interactive behaviors on Slave model and enhance the accuracy of behavior request and user-friendly experience. The results showed that more than four independent tasks (each with a data size of 249.4 MB) could be simultaneously carried out with a 100-KBps client bandwidth (extreme test); the first loading time was <12 s, and the response time of each behavior request for final high quality image remained at approximately 1 s, while the peak value of bandwidth was <50-KBps. Meanwhile, the FPS value for each client was ≥40. This solution could serve the users by rapidly accessing the application via one URL hyperlink without special software and hardware requirement in a diversified network environment and could be easily integrated into other telemedical systems seamlessly. PMID:28638406
Qiao, Liang; Chen, Xin; Zhang, Ye; Zhang, Jingna; Wu, Yi; Li, Ying; Mo, Xuemei; Chen, Wei; Xie, Bing; Qiu, Mingguo
2017-01-01
This study aimed to propose a pure web-based solution to serve users to access large-scale 3D medical volume anywhere with good user experience and complete details. A novel solution of the Master-Slave interaction mode was proposed, which absorbed advantages of remote volume rendering and surface rendering. On server side, we designed a message-responding mechanism to listen to interactive requests from clients ( Slave model) and to guide Master volume rendering. On client side, we used HTML5 to normalize user-interactive behaviors on Slave model and enhance the accuracy of behavior request and user-friendly experience. The results showed that more than four independent tasks (each with a data size of 249.4 MB) could be simultaneously carried out with a 100-KBps client bandwidth (extreme test); the first loading time was <12 s, and the response time of each behavior request for final high quality image remained at approximately 1 s, while the peak value of bandwidth was <50-KBps. Meanwhile, the FPS value for each client was ≥40. This solution could serve the users by rapidly accessing the application via one URL hyperlink without special software and hardware requirement in a diversified network environment and could be easily integrated into other telemedical systems seamlessly.
The impact of self-avatars on trust and collaboration in shared virtual environments.
Pan, Ye; Steed, Anthony
2017-01-01
A self-avatar is known to have a potentially significant impact on the user's experience of the immersive content but it can also affect how users interact with each other in a shared virtual environment (SVE). We implemented an SVE for a consumer virtual reality system where each user's body could be represented by a jointed self-avatar that was dynamically controlled by head and hand controllers. We investigated the impact of a self-avatar on collaborative outcomes such as completion time and trust formation during competitive and cooperative tasks. We used two different embodiment levels: no self-avatar and self-avatar, and compared these to an in-person face to face version of the tasks. We found that participants could finish the task more quickly when they cooperated than when they competed, for both the self-avatar condition and the face to face condition, but not for the no self-avatar condition. In terms of trust formation, both the self-avatar condition and the face to face condition led to higher scores than the no self-avatar condition; however, collaboration style had no significant effect on trust built between partners. The results are further evidence of the importance of a self-avatar representation in immersive virtual reality.
An electronic dashboard to improve nursing care.
Tan, Yung-Ming; Hii, Joshua; Chan, Katherine; Sardual, Robert; Mah, Benjamin
2013-01-01
With the introduction of CPOE systems, nurses in a Singapore hospital were facing difficulties monitoring key patient information such as critical tasks and alerts. Issues include unfriendly user interfaces of clinical systems, information overload, and the loss of visual cues for action due to paperless workflows. The hospital decided to implement an interactive electronic dashboard on top of their CPOE system to improve visibility of vital patient data. A post-implementation survey was performed to gather end-user feedback and evaluate factors that influence user satisfaction of the dashboard. Questionnaires were sent to all nurses of five pilot wards. 106 valid responses were received. User adoption was good with 86% of nurses using the dashboard every shift. Mean satisfaction score was 3.6 out of 5. User satisfaction was strongly and positively correlated to the system's perceived impact on work efficiency and care quality. From qualitative feedback, nurses generally agreed that the dashboard had improved their awareness of critical patient issues without the hassle of navigating a CPOE system. This study shows that an interactive clinical dashboard when properly integrated with a CPOE system could be a useful tool to improve daily patient care.
Jibaja-Weiss, Maria L; Volk, Robert J
2007-01-01
Decision aids have been developed by using various delivery methods, including interactive computer programs. Such programs, however, still rely heavily on written information, health and digital literacy, and reading ease. We describe an approach to overcome these potential barriers for low-literate, underserved populations by making design considerations for poor readers and naïve computer users and by using concepts from entertainment education to engage the user and to contextualize the content for the user. The system design goals are to make the program both didactic and entertaining and the navigation and graphical user interface as simple as possible. One entertainment education strategy, the soap opera, is linked seamlessly to interactive learning modules to enhance the content of the soap opera episodes. The edutainment decision aid model (EDAM) guides developers through the design process. Although designing patient decision aids that are educational, entertaining, and targeted toward poor readers and those with limited computer skills is a complex task, it is a promising strategy for aiding this population. Entertainment education may be a highly effective approach to promoting informed decision making for patients with low health literacy.
Electrophysiological indices of altered working memory processes in long-term ecstasy users.
Nulsen, Claire; Fox, Allison; Hammond, Geoff
2011-10-01
The aim of this study was to determine the effect of light long-term ecstasy consumption on verbal short-term and working memory and to identify the cognitive processes contributing to task performance. Electroencephalogram was recorded while ecstasy users (N = 11), polydrug users (N = 13), and non-users (N = 13) completed forward and backward serial recognition tasks designed to engage verbal short-term memory and verbal working memory, respectively. All three groups displayed significantly lower digit-backward span than digit-forward span with ecstasy users displaying the greatest difference. The parietally distributed P3b was significantly smaller in the digits backward task than in the digits forward task in non-ecstasy-using controls. Ecstasy users did not show the reduced P3b component in the backward task that was seen in both non-ecstasy-using control groups. Ecstasy users' performance was suppressed more by the concurrent processing demands of the working memory task than that of the non-ecstasy-using controls. Non-ecstasy-using controls showed differential event-related potential wave forms in the short-term and working memory tasks, and this pattern was not seen in the ecstasy users. This is consistent with a reduction in the cognitive resources allocated to processing in working memory in ecstasy users. Copyright © 2011 John Wiley & Sons, Ltd.
Use of cognitive artifacts in chemistry learning
NASA Astrophysics Data System (ADS)
Yengin, Ilker
In everyday life, we interact with cognitive artifacts to receive and/or manipulate information so as to alter our thinking processes. CHEM/TEAC 869Q is a distance course that includes extensive explicit instruction in the use of a cognitive artifact. This study investigates issues related to the design of that online artifact. In order to understand design implications and how cognitive artifacts contribute to students' thinking and learning, a qualitative research methodology was engaged that utilized think aloud sessions. Participants' described constrained and structured cognitive models while using the artifact. The study also was informed by interviews and researcher's field notes. A purposeful sampling method led to the selection of participants, four males and two females, who had no prior history of using a course from the 869 series but who had experienced the scientific content covered by the CHEM869Q course. Analysis of the results showed both that a cognitive artifact may lead users' minds in decision making, and that problem solving processes were affected by cognitive artifact's design. When there is no design flaw, users generally thought that the cognitive artifact was helpful by simplifying steps, overcoming other limitations, and reducing errors in a reliable, effective, and easy to use way. Moreover, results showed that successful implementation of cognitive artifacts into teaching --learning practices depended on user willingness to transfer a task to the artifact. While users may like the idea of benefiting from a cognitive artifact, nevertheless, they may tend to limit their usage. They sometimes think that delegating a task to a cognitive artifact makes them dependent, and that they may not learn how to perform the tasks by themselves. They appear more willing to use a cognitive artifact after they have done the task by themselves.
Rizvi, Rubina F; Marquard, Jenna L; Hultman, Gretchen M; Adam, Terrence J; Harder, Kathleen A; Melton, Genevieve B
2017-10-01
Background A substantial gap exists between current Electronic Health Record (EHR) usability and potential optimal usability. One of the fundamental reasons for this discrepancy is poor incorporation of a User-Centered Design (UCD) approach during the Graphical User Interface (GUI) development process. Objective To evaluate usability strengths and weaknesses of two widely implemented EHR GUIs for critical clinical notes usage tasks. Methods Twelve Internal Medicine resident physicians interacting with one of the two EHR systems (System-1 at Location-A and System-2 at Location-B) were observed by two usability evaluators employing an ethnographic approach. User comments and observer findings were analyzed for two critical tasks: (1) clinical notes entry and (2) related information-seeking tasks. Data were analyzed from two standpoints: (1) usability references categorized by usability evaluators as positive, negative, or equivocal and (2) usability impact of each feature measured through a 7-point severity rating scale. Findings were also validated by user responses to a post observation questionnaire. Results For clinical notes entry, System-1 surpassed System-2 with more positive (26% vs. 12%) than negative (12% vs. 34%) usability references. Greatest impact features on EHR usability (severity score pertaining to each feature) for clinical notes entry were: autopopulation (6), screen options (5.5), communication (5), copy pasting (4.5), error prevention (4.5), edit ability (4), and dictation and transcription (3.5). Both systems performed equally well on information-seeking tasks and features with greatest impacts on EHR usability were navigation for notes (7) and others (e.g., looking for ancillary data; 5.5). Ethnographic observations were supported by follow-up questionnaire responses. Conclusion This study provides usability-specific insights to inform future, improved, EHR interface that is better aligned with UCD approach.
ERIC Educational Resources Information Center
Zhou, Xiaokang; Chen, Jian; Wu, Bo; Jin, Qun
2014-01-01
With the high development of social networks, collaborations in a socialized web-based learning environment has become increasing important, which means people can learn through interactions and collaborations in communities across social networks. In this study, in order to support the enhanced collaborative learning, two important factors, user…
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…
ERIC Educational Resources Information Center
Ledger, Alison; Slade, Bonnie
2015-01-01
Coproduction (equal professional-public involvement in service delivery) has been widely promoted as a means of revolutionising health and social care. Service providers/professionals are tasked with working more in partnership with service users/clients, recognising their experiences and knowledge as critical to the success of the interaction.…
NASA Astrophysics Data System (ADS)
Watanabe, W. M.; Candido, A.; Amâncio, M. A.; De Oliveira, M.; Pardo, T. A. S.; Fortes, R. P. M.; Aluísio, S. M.
2010-12-01
This paper presents an approach for assisting low-literacy readers in accessing Web online information. The "Educational FACILITA" tool is a Web content adaptation tool that provides innovative features and follows more intuitive interaction models regarding accessibility concerns. Especially, we propose an interaction model and a Web application that explore the natural language processing tasks of lexical elaboration and named entity labeling for improving Web accessibility. We report on the results obtained from a pilot study on usability analysis carried out with low-literacy users. The preliminary results show that "Educational FACILITA" improves the comprehension of text elements, although the assistance mechanisms might also confuse users when word sense ambiguity is introduced, by gathering, for a complex word, a list of synonyms with multiple meanings. This fact evokes a future solution in which the correct sense for a complex word in a sentence is identified, solving this pervasive characteristic of natural languages. The pilot study also identified that experienced computer users find the tool to be more useful than novice computer users do.
Interactive visualization of public health indicators to support policymaking: An exploratory study
Zakkar, Moutasem; Sedig, Kamran
2017-01-01
Purpose The purpose of this study is to examine the use of interactive visualizations to represent data/information related to social determinants of health and public health indicators, and to investigate the benefits of such visualizations for health policymaking. Methods: The study developed a prototype for an online interactive visualization tool that represents the social determinants of health. The study participants explored and used the tool. The tool was evaluated using the informal user experience evaluation method. This method involves the prospective users of a tool to use and play with it and their feedback to be collected through interviews. Results: Using visualizations to represent and interact with health indicators has advantages over traditional representation techniques that do not allow users to interact with the information. Communicating healthcare indicators to policymakers is a complex task because of the complexity of the indicators, diversity of audiences, and different audience needs. This complexity can lead to information misinterpretation, which occurs when users of the health data ignore or do not know why, where, and how the data has been produced, or where and how it can be used. Conclusions: Public health policymaking is a complex process, and data is only one element among others needed in this complex process. Researchers and healthcare organizations should conduct a strategic evaluation to assess the usability of interactive visualizations and decision support tools before investing in these tools. Such evaluation should take into consideration the cost, ease of use, learnability, and efficiency of those tools, and the factors that influence policymaking. PMID:29026455
Constrained surface controllers for three-dimensional image data reformatting.
Graves, Martin J; Black, Richard T; Lomas, David J
2009-07-01
This study did not require ethical approval in the United Kingdom. The aim of this work was to create two controllers for navigating a two-dimensional image plane through a volumetric data set, providing two important features of the ultrasonographic paradigm: orientation matching of the navigation device and the desired image plane in the three-dimensional (3D) data and a constraining surface to provide a nonvisual reference for the image plane location in the 3D data. The first constrained surface controller (CSC) uses a planar constraining surface, while the second CSC uses a hemispheric constraining surface. Ten radiologists were asked to obtain specific image reformations by using both controllers and a commercially available medical imaging workstation. The time taken to perform each reformatting task was recorded. The users were also asked structured questions comparing the utility of both methods. There was a significant reduction in the time taken to perform the specified reformatting tasks by using the simpler planar controller as compared with a standard workstation, whereas there was no significant difference for the more complex hemispheric controller. The majority of users reported that both controllers allowed them to concentrate entirely on the reformatting task and the related image rather than being distracted by the need for interaction with the workstation interface. In conclusion, the CSCs provide an intuitive paradigm for interactive reformatting of volumetric data. (c) RSNA, 2009.
Case studies evaluating the quality of synthetic environments
NASA Astrophysics Data System (ADS)
Deisinger, Joachim; Blach, Roland; Simon, Andreas
1999-03-01
Multi wall stereo projection systems (MWSP) are an emerging display paradigm, promising a new quality in 3D-real-time interactions. Not much is known about the ergonomics of these systems. In this paper some basics of perception and approaches to improve the visual quality will be discussed and results of four experiments will be presented in order to obtain a better understanding of user interactions with existing projection technology. Due to the limited number of participants the experiments are considered as case-studies only. The first task was the estimation of absolute geometrical dimensions of simple objects. The second task was grabbing simple objects of different sizes. In order to classify MWSP, these tasks were compared to other display devices and compared to physical reality. We conducted two further experiments to compare different viewing devices for virtual reality (VR) like Head Mounted Displays (HMD), monitor, and the MWSP. For all of those experiments quantitative data was collected as a measure of interaction quality. The last two tests were supported by pre- and post questionnaires to obtain subjective judgement of the displays as well.
Timeline Resource Analysis Program (TRAP): User's manual and program document
NASA Technical Reports Server (NTRS)
Sessler, J. G.
1981-01-01
The Timeline Resource Analysis Program (TRAP), developed for scheduling and timelining problems, is described. Given an activity network, TRAP generates timeline plots, resource histograms, and tabular summaries of the network, schedules, and resource levels. It is written in ANSI FORTRAN for the Honeywell SIGMA 5 computer and operates in the interactive mode using the TEKTRONIX 4014-1 graphics terminal. The input network file may be a standard SIGMA 5 file or one generated using the Interactive Graphics Design System. The timeline plots can be displayed in two orderings: according to the sequence in which the tasks were read on input, and a waterfall sequence in which the tasks are ordered by start time. The input order is especially meaningful when the network consists of several interacting subnetworks. The waterfall sequence is helpful in assessing the project status at any point in time.
Intuitive Exploration of Volumetric Data Using Dynamic Galleries.
Jönsson, Daniel; Falk, Martin; Ynnerman, Anders
2016-01-01
In this work we present a volume exploration method designed to be used by novice users and visitors to science centers and museums. The volumetric digitalization of artifacts in museums is of rapidly increasing interest as enhanced user experience through interactive data visualization can be achieved. This is, however, a challenging task since the vast majority of visitors are not familiar with the concepts commonly used in data exploration, such as mapping of visual properties from values in the data domain using transfer functions. Interacting in the data domain is an effective way to filter away undesired information but it is difficult to predict where the values lie in the spatial domain. In this work we make extensive use of dynamic previews instantly generated as the user explores the data domain. The previews allow the user to predict what effect changes in the data domain will have on the rendered image without being aware that visual parameters are set in the data domain. Each preview represents a subrange of the data domain where overview and details are given on demand through zooming and panning. The method has been designed with touch interfaces as the target platform for interaction. We provide a qualitative evaluation performed with visitors to a science center to show the utility of the approach.
On Abstractions and Simplifications in the Design of Human-Automation Interfaces
NASA Technical Reports Server (NTRS)
Heymann, Michael; Degani, Asaf; Shafto, Michael; Meyer, George; Clancy, Daniel (Technical Monitor)
2001-01-01
This report addresses the design of human-automation interaction from a formal perspective that focuses on the information content of the interface, rather than the design of the graphical user interface. It also addresses the, issue of the information provided to the user (e.g., user-manuals, training material, and all other resources). In this report, we propose a formal procedure for generating interfaces and user-manuals. The procedure is guided by two criteria: First, the interface must be correct, i.e., that with the given interface the user will be able to perform the specified tasks correctly. Second, the interface should be as succinct as possible. The report discusses the underlying concepts and the formal methods for this approach. Several examples are used to illustrate the procedure. The algorithm for constructing interfaces can be automated, and a preliminary software system for its implementation has been developed.
On Abstractions and Simplifications in the Design of Human-Automation Interfaces
NASA Technical Reports Server (NTRS)
Heymann, Michael; Degani, Asaf; Clancy, Daniel (Technical Monitor)
2002-01-01
This report addresses the design of human-automation interaction from a formal perspective that focuses on the information content of the interface, rather than the design of the graphical user interface. It also addresses the issue of the information provided to the user (e.g., user-manuals, training material, and all other resources). In this report, we propose a formal procedure for generating interfaces and user-manuals. The procedure is guided by two criteria: First, the interface must be correct, that is, with the given interface the user will be able to perform the specified tasks correctly. Second, the interface should be succinct. The report discusses the underlying concepts and the formal methods for this approach. Two examples are used to illustrate the procedure. The algorithm for constructing interfaces can be automated, and a preliminary software system for its implementation has been developed.
Does user-centred design affect the efficiency, usability and safety of CPOE order sets?
Chan, Julie; Shojania, Kaveh G; Easty, Anthony C; Etchells, Edward E
2011-05-01
Application of user-centred design principles to Computerized provider order entry (CPOE) systems may improve task efficiency, usability or safety, but there is limited evaluative research of its impact on CPOE systems. We evaluated the task efficiency, usability, and safety of three order set formats: our hospital's planned CPOE order sets (CPOE Test), computer order sets based on user-centred design principles (User Centred Design), and existing pre-printed paper order sets (Paper). 27 staff physicians, residents and medical students. Sunnybrook Health Sciences Centre, an academic hospital in Toronto, Canada. Methods Participants completed four simulated order set tasks with three order set formats (two CPOE Test tasks, one User Centred Design, and one Paper). Order of presentation of order set formats and tasks was randomized. Users received individual training for the CPOE Test format only. Completion time (efficiency), requests for assistance (usability), and errors in the submitted orders (safety). 27 study participants completed 108 order sets. Mean task times were: User Centred Design format 273 s, Paper format 293 s (p=0.73 compared to UCD format), and CPOE Test format 637 s (p<0.0001 compared to UCD format). Users requested assistance in 31% of the CPOE Test format tasks, whereas no assistance was needed for the other formats (p<0.01). There were no significant differences in number of errors between formats. The User Centred Design format was more efficient and usable than the CPOE Test format even though training was provided for the latter. We conclude that application of user-centred design principles can enhance task efficiency and usability, increasing the likelihood of successful implementation.
Does user-centred design affect the efficiency, usability and safety of CPOE order sets?
Chan, Julie; Shojania, Kaveh G; Easty, Anthony C
2011-01-01
Background Application of user-centred design principles to Computerized provider order entry (CPOE) systems may improve task efficiency, usability or safety, but there is limited evaluative research of its impact on CPOE systems. Objective We evaluated the task efficiency, usability, and safety of three order set formats: our hospital's planned CPOE order sets (CPOE Test), computer order sets based on user-centred design principles (User Centred Design), and existing pre-printed paper order sets (Paper). Participants 27staff physicians, residents and medical students. Setting Sunnybrook Health Sciences Centre, an academic hospital in Toronto, Canada. Methods Participants completed four simulated order set tasks with three order set formats (two CPOE Test tasks, one User Centred Design, and one Paper). Order of presentation of order set formats and tasks was randomized. Users received individual training for the CPOE Test format only. Main Measures Completion time (efficiency), requests for assistance (usability), and errors in the submitted orders (safety). Results 27 study participants completed 108 order sets. Mean task times were: User Centred Design format 273 s, Paper format 293 s (p=0.73 compared to UCD format), and CPOE Test format 637 s (p<0.0001 compared to UCD format). Users requested assistance in 31% of the CPOE Test format tasks, whereas no assistance was needed for the other formats (p<0.01). There were no significant differences in number of errors between formats. Conclusions The User Centred Design format was more efficient and usable than the CPOE Test format even though training was provided for the latter. We conclude that application of user-centred design principles can enhance task efficiency and usability, increasing the likelihood of successful implementation. PMID:21486886
NASA Technical Reports Server (NTRS)
Kirlik, Alex; Kossack, Merrick Frank
1993-01-01
This status report consists of a thesis entitled 'Ecological Task Analysis: A Method for Display Enhancements.' Previous use of various analysis processes for the purpose of display interface design or enhancement has run the risk of failing to improve user performance due to the analysis resulting in only a sequencial listing of user tasks. Adopting an ecological approach to performing the task analysis, however, may result in the necessary modeling of an unpredictable and variable task domain required to improve user performance. Kirlik has proposed an Ecological Task Analysis framework which is designed for this purpose. It is the purpose of this research to measure this framework's effectiveness at enhancing display interfaces in order to improve user performance. Following the proposed framework, an ecological task analysis of experienced users of a complex and dynamic laboratory task, Star Cruiser, was performed. Based on this analysis, display enhancements were proposed and implemented. An experiment was then conducted to compare this new version of Star Cruiser to the original. By measuring user performance at different tasks, it was determined that during early sessions, use of the enhanced display contributed to better user performance compared to that achieved using the original display. Furthermore, the results indicate that the enhancements proposed as a result of the ecological task analysis affected user performance differently depending on whether they are enhancements which aid in the selection of a possible action or in the performance of an action. Generalizations of these findings to larger, more complex systems were avoided since the analysis was only performed on this one particular system.
NASA Astrophysics Data System (ADS)
Huang, Zhaohui; Huang, Xiemin
2018-04-01
This paper, firstly, introduces the application trend of the integration of multi-channel interactions in automotive HMI ((Human Machine Interface) from complex information models faced by existing automotive HMI and describes various interaction modes. By comparing voice interaction and touch screen, gestures and other interaction modes, the potential and feasibility of voice interaction in automotive HMI experience design are concluded. Then, the related theories of voice interaction, identification technologies, human beings' cognitive models of voices and voice design methods are further explored. And the research priority of this paper is proposed, i.e. how to design voice interaction to create more humane task-oriented dialogue scenarios to enhance interactive experiences of automotive HMI. The specific scenarios in driving behaviors suitable for the use of voice interaction are studied and classified, and the usability principles and key elements for automotive HMI voice design are proposed according to the scenario features. Then, through the user participatory usability testing experiment, the dialogue processes of voice interaction in automotive HMI are defined. The logics and grammars in voice interaction are classified according to the experimental results, and the mental models in the interaction processes are analyzed. At last, the voice interaction design method to create the humane task-oriented dialogue scenarios in the driving environment is proposed.
Tippey, Kathryn G; Sivaraj, Elayaraj; Ferris, Thomas K
2017-06-01
This study evaluated the individual and combined effects of voice (vs. manual) input and head-up (vs. head-down) display in a driving and device interaction task. Advances in wearable technology offer new possibilities for in-vehicle interaction but also present new challenges for managing driver attention and regulating device usage in vehicles. This research investigated how driving performance is affected by interface characteristics of devices used for concurrent secondary tasks. A positive impact on driving performance was expected when devices included voice-to-text functionality (reducing demand for visual and manual resources) and a head-up display (HUD) (supporting greater visibility of the driving environment). Driver behavior and performance was compared in a texting-while-driving task set during a driving simulation. The texting task was completed with and without voice-to-text using a smartphone and with voice-to-text using Google Glass's HUD. Driving task performance degraded with the addition of the secondary texting task. However, voice-to-text input supported relatively better performance in both driving and texting tasks compared to using manual entry. HUD functionality further improved driving performance compared to conditions using a smartphone and often was not significantly worse than performance without the texting task. This study suggests that despite the performance costs of texting-while-driving, voice input methods improve performance over manual entry, and head-up displays may further extend those performance benefits. This study can inform designers and potential users of wearable technologies as well as policymakers tasked with regulating the use of these technologies while driving.
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
Representation control increases task efficiency in complex graphical representations.
Moritz, Julia; Meyerhoff, Hauke S; Meyer-Dernbecher, Claudia; Schwan, Stephan
2018-01-01
In complex graphical representations, the relevant information for a specific task is often distributed across multiple spatial locations. In such situations, understanding the representation requires internal transformation processes in order to extract the relevant information. However, digital technology enables observers to alter the spatial arrangement of depicted information and therefore to offload the transformation processes. The objective of this study was to investigate the use of such a representation control (i.e. the users' option to decide how information should be displayed) in order to accomplish an information extraction task in terms of solution time and accuracy. In the representation control condition, the participants were allowed to reorganize the graphical representation and reduce information density. In the control condition, no interactive features were offered. We observed that participants in the representation control condition solved tasks that required reorganization of the maps faster and more accurate than participants without representation control. The present findings demonstrate how processes of cognitive offloading, spatial contiguity, and information coherence interact in knowledge media intended for broad and diverse groups of recipients.
Representation control increases task efficiency in complex graphical representations
Meyerhoff, Hauke S.; Meyer-Dernbecher, Claudia; Schwan, Stephan
2018-01-01
In complex graphical representations, the relevant information for a specific task is often distributed across multiple spatial locations. In such situations, understanding the representation requires internal transformation processes in order to extract the relevant information. However, digital technology enables observers to alter the spatial arrangement of depicted information and therefore to offload the transformation processes. The objective of this study was to investigate the use of such a representation control (i.e. the users' option to decide how information should be displayed) in order to accomplish an information extraction task in terms of solution time and accuracy. In the representation control condition, the participants were allowed to reorganize the graphical representation and reduce information density. In the control condition, no interactive features were offered. We observed that participants in the representation control condition solved tasks that required reorganization of the maps faster and more accurate than participants without representation control. The present findings demonstrate how processes of cognitive offloading, spatial contiguity, and information coherence interact in knowledge media intended for broad and diverse groups of recipients. PMID:29698443
A User-Centered Approach to Adaptive Hypertext Based on an Information Relevance Model
NASA Technical Reports Server (NTRS)
Mathe, Nathalie; Chen, James
1994-01-01
Rapid and effective to information in large electronic documentation systems can be facilitated if information relevant in an individual user's content can be automatically supplied to this user. However most of this knowledge on contextual relevance is not found within the contents of documents, it is rather established incrementally by users during information access. We propose a new model for interactively learning contextual relevance during information retrieval, and incrementally adapting retrieved information to individual user profiles. The model, called a relevance network, records the relevance of references based on user feedback for specific queries and user profiles. It also generalizes such knowledge to later derive relevant references for similar queries and profiles. The relevance network lets users filter information by context of relevance. Compared to other approaches, it does not require any prior knowledge nor training. More importantly, our approach to adaptivity is user-centered. It facilitates acceptance and understanding by users by giving them shared control over the adaptation without disturbing their primary task. Users easily control when to adapt and when to use the adapted system. Lastly, the model is independent of the particular application used to access information, and supports sharing of adaptations among users.
A compact eyetracked optical see-through head-mounted display
NASA Astrophysics Data System (ADS)
Hua, Hong; Gao, Chunyu
2012-03-01
An eye-tracked head-mounted display (ET-HMD) system is able to display virtual images as a classical HMD does, while additionally tracking the gaze direction of the user. There is ample evidence that a fully-integrated ETHMD system offers multi-fold benefits, not only to fundamental scientific research but also to emerging applications of such technology. For instance eyetracking capability in HMDs adds a very valuable tool and objective metric for scientists to quantitatively assess user interaction with 3D environments and investigate the effectiveness of various 3D visualization technologies for various specific tasks including training, education, and augmented cognition tasks. In this paper, we present an innovative optical approach to the design of an optical see-through ET-HMD system based on freeform optical technology and an innovative optical scheme that uniquely combines the display optics with the eye imaging optics. A preliminary design of the described ET-HMD system will be presented.
Applied Meteorology Unit (AMU)
NASA Technical Reports Server (NTRS)
Bauman, William; Crawford, Winifred; Barrett, Joe; Watson, Leela; Wheeler, Mark
2010-01-01
This report summarizes the Applied Meteorology Unit (AMU) activities for the first quarter of Fiscal Year 2010 (October - December 2009). A detailed project schedule is included in the Appendix. Included tasks are: (1) Peak Wind Tool for User Launch Commit Criteria (LCC), (2) Objective Lightning Probability Tool, Phase III, (3) Peak Wind Tool for General Forecasting, Phase II, (4) Upgrade Summer Severe Weather Tool in Meteorological Interactive Data Display System (MIDDS), (5) Advanced Regional Prediction System (ARPS) Data Analysis System (ADAS) Update and Maintainability, (5) Verify 12-km resolution North American Model (MesoNAM) Performance, and (5) Hybrid Single-Particle Lagrangian Integrated Trajectory (HYSPLIT) Graphical User Interface.
Ontology-Driven Search and Triage: Design of a Web-Based Visual Interface for MEDLINE.
Demelo, Jonathan; Parsons, Paul; Sedig, Kamran
2017-02-02
Diverse users need to search health and medical literature to satisfy open-ended goals such as making evidence-based decisions and updating their knowledge. However, doing so is challenging due to at least two major difficulties: (1) articulating information needs using accurate vocabulary and (2) dealing with large document sets returned from searches. Common search interfaces such as PubMed do not provide adequate support for exploratory search tasks. Our objective was to improve support for exploratory search tasks by combining two strategies in the design of an interactive visual interface by (1) using a formal ontology to help users build domain-specific knowledge and vocabulary and (2) providing multi-stage triaging support to help mitigate the information overload problem. We developed a Web-based tool, Ontology-Driven Visual Search and Triage Interface for MEDLINE (OVERT-MED), to test our design ideas. We implemented a custom searchable index of MEDLINE, which comprises approximately 25 million document citations. We chose a popular biomedical ontology, the Human Phenotype Ontology (HPO), to test our solution to the vocabulary problem. We implemented multistage triaging support in OVERT-MED, with the aid of interactive visualization techniques, to help users deal with large document sets returned from searches. Formative evaluation suggests that the design features in OVERT-MED are helpful in addressing the two major difficulties described above. Using a formal ontology seems to help users articulate their information needs with more accurate vocabulary. In addition, multistage triaging combined with interactive visualizations shows promise in mitigating the information overload problem. Our strategies appear to be valuable in addressing the two major problems in exploratory search. Although we tested OVERT-MED with a particular ontology and document collection, we anticipate that our strategies can be transferred successfully to other contexts. ©Jonathan Demelo, Paul Parsons, Kamran Sedig. Originally published in JMIR Medical Informatics (http://medinform.jmir.org), 02.02.2017.
Ontology-Driven Search and Triage: Design of a Web-Based Visual Interface for MEDLINE
2017-01-01
Background Diverse users need to search health and medical literature to satisfy open-ended goals such as making evidence-based decisions and updating their knowledge. However, doing so is challenging due to at least two major difficulties: (1) articulating information needs using accurate vocabulary and (2) dealing with large document sets returned from searches. Common search interfaces such as PubMed do not provide adequate support for exploratory search tasks. Objective Our objective was to improve support for exploratory search tasks by combining two strategies in the design of an interactive visual interface by (1) using a formal ontology to help users build domain-specific knowledge and vocabulary and (2) providing multi-stage triaging support to help mitigate the information overload problem. Methods We developed a Web-based tool, Ontology-Driven Visual Search and Triage Interface for MEDLINE (OVERT-MED), to test our design ideas. We implemented a custom searchable index of MEDLINE, which comprises approximately 25 million document citations. We chose a popular biomedical ontology, the Human Phenotype Ontology (HPO), to test our solution to the vocabulary problem. We implemented multistage triaging support in OVERT-MED, with the aid of interactive visualization techniques, to help users deal with large document sets returned from searches. Results Formative evaluation suggests that the design features in OVERT-MED are helpful in addressing the two major difficulties described above. Using a formal ontology seems to help users articulate their information needs with more accurate vocabulary. In addition, multistage triaging combined with interactive visualizations shows promise in mitigating the information overload problem. Conclusions Our strategies appear to be valuable in addressing the two major problems in exploratory search. Although we tested OVERT-MED with a particular ontology and document collection, we anticipate that our strategies can be transferred successfully to other contexts. PMID:28153818
NASA Technical Reports Server (NTRS)
Hu, Chaumin
2007-01-01
IPG Execution Service is a framework that reliably executes complex jobs on a computational grid, and is part of the IPG service architecture designed to support location-independent computing. The new grid service enables users to describe the platform on which they need a job to run, which allows the service to locate the desired platform, configure it for the required application, and execute the job. After a job is submitted, users can monitor it through periodic notifications, or through queries. Each job consists of a set of tasks that performs actions such as executing applications and managing data. Each task is executed based on a starting condition that is an expression of the states of other tasks. This formulation allows tasks to be executed in parallel, and also allows a user to specify tasks to execute when other tasks succeed, fail, or are canceled. The two core components of the Execution Service are the Task Database, which stores tasks that have been submitted for execution, and the Task Manager, which executes tasks in the proper order, based on the user-specified starting conditions, and avoids overloading local and remote resources while executing tasks.
Usability assessment of an electronic health record in a comprehensive dental clinic.
Suebnukarn, Siriwan; Rittipakorn, Pawornwan; Thongyoi, Budsara; Boonpitak, Kwanwong; Wongsapai, Mansuang; Pakdeesan, Panu
2013-12-01
In this paper we present the development and usability of an electronic health record (EHR) system in a comprehensive dental clinic.The graphic user interface of the system was designed to consider the concept of cognitive ergonomics.The cognitive task analysis was used to evaluate the user interface of the EHR by identifying all sub-tasks and classifying them into mental or physical operators, and to predict task execution time required to perform the given task. We randomly selected 30 cases that had oral examinations for routine clinical care in a comprehensive dental clinic. The results were based on the analysis of 4 prototypical tasks performed by ten EHR users. The results showed that on average a user needed to go through 27 steps to complete all tasks for one case. To perform all 4 tasks of 30 cases, they spent about 91 min (independent of system response time) for data entry, of which 51.8 min were spent on more effortful mental operators. In conclusion, the user interface can be improved by reducing the percentage of mental effort required for the tasks.
Designing Tools for Supporting User Decision-Making in e-Commerce
NASA Astrophysics Data System (ADS)
Sutcliffe, Alistair; Al-Qaed, Faisal
The paper describes a set of tools designed to support a variety of user decision-making strategies. The tools are complemented by an online advisor so they can be adapted to different domains and users can be guided to adopt appropriate tools for different choices in e-commerce, e.g. purchasing high-value products, exploring product fit to users’ needs, or selecting products which satisfy requirements. The tools range from simple recommenders to decision support by interactive querying and comparison matrices. They were evaluated in a scenario-based experiment which varied the users’ task and motivation, with and without an advisor agent. The results show the tools and advisor were effective in supporting users and agreed with the predictions of ADM (adaptive decision making) theory, on which the design of the tools was based.
ERIC Educational Resources Information Center
1970
The Conference was held because of a recognition by the Committee on Scientific and Technical Information (COSATI) Task Group on Library Programs and the Federal Library Committee of a fundamental responsibility to interact in a meaningful way with the non-Federal sector--the state, local and private users of Federal information resources. This…
SPIRE Data-Base Management System
NASA Technical Reports Server (NTRS)
Fuechsel, C. F.
1984-01-01
Spacelab Payload Integration and Rocket Experiment (SPIRE) data-base management system (DBMS) based on relational model of data bases. Data bases typically used for engineering and mission analysis tasks and, unlike most commercially available systems, allow data items and data structures stored in forms suitable for direct analytical computation. SPIRE DBMS designed to support data requests from interactive users as well as applications programs.
Emerging Conceptual Understanding of Complex Astronomical Phenomena by Using a Virtual Solar System
ERIC Educational Resources Information Center
Gazit, Elhanan; Yair, Yoav; Chen, David
2005-01-01
This study describes high school students' conceptual development of the basic astronomical phenomena during real-time interactions with a Virtual Solar System (VSS). The VSS is a non-immersive virtual environment which has a dynamic frame of reference that can be altered by the user. Ten 10th grade students were given tasks containing a set of…
Design on the MUVE: Synergizing Online Design Education with Multi-User Virtual Environments (MUVE)
ERIC Educational Resources Information Center
Sakalli, Isinsu; Chung, WonJoon
2015-01-01
The world is becoming increasingly virtual. Since the invention of the World Wide Web, information and human interaction has been transferring to the web at a rapid rate. Education is one of the many institutions that is taking advantage of accessing large numbers of people globally through computers. While this can be a simpler task for…
ScatterBlogs2: real-time monitoring of microblog messages through user-guided filtering.
Bosch, Harald; Thom, Dennis; Heimerl, Florian; Püttmann, Edwin; Koch, Steffen; Krüger, Robert; Wörner, Michael; Ertl, Thomas
2013-12-01
The number of microblog posts published daily has reached a level that hampers the effective retrieval of relevant messages, and the amount of information conveyed through services such as Twitter is still increasing. Analysts require new methods for monitoring their topic of interest, dealing with the data volume and its dynamic nature. It is of particular importance to provide situational awareness for decision making in time-critical tasks. Current tools for monitoring microblogs typically filter messages based on user-defined keyword queries and metadata restrictions. Used on their own, such methods can have drawbacks with respect to filter accuracy and adaptability to changes in trends and topic structure. We suggest ScatterBlogs2, a new approach to let analysts build task-tailored message filters in an interactive and visual manner based on recorded messages of well-understood previous events. These message filters include supervised classification and query creation backed by the statistical distribution of terms and their co-occurrences. The created filter methods can be orchestrated and adapted afterwards for interactive, visual real-time monitoring and analysis of microblog feeds. We demonstrate the feasibility of our approach for analyzing the Twitter stream in emergency management scenarios.
Automatic programming of simulation models
NASA Technical Reports Server (NTRS)
Schroer, Bernard J.; Tseng, Fan T.; Zhang, Shou X.; Dwan, Wen S.
1990-01-01
The concepts of software engineering were used to improve the simulation modeling environment. Emphasis was placed on the application of an element of rapid prototyping, or automatic programming, to assist the modeler define the problem specification. Then, once the problem specification has been defined, an automatic code generator is used to write the simulation code. The following two domains were selected for evaluating the concepts of software engineering for discrete event simulation: manufacturing domain and a spacecraft countdown network sequence. The specific tasks were to: (1) define the software requirements for a graphical user interface to the Automatic Manufacturing Programming System (AMPS) system; (2) develop a graphical user interface for AMPS; and (3) compare the AMPS graphical interface with the AMPS interactive user interface.
Energy Efficiency in Public Buildings through Context-Aware Social Computing.
García, Óscar; Alonso, Ricardo S; Prieto, Javier; Corchado, Juan M
2017-04-11
The challenge of promoting behavioral changes in users that leads to energy savings in public buildings has become a complex task requiring the involvement of multiple technologies. Wireless sensor networks have a great potential for the development of tools, such as serious games, that encourage acquiring good energy and healthy habits among users in the workplace. This paper presents the development of a serious game using CAFCLA, a framework that allows for integrating multiple technologies, which provide both context-awareness and social computing. Game development has shown that the data provided by sensor networks encourage users to reduce energy consumption in their workplace and that social interactions and competitiveness allow for accelerating the achievement of good results and behavioral changes that favor energy savings.
The Role of Direct and Visual Force Feedback in Suturing Using a 7-DOF Dual-Arm Teleoperated System.
Talasaz, Ali; Trejos, Ana Luisa; Patel, Rajni V
2017-01-01
The lack of haptic feedback in robotics-assisted surgery can result in tissue damage or accidental tool-tissue hits. This paper focuses on exploring the effect of haptic feedback via direct force reflection and visual presentation of force magnitudes on performance during suturing in robotics-assisted minimally invasive surgery (RAMIS). For this purpose, a haptics-enabled dual-arm master-slave teleoperation system capable of measuring tool-tissue interaction forces in all seven Degrees-of-Freedom (DOFs) was used. Two suturing tasks, tissue puncturing and knot-tightening, were chosen to assess user skills when suturing on phantom tissue. Sixteen subjects participated in the trials and their performance was evaluated from various points of view: force consistency, number of accidental hits with tissue, amount of tissue damage, quality of the suture knot, and the time required to accomplish the task. According to the results, visual force feedback was not very useful during the tissue puncturing task as different users needed different amounts of force depending on the penetration of the needle into the tissue. Direct force feedback, however, was more useful for this task to apply less force and to minimize the amount of damage to the tissue. Statistical results also reveal that both visual and direct force feedback were required for effective knot tightening: direct force feedback could reduce the number of accidental hits with the tissue and also the amount of tissue damage, while visual force feedback could help to securely tighten the suture knots and maintain force consistency among different trials/users. These results provide evidence of the importance of 7-DOF force reflection when performing complex tasks in a RAMIS setting.
CP-ABE Based Privacy-Preserving User Profile Matching in Mobile Social Networks
Cui, Weirong; Du, Chenglie; Chen, Jinchao
2016-01-01
Privacy-preserving profile matching, a challenging task in mobile social networks, is getting more attention in recent years. In this paper, we propose a novel scheme that is based on ciphertext-policy attribute-based encryption to tackle this problem. In our scheme, a user can submit a preference-profile and search for users with matching-profile in decentralized mobile social networks. In this process, no participant’s profile and the submitted preference-profile is exposed. Meanwhile, a secure communication channel can be established between the pair of successfully matched users. In contrast to existing related schemes which are mainly based on the secure multi-party computation, our scheme can provide verifiability (both the initiator and any unmatched user cannot cheat each other to pretend to be matched), and requires few interactions among users. We provide thorough security analysis and performance evaluation on our scheme, and show its advantages in terms of security, efficiency and usability over state-of-the-art schemes. PMID:27337001
CP-ABE Based Privacy-Preserving User Profile Matching in Mobile Social Networks.
Cui, Weirong; Du, Chenglie; Chen, Jinchao
2016-01-01
Privacy-preserving profile matching, a challenging task in mobile social networks, is getting more attention in recent years. In this paper, we propose a novel scheme that is based on ciphertext-policy attribute-based encryption to tackle this problem. In our scheme, a user can submit a preference-profile and search for users with matching-profile in decentralized mobile social networks. In this process, no participant's profile and the submitted preference-profile is exposed. Meanwhile, a secure communication channel can be established between the pair of successfully matched users. In contrast to existing related schemes which are mainly based on the secure multi-party computation, our scheme can provide verifiability (both the initiator and any unmatched user cannot cheat each other to pretend to be matched), and requires few interactions among users. We provide thorough security analysis and performance evaluation on our scheme, and show its advantages in terms of security, efficiency and usability over state-of-the-art schemes.
Investigating three types of continuous auditory feedback in visuo-manual tracking.
Boyer, Éric O; Bevilacqua, Frédéric; Susini, Patrick; Hanneton, Sylvain
2017-03-01
The use of continuous auditory feedback for motor control and learning is still understudied and deserves more attention regarding fundamental mechanisms and applications. This paper presents the results of three experiments studying the contribution of task-, error-, and user-related sonification to visuo-manual tracking and assessing its benefits on sensorimotor learning. First results show that sonification can help decreasing the tracking error, as well as increasing the energy in participant's movement. In the second experiment, when alternating feedback presence, the user-related sonification did not show feedback dependency effects, contrary to the error and task-related feedback. In the third experiment, a reduced exposure of 50% diminished the positive effect of sonification on performance, whereas the increase of the average energy with sound was still significant. In a retention test performed on the next day without auditory feedback, movement energy was still superior for the groups previously trained with the feedback. Although performance was not affected by sound, a learning effect was measurable in both sessions and the user-related group improved its performance also in the retention test. These results confirm that a continuous auditory feedback can be beneficial for movement training and also show an interesting effect of sonification on movement energy. User-related sonification can prevent feedback dependency and increase retention. Consequently, sonification of the user's own motion appears as a promising solution to support movement learning with interactive feedback.
Content-specific activational effects of estrogen on working memory performance.
Vranić, Andrea; Hromatko, Ivana
2008-07-01
The authors explored the influence of task content and the menstrual cycle phase on working memory (WM) performance. They addressed the content specificity of WM in the framework of evolutionary psychology, proposing a hormone-mediated adaptive design governing face perception. The authors tested 2 groups of healthy young women (n = 66 women with regular menstrual cycle, n = 27 oral contraceptive users) on a WM task with adult male or infant face photographs. Analyses of variance showed significant interaction between task content and estrogen level. Women were more efficient in solving the male faces task during high-estrogen phase of the cycle than during low-estrogen phase. No differences were found in the efficacy of solving the infant faces task between different phases of the cycle. Results suggest content-specific activational effects of estrogen on the WM performance and are consistent with the notion of a hormonal mechanism underlying adaptive shifts in cognition related to mating motivation.
NASA GES DISC On-line Visualization and Analysis System for Gridded Remote Sensing Data
NASA Technical Reports Server (NTRS)
Leptoukh, Gregory G.; Berrick, S.; Rui, H.; Liu, Z.; Zhu, T.; Teng, W.; Shen, S.; Qin, J.
2005-01-01
The ability to use data stored in the current NASA Earth Observing System (EOS) archives for studying regional or global phenomena is highly dependent on having a detailed understanding of the data's internal structure and physical implementation. Gaining this understanding and applying it to data reduction is a time-consuming task that must be undertaken before the core investigation can begin. This is an especially difficult challenge when science objectives require users to deal with large multi-sensor data sets that are usually of different formats, structures, and resolutions. The NASA Goddard Earth Sciences Data and Information Services Center (GES DISC) has taken a major step towards meeting this challenge by developing an infrastructure with a Web interface that allows users to perform interactive analysis online without downloading any data, the GES-DISC Interactive Online Visualization and Analysis Infrastructure or "Giovanni." Giovanni provides interactive, online, analysis tools for data users to facilitate their research. There have been several instances of this interface created to serve TRMM users, Aerosol scientists, Ocean Color and Agriculture applications users. The first generation of these tools support gridded data only. The user selects geophysical parameters, area of interest, time period; and the system generates an output on screen in a matter of seconds. The currently available output options are: Area plot averaged or accumulated over any available data period for any rectangular area; Time plot time series averaged over any rectangular area; Hovmoller plots image view of any longitude-time and latitude-time cross sections; ASCII output for all plot types; Image animation for area plot. Another analysis suite deals with parameter intercomparison: scatter plots, temporal correlation maps, GIs-compatible outputs, etc. This allow user to focus on data content (i.e. science parameters) and eliminate the need for expensive learning, development and processing tasks that are redundantly incurred by an archive's user community. The current implementation utilizes the GrADS-DODS Server (GDS), and provides subsetting and analysis services across the Internet for any GrADS-readable dataset. The subsetting capability allows users to retrieve a specified temporal and/or spatial subdomain from a large dataset, eliminating the need to download everything simply to access a small relevant portion of a dataset. The analysis capability allows users to retrieve the results of an operation applied to one or more datasets on the server. We use this approach to read pre-processed binary files and/or to read and extract the needed parts directly from HDF or HDF-EOS files. These subsets then serve as inputs into GrADS analysis scripts. It can be used in a wide variety of Earth science applications: climate and weather events study and monitoring; modeling. It can be easily configured for new applications.
Developing a Graphical User Interface for the ALSS Crop Planning Tool
NASA Technical Reports Server (NTRS)
Koehlert, Erik
1997-01-01
The goal of my project was to create a graphical user interface for a prototype crop scheduler. The crop scheduler was developed by Dr. Jorge Leon and Laura Whitaker for the ALSS (Advanced Life Support System) program. The addition of a system-independent graphical user interface to the crop planning tool will make the application more accessible to a wider range of users and enhance its value as an analysis, design, and planning tool. My presentation will demonstrate the form and functionality of this interface. This graphical user interface allows users to edit system parameters stored in the file system. Data on the interaction of the crew, crops, and waste processing system with the available system resources is organized and labeled. Program output, which is stored in the file system, is also presented to the user in performance-time plots and organized charts. The menu system is designed to guide the user through analysis and decision making tasks, providing some help if necessary. The Java programming language was used to develop this interface in hopes of providing portability and remote operation.
Enhanced audio-visual interactions in the auditory cortex of elderly cochlear-implant users.
Schierholz, Irina; Finke, Mareike; Schulte, Svenja; Hauthal, Nadine; Kantzke, Christoph; Rach, Stefan; Büchner, Andreas; Dengler, Reinhard; Sandmann, Pascale
2015-10-01
Auditory deprivation and the restoration of hearing via a cochlear implant (CI) can induce functional plasticity in auditory cortical areas. How these plastic changes affect the ability to integrate combined auditory (A) and visual (V) information is not yet well understood. In the present study, we used electroencephalography (EEG) to examine whether age, temporary deafness and altered sensory experience with a CI can affect audio-visual (AV) interactions in post-lingually deafened CI users. Young and elderly CI users and age-matched NH listeners performed a speeded response task on basic auditory, visual and audio-visual stimuli. Regarding the behavioral results, a redundant signals effect, that is, faster response times to cross-modal (AV) than to both of the two modality-specific stimuli (A, V), was revealed for all groups of participants. Moreover, in all four groups, we found evidence for audio-visual integration. Regarding event-related responses (ERPs), we observed a more pronounced visual modulation of the cortical auditory response at N1 latency (approximately 100 ms after stimulus onset) in the elderly CI users when compared with young CI users and elderly NH listeners. Thus, elderly CI users showed enhanced audio-visual binding which may be a consequence of compensatory strategies developed due to temporary deafness and/or degraded sensory input after implantation. These results indicate that the combination of aging, sensory deprivation and CI facilitates the coupling between the auditory and the visual modality. We suggest that this enhancement in multisensory interactions could be used to optimize auditory rehabilitation, especially in elderly CI users, by the application of strong audio-visually based rehabilitation strategies after implant switch-on. Copyright © 2015 Elsevier B.V. All rights reserved.
Field Guide for Designing Human Interaction with Intelligent Systems
NASA Technical Reports Server (NTRS)
Malin, Jane T.; Thronesbery, Carroll G.
1998-01-01
The characteristics of this Field Guide approach address the problems of designing innovative software to support user tasks. The requirements for novel software are difficult to specify a priori, because there is not sufficient understanding of how the users' tasks should be supported, and there are not obvious pre-existing design solutions. When the design team is in unfamiliar territory, care must be taken to avoid rushing into detailed design, requirements specification, or implementation of the wrong product. The challenge is to get the right design and requirements in an efficient, cost-effective manner. This document's purpose is to describe the methods we are using to design human interactions with intelligent systems which support Space Shuttle flight controllers in the Mission Control Center at NASA/Johnson Space Center. Although these software systems usually have some intelligent features, the design challenges arise primarily from the innovation needed in the software design. While these methods are tailored to our specific context, they should be extensible, and helpful to designers of human interaction with other types of automated systems. We review the unique features of this context so that you can determine how to apply these methods to your project Throughout this Field Guide, goals of the design methods are discussed. This should help designers understand how a specific method might need to be adapted to the project at hand.
PyMOL mControl: Manipulating molecular visualization with mobile devices.
Lam, Wendy W T; Siu, Shirley W I
2017-01-02
Viewing and manipulating three-dimensional (3D) structures in molecular graphics software are essential tasks for researchers and students to understand the functions of molecules. Currently, the way to manipulate a 3D molecular object is mainly based on mouse-and-keyboard control that is usually difficult and tedious to learn. While gesture-based and touch-based interactions are increasingly popular in interactive software systems, their suitability in handling molecular graphics has not yet been sufficiently explored. Here, we designed the gesture-based and touch-based interaction methods to manipulate virtual objects in PyMOL utilizing the motion and touch sensors in a mobile device. Three fundamental viewing controls-zooming, translation and rotation-and frequently used functions were implemented. Results from a pilot user study reveal that task performances on viewing controls using a mobile device are slightly reduced as compared to mouse-and-keyboard method. However, it is considered to be more suitable for oral presentations and equally suitable for education scenarios such as school classes. Overall, PyMOL mControl provides an alternative way to manipulate objects in molecular graphic software with new user experiences. The software is freely available at http://cbbio.cis.umac.mo/mcontrol.html. © 2016 by The International Union of Biochemistry and Molecular Biology, 45(1):76-83, 2017. © 2016 The International Union of Biochemistry and Molecular Biology.
Comparing Text-based and Graphic User Interfaces for Novice and Expert Users
Chen, Jung-Wei; Zhang, Jiajie
2007-01-01
Graphic User Interface (GUI) is commonly considered to be superior to Text-based User Interface (TUI). This study compares GUI and TUI in an electronic dental record system. Several usability analysis techniques compared the relative effectiveness of a GUI and a TUI. Expert users and novice users were evaluated in time required and steps needed to complete the task. A within-subject design was used to evaluate if the experience with either interface will affect task performance. The results show that the GUI interface was not better than the TUI for expert users. GUI interface was better for novice users. For novice users there was a learning transfer effect from TUI to GUI. This means a user interface is user-friendly or not depending on the mapping between the user interface and tasks. GUI by itself may or may not be better than TUI. PMID:18693811
Comparing Text-based and Graphic User Interfaces for novice and expert users.
Chen, Jung-Wei; Zhang, Jiajie
2007-10-11
Graphic User Interface (GUI) is commonly considered to be superior to Text-based User Interface (TUI). This study compares GUI and TUI in an electronic dental record system. Several usability analysis techniques compared the relative effectiveness of a GUI and a TUI. Expert users and novice users were evaluated in time required and steps needed to complete the task. A within-subject design was used to evaluate if the experience with either interface will affect task performance. The results show that the GUI interface was not better than the TUI for expert users. GUI interface was better for novice users. For novice users there was a learning transfer effect from TUI to GUI. This means a user interface is user-friendly or not depending on the mapping between the user interface and tasks. GUI by itself may or may not be better than TUI.
Montgomery, Catharine; Fisk, John E; Newcombe, Russell; Murphy, Phillip N
2005-10-01
Recent theoretical models suggest that the central executive may not be a unified structure. The present study explored the nature of central executive deficits in ecstasy users. In study 1, 27 ecstasy users and 34 non-users were assessed using tasks to tap memory updating (computation span; letter updating) and access to long-term memory (a semantic fluency test and the Chicago Word Fluency Test). In study 2, 51 ecstasy users and 42 non-users completed tasks that assess mental set switching (number/letter and plus/minus) and inhibition (random letter generation). MANOVA revealed that ecstasy users performed worse on both tasks used to assess memory updating and on tasks to assess access to long-term memory (C- and S-letter fluency). However, notwithstanding the significant ecstasy group-related effects, indices of cocaine and cannabis use were also significantly correlated with most of the executive measures. Unexpectedly, in study 2, ecstasy users performed significantly better on the inhibition task, producing more letters than non-users. No group differences were observed on the switching tasks. Correlations between indices of ecstasy use and number of letters produced were significant. The present study provides further support for ecstasy/polydrug-related deficits in memory updating and in access to long-term memory. The surplus evident on the inhibition task should be treated with some caution, as this was limited to a single measure and has not been supported by our previous work.
Does hormone therapy affect attention and memory in sleep-deprived women?
Alhola, P; Kylmälä, M; Urrila, A Sofia; Karakorpi, M; Portin, R; Kalleinen, N; Polo-Kantola, P
2008-06-01
To evaluate whether hormone therapy (HT) modifies cognitive performance during sleep deprivation in postmenopausal women. Comparison was made with a group of young women. Participants included 26 postmenopausal women (age 58-72 years, 16 HT users, 10 non-users), 11 young women (age 20-26 years). They spent four consecutive nights in the sleep laboratory. Cognitive tests of attention, working memory, and verbal episodic memory were carried out after the baseline night, 25-h sleep deprivation, and recovery night. Sleep deprivation impaired performance in all groups. It was manifested either as delayed practice effect or deteriorated performance (p < 0.05). In simple reaction time and 10-choice reaction time, non-users and young maintained their performance, whereas HT users suffered a minor impairment (p < 0.01). In other measurements, there was no interaction of group and condition. In 10-choice reaction time and vigilance, postmenopausal women made fewer errors and omissions than the young (p < 0.05). For most tasks, all groups showed improvement after one recovery night. HT had a minor adverse effect on cognitive performance during sleep deprivation. Attention and memory deteriorated similarly in postmenopausal and young women, despite the lower initial performance level of postmenopausal women. One night of sleep ensured recovery in most tasks.
Web application for detailed real-time database transaction monitoring for CMS condition data
NASA Astrophysics Data System (ADS)
de Gruttola, Michele; Di Guida, Salvatore; Innocente, Vincenzo; Pierro, Antonio
2012-12-01
In the upcoming LHC era, database have become an essential part for the experiments collecting data from LHC, in order to safely store, and consistently retrieve, a wide amount of data, which are produced by different sources. In the CMS experiment at CERN, all this information is stored in ORACLE databases, allocated in several servers, both inside and outside the CERN network. In this scenario, the task of monitoring different databases is a crucial database administration issue, since different information may be required depending on different users' tasks such as data transfer, inspection, planning and security issues. We present here a web application based on Python web framework and Python modules for data mining purposes. To customize the GUI we record traces of user interactions that are used to build use case models. In addition the application detects errors in database transactions (for example identify any mistake made by user, application failure, unexpected network shutdown or Structured Query Language (SQL) statement error) and provides warning messages from the different users' perspectives. Finally, in order to fullfill the requirements of the CMS experiment community, and to meet the new development in many Web client tools, our application was further developed, and new features were deployed.
Automated Test Case Generation for an Autopilot Requirement Prototype
NASA Technical Reports Server (NTRS)
Giannakopoulou, Dimitra; Rungta, Neha; Feary, Michael
2011-01-01
Designing safety-critical automation with robust human interaction is a difficult task that is susceptible to a number of known Human-Automation Interaction (HAI) vulnerabilities. It is therefore essential to develop automated tools that provide support both in the design and rapid evaluation of such automation. The Automation Design and Evaluation Prototyping Toolset (ADEPT) enables the rapid development of an executable specification for automation behavior and user interaction. ADEPT supports a number of analysis capabilities, thus enabling the detection of HAI vulnerabilities early in the design process, when modifications are less costly. In this paper, we advocate the introduction of a new capability to model-based prototyping tools such as ADEPT. The new capability is based on symbolic execution that allows us to automatically generate quality test suites based on the system design. Symbolic execution is used to generate both user input and test oracles user input drives the testing of the system implementation, and test oracles ensure that the system behaves as designed. We present early results in the context of a component in the Autopilot system modeled in ADEPT, and discuss the challenges of test case generation in the HAI domain.
Dashboard Task Monitor for Managing ATLAS User Analysis on the Grid
NASA Astrophysics Data System (ADS)
Sargsyan, L.; Andreeva, J.; Jha, M.; Karavakis, E.; Kokoszkiewicz, L.; Saiz, P.; Schovancova, J.; Tuckett, D.; Atlas Collaboration
2014-06-01
The organization of the distributed user analysis on the Worldwide LHC Computing Grid (WLCG) infrastructure is one of the most challenging tasks among the computing activities at the Large Hadron Collider. The Experiment Dashboard offers a solution that not only monitors but also manages (kill, resubmit) user tasks and jobs via a web interface. The ATLAS Dashboard Task Monitor provides analysis users with a tool that is independent of the operating system and Grid environment. This contribution describes the functionality of the application and its implementation details, in particular authentication, authorization and audit of the management operations.
Condor-COPASI: high-throughput computing for biochemical networks
2012-01-01
Background Mathematical modelling has become a standard technique to improve our understanding of complex biological systems. As models become larger and more complex, simulations and analyses require increasing amounts of computational power. Clusters of computers in a high-throughput computing environment can help to provide the resources required for computationally expensive model analysis. However, exploiting such a system can be difficult for users without the necessary expertise. Results We present Condor-COPASI, a server-based software tool that integrates COPASI, a biological pathway simulation tool, with Condor, a high-throughput computing environment. Condor-COPASI provides a web-based interface, which makes it extremely easy for a user to run a number of model simulation and analysis tasks in parallel. Tasks are transparently split into smaller parts, and submitted for execution on a Condor pool. Result output is presented to the user in a number of formats, including tables and interactive graphical displays. Conclusions Condor-COPASI can effectively use a Condor high-throughput computing environment to provide significant gains in performance for a number of model simulation and analysis tasks. Condor-COPASI is free, open source software, released under the Artistic License 2.0, and is suitable for use by any institution with access to a Condor pool. Source code is freely available for download at http://code.google.com/p/condor-copasi/, along with full instructions on deployment and usage. PMID:22834945
Murphy, Philip N; Bruno, Raimondo; Ryland, Ida; Wareing, Michele; Fisk, John E; Montgomery, Catharine; Hilton, Joanne
2012-03-01
To review, with meta-analyses where appropriate, performance differences between ecstasy (3,4-methylenedioxymethamphetamine) users and non-users on a wider range of visuospatial tasks than previously reviewed. Such tasks have been shown to draw upon working memory executive resources. Abstract databases were searched using the United Kingdom National Health Service Evidence Health Information Resource. Inclusion criteria were publication in English language peer-reviewed journals and the reporting of new findings regarding human ecstasy-users' performance on visuospatial tasks. Data extracted included specific task requirements to provide a basis for meta-analyses for categories of tasks with similar requirements. Fifty-two studies were identified for review, although not all were suitable for meta-analysis. Significant weighted mean effect sizes indicating poorer performance by ecstasy users compared with matched controls were found for tasks requiring recall of spatial stimulus elements, recognition of figures and production/reproduction of figures. There was no evidence of a linear relationship between estimated ecstasy consumption and effect sizes. Given the networked nature of processing for spatial and non-spatial visual information, future scanning and imaging studies should focus on brain activation differences between ecstasy users and non-users in the context of specific tasks to facilitate identification of loci of potentially compromised activity in users. Copyright © 2012 John Wiley & Sons, Ltd.
Assessing performance of an Electronic Health Record (EHR) using Cognitive Task Analysis.
Saitwal, Himali; Feng, Xuan; Walji, Muhammad; Patel, Vimla; Zhang, Jiajie
2010-07-01
Many Electronic Health Record (EHR) systems fail to provide user-friendly interfaces due to the lack of systematic consideration of human-centered computing issues. Such interfaces can be improved to provide easy to use, easy to learn, and error-resistant EHR systems to the users. To evaluate the usability of an EHR system and suggest areas of improvement in the user interface. The user interface of the AHLTA (Armed Forces Health Longitudinal Technology Application) was analyzed using the Cognitive Task Analysis (CTA) method called GOMS (Goals, Operators, Methods, and Selection rules) and an associated technique called KLM (Keystroke Level Model). The GOMS method was used to evaluate the AHLTA user interface by classifying each step of a given task into Mental (Internal) or Physical (External) operators. This analysis was performed by two analysts independently and the inter-rater reliability was computed to verify the reliability of the GOMS method. Further evaluation was performed using KLM to estimate the execution time required to perform the given task through application of its standard set of operators. The results are based on the analysis of 14 prototypical tasks performed by AHLTA users. The results show that on average a user needs to go through 106 steps to complete a task. To perform all 14 tasks, they would spend about 22 min (independent of system response time) for data entry, of which 11 min are spent on more effortful mental operators. The inter-rater reliability analysis performed for all 14 tasks was 0.8 (kappa), indicating good reliability of the method. This paper empirically reveals and identifies the following finding related to the performance of AHLTA: (1) large number of average total steps to complete common tasks, (2) high average execution time and (3) large percentage of mental operators. The user interface can be improved by reducing (a) the total number of steps and (b) the percentage of mental effort, required for the tasks. 2010 Elsevier Ireland Ltd. All rights reserved.
Interactive entity resolution in relational data: a visual analytic tool and its evaluation.
Kang, Hyunmo; Getoor, Lise; Shneiderman, Ben; Bilgic, Mustafa; Licamele, Louis
2008-01-01
Databases often contain uncertain and imprecise references to real-world entities. Entity resolution, the process of reconciling multiple references to underlying real-world entities, is an important data cleaning process required before accurate visualization or analysis of the data is possible. In many cases, in addition to noisy data describing entities, there is data describing the relationships among the entities. This relational data is important during the entity resolution process; it is useful both for the algorithms which determine likely database references to be resolved and for visual analytic tools which support the entity resolution process. In this paper, we introduce a novel user interface, D-Dupe, for interactive entity resolution in relational data. D-Dupe effectively combines relational entity resolution algorithms with a novel network visualization that enables users to make use of an entity's relational context for making resolution decisions. Since resolution decisions often are interdependent, D-Dupe facilitates understanding this complex process through animations which highlight combined inferences and a history mechanism which allows users to inspect chains of resolution decisions. An empirical study with 12 users confirmed the benefits of the relational context visualization on the performance of entity resolution tasks in relational data in terms of time as well as users' confidence and satisfaction.
McFarland, Dennis J; Krusienski, Dean J; Wolpaw, Jonathan R
2006-01-01
The Wadsworth brain-computer interface (BCI), based on mu and beta sensorimotor rhythms, uses one- and two-dimensional cursor movement tasks and relies on user training. This is a real-time closed-loop system. Signal processing consists of channel selection, spatial filtering, and spectral analysis. Feature translation uses a regression approach and normalization. Adaptation occurs at several points in this process on the basis of different criteria and methods. It can use either feedforward (e.g., estimating the signal mean for normalization) or feedback control (e.g., estimating feature weights for the prediction equation). We view this process as the interaction between a dynamic user and a dynamic system that coadapt over time. Understanding the dynamics of this interaction and optimizing its performance represent a major challenge for BCI research.
NASA Astrophysics Data System (ADS)
Pukhov, A.
2003-04-01
CalcHEP is a clone of the CompHEP project which is developed by the author outside of the CompHEP group. CompHEP/CalcHEP are packages for automatic calculations of elementary particle decay and collision properties in the lowest order of perturbation theory. The main idea prescribed into the packages is to make available passing on from the Lagrangian to the final distributions effectively with a high level of automation. According to this, the packages were created as a menu driven user friendly programs for calculations in the interactive mode. From the other side, long-time calculations should be done in the non-interactive regime. Thus, from the beginning CompHEP has a problem of batch calculations. In CompHEP 33.23 the batch session was realized by mean of interactive menu which allows to the user to formulate the task for batch. After that the not-interactive session was launched. This way is too restricted, not flexible, and leads to doubling in programming. In this article I discuss another approach how one can force an interactive program to work in non-interactive mode. This approach was realized in CalcHEP 2.1 disposed on http://theory.sinp.msu.ru/~pukhov/calchep.html.
See You See Me: the Role of Eye Contact in Multimodal Human-Robot Interaction.
Xu, Tian Linger; Zhang, Hui; Yu, Chen
2016-05-01
We focus on a fundamental looking behavior in human-robot interactions - gazing at each other's face. Eye contact and mutual gaze between two social partners are critical in smooth human-human interactions. Therefore, investigating at what moments and in what ways a robot should look at a human user's face as a response to the human's gaze behavior is an important topic. Toward this goal, we developed a gaze-contingent human-robot interaction system, which relied on momentary gaze behaviors from a human user to control an interacting robot in real time. Using this system, we conducted an experiment in which human participants interacted with the robot in a joint attention task. In the experiment, we systematically manipulated the robot's gaze toward the human partner's face in real time and then analyzed the human's gaze behavior as a response to the robot's gaze behavior. We found that more face looks from the robot led to more look-backs (to the robot's face) from human participants and consequently created more mutual gaze and eye contact between the two. Moreover, participants demonstrated more coordinated and synchronized multimodal behaviors between speech and gaze when more eye contact was successfully established and maintained.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Scholtz, Jean; Plaisant, Catherine; Whiting, Mark A.
The evaluation of visual analytics environments was a topic in Illuminating the Path [Thomas 2005] as a critical aspect of moving research into practice. For a thorough understanding of the utility of the systems available, evaluation not only involves assessing the visualizations, interactions or data processing algorithms themselves, but also the complex processes that a tool is meant to support (such as exploratory data analysis and reasoning, communication through visualization, or collaborative data analysis [Lam 2012; Carpendale 2007]). Researchers and practitioners in the field have long identified many of the challenges faced when planning, conducting, and executing an evaluation ofmore » a visualization tool or system [Plaisant 2004]. Evaluation is needed to verify that algorithms and software systems work correctly and that they represent improvements over the current infrastructure. Additionally to effectively transfer new software into a working environment, it is necessary to ensure that the software has utility for the end-users and that the software can be incorporated into the end-user’s infrastructure and work practices. Evaluation test beds require datasets, tasks, metrics and evaluation methodologies. As noted in [Thomas 2005] it is difficult and expensive for any one researcher to setup an evaluation test bed so in many cases evaluation is setup for communities of researchers or for various research projects or programs. Examples of successful community evaluations can be found [Chinchor 1993; Voorhees 2007; FRGC 2012]. As visual analytics environments are intended to facilitate the work of human analysts, one aspect of evaluation needs to focus on the utility of the software to the end-user. This requires representative users, representative tasks, and metrics that measure the utility to the end-user. This is even more difficult as now one aspect of the test methodology is access to representative end-users to participate in the evaluation. In many cases the sensitive nature of data and tasks and difficult access to busy analysts puts even more of a burden on researchers to complete this type of evaluation. User-centered design goes beyond evaluation and starts with the user [Beyer 1997, Shneiderman 2009]. Having some knowledge of the type of data, tasks, and work practices helps researchers and developers know the correct paths to pursue in their work. When access to the end-users is problematic at best and impossible at worst, user-centered design becomes difficult. Researchers are unlikely to go to work on the type of problems faced by inaccessible users. Commercial vendors have difficulties evaluating and improving their products when they cannot observe real users working with their products. In well-established fields such as web site design or office software design, user-interface guidelines have been developed based on the results of empirical studies or the experience of experts. Guidelines can speed up the design process and replace some of the need for observation of actual users [heuristics review references]. In 2006 when the visual analytics community was initially getting organized, no such guidelines existed. Therefore, we were faced with the problem of developing an evaluation framework for the field of visual analytics that would provide representative situations and datasets, representative tasks and utility metrics, and finally a test methodology which would include a surrogate for representative users, increase interest in conducting research in the field, and provide sufficient feedback to the researchers so that they could improve their systems.« less
Video game interfaces for interactive lower and upper member therapy.
Uribe-Quevedo, Alvaro; Perez-Gutierrez, Byron; Alves, Silas
2013-01-01
With recent advances in electronics and mechanics, a new trend in interaction is taking place changing how we interact with our environment, daily tasks and other people. Even though sensor based technologies and tracking systems have been around for several years, recently they have become affordable and used in several areas such as physical and mental rehabilitation, educational applications, physical exercises, and natural interactions, among others. This work presents the integration of two mainstream videogame interfaces as tools for developing an interactive lower and upper member therapy tool. The goal is to study the potential of these devices as complementing didactic elements for improving and following user performance during a series of exercises with virtual and real devices.
Developing the human-computer interface for Space Station Freedom
NASA Technical Reports Server (NTRS)
Holden, Kritina L.
1991-01-01
For the past two years, the Human-Computer Interaction Laboratory (HCIL) at the Johnson Space Center has been involved in prototyping and prototype reviews of in support of the definition phase of the Space Station Freedom program. On the Space Station, crew members will be interacting with multi-monitor workstations where interaction with several displays at one time will be common. The HCIL has conducted several experiments to begin to address design issues for this complex system. Experiments have dealt with design of ON/OFF indicators, the movement of the cursor across multiple monitors, and the importance of various windowing capabilities for users performing multiple tasks simultaneously.
Human-centric predictive model of task difficulty for human-in-the-loop control tasks
Majewicz Fey, Ann
2018-01-01
Quantitatively measuring the difficulty of a manipulation task in human-in-the-loop control systems is ill-defined. Currently, systems are typically evaluated through task-specific performance measures and post-experiment user surveys; however, these methods do not capture the real-time experience of human users. In this study, we propose to analyze and predict the difficulty of a bivariate pointing task, with a haptic device interface, using human-centric measurement data in terms of cognition, physical effort, and motion kinematics. Noninvasive sensors were used to record the multimodal response of human user for 14 subjects performing the task. A data-driven approach for predicting task difficulty was implemented based on several task-independent metrics. We compare four possible models for predicting task difficulty to evaluated the roles of the various types of metrics, including: (I) a movement time model, (II) a fusion model using both physiological and kinematic metrics, (III) a model only with kinematic metrics, and (IV) a model only with physiological metrics. The results show significant correlation between task difficulty and the user sensorimotor response. The fusion model, integrating user physiology and motion kinematics, provided the best estimate of task difficulty (R2 = 0.927), followed by a model using only kinematic metrics (R2 = 0.921). Both models were better predictors of task difficulty than the movement time model (R2 = 0.847), derived from Fitt’s law, a well studied difficulty model for human psychomotor control. PMID:29621301
Eye Tracking Based Control System for Natural Human-Computer Interaction
Lin, Shu-Fan
2017-01-01
Eye movement can be regarded as a pivotal real-time input medium for human-computer communication, which is especially important for people with physical disability. In order to improve the reliability, mobility, and usability of eye tracking technique in user-computer dialogue, a novel eye control system with integrating both mouse and keyboard functions is proposed in this paper. The proposed system focuses on providing a simple and convenient interactive mode by only using user's eye. The usage flow of the proposed system is designed to perfectly follow human natural habits. Additionally, a magnifier module is proposed to allow the accurate operation. In the experiment, two interactive tasks with different difficulty (searching article and browsing multimedia web) were done to compare the proposed eye control tool with an existing system. The Technology Acceptance Model (TAM) measures are used to evaluate the perceived effectiveness of our system. It is demonstrated that the proposed system is very effective with regard to usability and interface design. PMID:29403528
Eye Tracking Based Control System for Natural Human-Computer Interaction.
Zhang, Xuebai; Liu, Xiaolong; Yuan, Shyan-Ming; Lin, Shu-Fan
2017-01-01
Eye movement can be regarded as a pivotal real-time input medium for human-computer communication, which is especially important for people with physical disability. In order to improve the reliability, mobility, and usability of eye tracking technique in user-computer dialogue, a novel eye control system with integrating both mouse and keyboard functions is proposed in this paper. The proposed system focuses on providing a simple and convenient interactive mode by only using user's eye. The usage flow of the proposed system is designed to perfectly follow human natural habits. Additionally, a magnifier module is proposed to allow the accurate operation. In the experiment, two interactive tasks with different difficulty (searching article and browsing multimedia web) were done to compare the proposed eye control tool with an existing system. The Technology Acceptance Model (TAM) measures are used to evaluate the perceived effectiveness of our system. It is demonstrated that the proposed system is very effective with regard to usability and interface design.
Software design for analysis of multichannel intracardial and body surface electrocardiograms.
Potse, Mark; Linnenbank, André C; Grimbergen, Cornelis A
2002-11-01
Analysis of multichannel ECG recordings (body surface maps (BSMs) and intracardial maps) requires special software. We created a software package and a user interface on top of a commercial data analysis package (MATLAB) by a combination of high-level and low-level programming. Our software was created to satisfy the needs of a diverse group of researchers. It can handle a large variety of recording configurations. It allows for interactive usage through a fast and robust user interface, and batch processing for the analysis of large amounts of data. The package is user-extensible, includes routines for both common and experimental data processing tasks, and works on several computer platforms. The source code is made intelligible using software for structured documentation and is available to the users. The package is currently used by more than ten research groups analysing ECG data worldwide.
TADS: A CFD-based turbomachinery and analysis design system with GUI. Volume 2: User's manual
NASA Technical Reports Server (NTRS)
Myers, R. A.; Topp, D. A.; Delaney, R. A.
1995-01-01
The primary objective of this study was the development of a computational fluid dynamics (CFD) based turbomachinery airfoil analysis and design system, controlled by a graphical user interface (GUI). The computer codes resulting from this effort are referred to as the Turbomachinery Analysis and Design System (TADS). This document is intended to serve as a user's manual for the computer programs which comprise the TADS system. TADS couples a throughflow solver (ADPAC) with a quasi-3D blade-to-blade solver (RVCQ3D) in an interactive package. Throughflow analysis capability was developed in ADPAC through the addition of blade force and blockage terms to the governing equations. A GUI was developed to simplify user input and automate the many tasks required to perform turbomachinery analysis and design. The coupling of various programs was done in a way that alternative solvers or grid generators could be easily incorporated into the TADS framework.
Kneale, Laura; Mikles, Sean; Choi, Yong K; Thompson, Hilaire; Demiris, George
2017-09-01
Using heuristics to evaluate user experience is a common methodology for human-computer interaction studies. One challenge of this method is the inability to tailor results towards specific end-user needs. This manuscript reports on a method that uses validated scenarios and personas of older adults and care team members to enhance heuristics evaluations of the usability of commercially available personal health records for homebound older adults. Our work extends the Chisnell and Redish heuristic evaluation methodology by using a protocol that relies on multiple expert reviews of each system. It further standardizes the heuristic evaluation process through the incorporation of task-based scenarios. We were able to use the modified version of the Chisnell and Redish heuristic evaluation methodology to identify potential usability challenges of two commercially available personal health record systems. This allowed us to: (1) identify potential usability challenges for specific types of users, (2) describe improvements that would be valuable to all end-users of the system, and (3) better understand how the interactions of different users may vary within a single personal health record. The methodology described in this paper may help designers of consumer health information technology tools, such as personal health records, understand the needs of diverse end-user populations. Such methods may be particularly helpful when designing systems for populations that are difficult to recruit for end-user evaluations through traditional methods. Copyright © 2017 Elsevier Inc. All rights reserved.
Personalizing Information Retrieval Using Task Features, Topic Knowledge, and Task Products
ERIC Educational Resources Information Center
Liu, Jingjing
2010-01-01
Personalization of information retrieval tailors search towards individual users to meet their particular information needs by taking into account information about users and their contexts, often through implicit sources of evidence such as user behaviors and contextual factors. The current study looks particularly at users' dwelling behavior,…
An Interactive Web-Based Analysis Framework for Remote Sensing Cloud Computing
NASA Astrophysics Data System (ADS)
Wang, X. Z.; Zhang, H. M.; Zhao, J. H.; Lin, Q. H.; Zhou, Y. C.; Li, J. H.
2015-07-01
Spatiotemporal data, especially remote sensing data, are widely used in ecological, geographical, agriculture, and military research and applications. With the development of remote sensing technology, more and more remote sensing data are accumulated and stored in the cloud. An effective way for cloud users to access and analyse these massive spatiotemporal data in the web clients becomes an urgent issue. In this paper, we proposed a new scalable, interactive and web-based cloud computing solution for massive remote sensing data analysis. We build a spatiotemporal analysis platform to provide the end-user with a safe and convenient way to access massive remote sensing data stored in the cloud. The lightweight cloud storage system used to store public data and users' private data is constructed based on open source distributed file system. In it, massive remote sensing data are stored as public data, while the intermediate and input data are stored as private data. The elastic, scalable, and flexible cloud computing environment is built using Docker, which is a technology of open-source lightweight cloud computing container in the Linux operating system. In the Docker container, open-source software such as IPython, NumPy, GDAL, and Grass GIS etc., are deployed. Users can write scripts in the IPython Notebook web page through the web browser to process data, and the scripts will be submitted to IPython kernel to be executed. By comparing the performance of remote sensing data analysis tasks executed in Docker container, KVM virtual machines and physical machines respectively, we can conclude that the cloud computing environment built by Docker makes the greatest use of the host system resources, and can handle more concurrent spatial-temporal computing tasks. Docker technology provides resource isolation mechanism in aspects of IO, CPU, and memory etc., which offers security guarantee when processing remote sensing data in the IPython Notebook. Users can write complex data processing code on the web directly, so they can design their own data processing algorithm.
Concentration on performance with P300-based BCI systems: a matter of interface features.
da Silva-Sauer, Leandro; Valero-Aguayo, Luis; de la Torre-Luque, Alejandro; Ron-Angevin, Ricardo; Varona-Moya, Sergio
2016-01-01
People who suffer from severe motor disabilities have difficulties to communicate with others or to interact with their environment using natural, i.e., muscular channels. These limitations can be overcome to some extent by using brain-computer interfaces (BCIs), because such systems allow users to communicate on the basis of their brain activity only. Among the several types of BCIs for spelling purposes, those that rely on the P300 event related potential-P300-based spellers-are chosen preferentially due to their high reliability. However, they demand from the user to sustain his/her attention to the desired character over a relatively long period of time. Therefore, the user's capacity to concentrate can affect his/her performance with a P300-based speller. The aim of this study was to test this hypothesis using three different interfaces: one based on the classic P300 speller paradigm, another also based on that speller but including a word predictor, and a third one that was based on the T9 interface developed for mobile phones. User performance was assessed by measuring the time to complete a spelling task and the accuracy of character selection. The d2 test was applied to assess attention and concentration. Sample (N = 14) was divided into two groups basing on of concentration scores. As a result, performance was better with the predictor-enriched interfaces: less time was needed to solve the task and participants made fewer errors (p < .05). There were also significant effects of concentration (p < .05) on performance with the standard P300 speller. In conclusion, the performance of those users with lower concentration level can be improved by providing BCIs with more interactive interfaces. These findings provide substantial evidence in order to highlight the impact of psychological features on BCI performance and should be taken into account for future assistive technology systems. Copyright © 2015 Elsevier Ltd and The Ergonomics Society. All rights reserved.
Howard, Charla L; Perry, Bonnie; Chow, John W; Wallace, Chris; Stokic, Dobrivoje S
2017-11-01
Sensorimotor impairments after limb amputation impose a threat to stability. Commonly described strategies for maintaining stability are the posture first strategy (prioritization of balance) and posture second strategy (prioritization of concurrent tasks). The existence of these strategies was examined in 13 below-knee prosthesis users and 15 controls during dual-task standing under increasing postural and cognitive challenge by evaluating path length, 95% sway area, and anterior-posterior and medial-lateral amplitudes of the center of pressure. The subjects stood on two force platforms under usual (hard surface/eyes open) and difficult (soft surface/eyes closed) conditions, first alone and while performing a cognitive task without and then with instruction on cognitive prioritization. During standing alone, sway was not significantly different between groups. After adding the cognitive task without prioritization instruction, prosthesis users increased sway more under the dual-task than single-task standing (p ≤ 0.028) during both usual and difficult conditions, favoring the posture second strategy. Controls, however, reduced dual-task sway under a greater postural challenge (p ≤ 0.017), suggesting the posture first strategy. With prioritization of the cognitive task, sway was unchanged or reduced in prosthesis users, suggesting departure from the posture second strategy, whereas controls maintained the posture first strategy. Individual analysis of dual tasking revealed that greater postural demand in controls and greater cognitive challenge in prosthesis users led to both reduced sway and improved cognitive performance, suggesting cognitive-motor facilitation. Thus, activation of additional resources through increased alertness, rather than posture prioritization, may explain dual-task performance in both prosthesis users and controls under increasing postural and cognitive challenge.
Live minimal path for interactive segmentation of medical images
NASA Astrophysics Data System (ADS)
Chartrand, Gabriel; Tang, An; Chav, Ramnada; Cresson, Thierry; Chantrel, Steeve; De Guise, Jacques A.
2015-03-01
Medical image segmentation is nowadays required for medical device development and in a growing number of clinical and research applications. Since dedicated automatic segmentation methods are not always available, generic and efficient interactive tools can alleviate the burden of manual segmentation. In this paper we propose an interactive segmentation tool based on image warping and minimal path segmentation that is efficient for a wide variety of segmentation tasks. While the user roughly delineates the desired organs boundary, a narrow band along the cursors path is straightened, providing an ideal subspace for feature aligned filtering and minimal path algorithm. Once the segmentation is performed on the narrow band, the path is warped back onto the original image, precisely delineating the desired structure. This tool was found to have a highly intuitive dynamic behavior. It is especially efficient against misleading edges and required only coarse interaction from the user to achieve good precision. The proposed segmentation method was tested for 10 difficult liver segmentations on CT and MRI images, and the resulting 2D overlap Dice coefficient was 99% on average..
A CAI System for Visually Impaired Children to Improve Abilities of Orientation and Mobility
NASA Astrophysics Data System (ADS)
Yoneda, Takahiro; Kudo, Hiroaki; Minagawa, Hiroki; Ohnishi, Noboru; Matsubara, Shizuya
Some visually impaired children have difficulty in simple locomotion, and need orientation and mobility training. We developed a computer assisted instruction system which assists this training. A user realizes a task given by a tactile map and synthesized speech. The user walks around a room according to the task. The system gives the gap of walk path from its target path via both auditory and tactile feedback after the end of a task. Then the user can understand how well the user walked. We describe the detail of the proposed system and task, and the experimental result with three visually impaired children.
Energy Efficiency in Public Buildings through Context-Aware Social Computing
García, Óscar; Alonso, Ricardo S.; Prieto, Javier; Corchado, Juan M.
2017-01-01
The challenge of promoting behavioral changes in users that leads to energy savings in public buildings has become a complex task requiring the involvement of multiple technologies. Wireless sensor networks have a great potential for the development of tools, such as serious games, that encourage acquiring good energy and healthy habits among users in the workplace. This paper presents the development of a serious game using CAFCLA, a framework that allows for integrating multiple technologies, which provide both context-awareness and social computing. Game development has shown that the data provided by sensor networks encourage users to reduce energy consumption in their workplace and that social interactions and competitiveness allow for accelerating the achievement of good results and behavioral changes that favor energy savings. PMID:28398237
NASA Technical Reports Server (NTRS)
Cooke, C. H.
1975-01-01
STICAP (Stiff Circuit Analysis Program) is a FORTRAN 4 computer program written for the CDC-6400-6600 computer series and SCOPE 3.0 operating system. It provides the circuit analyst a tool for automatically computing the transient responses and frequency responses of large linear time invariant networks, both stiff and nonstiff (algorithms and numerical integration techniques are described). The circuit description and user's program input language is engineer-oriented, making simple the task of using the program. Engineering theories underlying STICAP are examined. A user's manual is included which explains user interaction with the program and gives results of typical circuit design applications. Also, the program structure from a systems programmer's viewpoint is depicted and flow charts and other software documentation are given.
Ahmed, Adil; Chandra, Subhash; Herasevich, Vitaly; Gajic, Ognjen; Pickering, Brian W
2011-07-01
The care of critically ill patients generates large quantities of data. Increasingly, these data are presented to the provider within an electronic medical record. The manner in which data are organized and presented can impact on the ability of users to synthesis that data into meaningful information. The objective of this study was to test the hypothesis that novel user interfaces, which prioritize the display of high-value data to providers within system-based packages, reduce task load, and result in fewer errors of cognition compared with established user interfaces that do not. Randomized crossover study. Academic tertiary referral center. Attending, resident and fellow critical care physicians. Novel health care record user interface. Subjects randomly assigned to either a standard electronic medical record or a novel user interface, were asked to perform a structured task. The task required the subjects to use the assigned electronic environment to review the medical record of an intensive care unit patient said to be actively bleeding for data that formed the basis of answers to clinical questions posed in the form of a structured questionnaire. The primary outcome was task load, measured using the paper version of the NASA-task load index. Secondary outcome measures included time to task completion, number of errors of cognition measured by comparison of subject to post hoc gold standard questionnaire responses, and the quantity of information presented to subjects by each environment. Twenty subjects completed the task on eight patients, resulting in 160 patient-provider encounters (80 in each group). The standard electronic medical record contained a much larger data volume with a median (interquartile range) number of data points per patient of 1008 (895-1183) compared with 102 (77-112) contained within the novel user interface. The median (interquartile range) NASA-task load index values were 38.8 (32-45) and 58 (45-65) for the novel user interface compared with the standard electronic medical record (p < .001). The median (interquartile range) times in seconds taken to complete the task for four consecutive patients were 93 (57-132), 60 (48-71), 68 (48-80), and 54 (42-64) for the novel user interface compared with 145 (109-201), 125 (113-162), 129 (100-145), and 112 (92-123) for the standard interface (p < .0001), respectively. The median (interquartile range) number of errors per provider was 0.5 (0-1) and two (0.25-3) for the novel user interface and standard electronic medical record interface, respectively (p = .007). A novel user interface was designed based on the information needs of intensive care unit providers with a specific goal of development being the reduction of task load and errors of cognition associated with filtering, extracting, and using medical data contained within a comprehensive electronic medical record. The results of this simulated clinical experiment suggest that the configuration of the intensive care unit user interface contributes significantly to the task load, time to task completion, and number of errors of cognition associated with the identification, and subsequent use, of relevant patient data. Task-specific user interfaces, developed from an understanding of provider information requirements, offer advantages over interfaces currently available within a standard electronic medical record.
Experimental setup for evaluating an adaptive user interface for teleoperation control
NASA Astrophysics Data System (ADS)
Wijayasinghe, Indika B.; Peetha, Srikanth; Abubakar, Shamsudeen; Saadatzi, Mohammad Nasser; Cremer, Sven; Popa, Dan O.
2017-05-01
A vital part of human interactions with a machine is the control interface, which single-handedly could define the user satisfaction and the efficiency of performing a task. This paper elaborates the implementation of an experimental setup to study an adaptive algorithm that can help the user better tele-operate the robot. The formulation of the adaptive interface and associate learning algorithms are general enough to apply when the mapping between the user controls and the robot actuators is complex and/or ambiguous. The method uses a genetic algorithm to find the optimal parameters that produce the input-output mapping for teleoperation control. In this paper, we describe the experimental setup and associated results that was used to validate the adaptive interface to a differential drive robot from two different input devices; a joystick, and a Myo gesture control armband. Results show that after the learning phase, the interface converges to an intuitive mapping that can help even inexperienced users drive the system to a goal location.
Smooth leader or sharp follower? Playing the mirror game with a robot.
Kashi, Shir; Levy-Tzedek, Shelly
2018-01-01
The increasing number of opportunities for human-robot interactions in various settings, from industry through home use to rehabilitation, creates a need to understand how to best personalize human-robot interactions to fit both the user and the task at hand. In the current experiment, we explored a human-robot collaborative task of joint movement, in the context of an interactive game. We set out to test people's preferences when interacting with a robotic arm, playing a leader-follower imitation game (the mirror game). Twenty two young participants played the mirror game with the robotic arm, where one player (person or robot) followed the movements of the other. Each partner (person and robot) was leading part of the time, and following part of the time. When the robotic arm was leading the joint movement, it performed movements that were either sharp or smooth, which participants were later asked to rate. The greatest preference was given to smooth movements. Half of the participants preferred to lead, and half preferred to follow. Importantly, we found that the movements of the robotic arm primed the subsequent movements performed by the participants. The priming effect by the robot on the movements of the human should be considered when designing interactions with robots. Our results demonstrate individual differences in preferences regarding the role of the human and the joint motion path of the robot and the human when performing the mirror game collaborative task, and highlight the importance of personalized human-robot interactions.
An egocentric vision based assistive co-robot.
Zhang, Jingzhe; Zhuang, Lishuo; Wang, Yang; Zhou, Yameng; Meng, Yan; Hua, Gang
2013-06-01
We present the prototype of an egocentric vision based assistive co-robot system. In this co-robot system, the user is wearing a pair of glasses with a forward looking camera, and is actively engaged in the control loop of the robot in navigational tasks. The egocentric vision glasses serve for two purposes. First, it serves as a source of visual input to request the robot to find a certain object in the environment. Second, the motion patterns computed from the egocentric video associated with a specific set of head movements are exploited to guide the robot to find the object. These are especially helpful for quadriplegic individuals who do not have needed hand functionality for interaction and control with other modalities (e.g., joystick). In our co-robot system, when the robot does not fulfill the object finding task in a pre-specified time window, it would actively solicit user controls for guidance. Then the users can use the egocentric vision based gesture interface to orient the robot towards the direction of the object. After that the robot will automatically navigate towards the object until it finds it. Our experiments validated the efficacy of the closed-loop design to engage the human in the loop.
Rurkhamet, Busagarin; Nanthavanij, Suebsak
2004-12-01
One important factor that leads to the development of musculoskeletal disorders (MSD) and cumulative trauma disorders (CTD) among visual display terminal (VDT) users is their work posture. While operating a VDT, a user's body posture is strongly influenced by the task, VDT workstation settings, and layout of computer accessories. This paper presents an analytic and rule-based decision support tool called EQ-DeX (an ergonomics and quantitative design expert system) that is developed to provide valid and practical recommendations regarding the adjustment of a VDT workstation and the arrangement of computer accessories. The paper explains the structure and components of EQ-DeX, input data, rules, and adjustment and arrangement algorithms. From input information such as gender, age, body height, task, etc., EQ-DeX uses analytic and rule-based algorithms to estimate quantitative settings of a computer table and a chair, as well as locations of computer accessories such as monitor, document holder, keyboard, and mouse. With the input and output screens that are designed using the concept of usability, the interactions between the user and EQ-DeX are convenient. Examples are also presented to demonstrate the recommendations generated by EQ-DeX.
A multi-criteria approach to camera motion design for volume data animation.
Hsu, Wei-Hsien; Zhang, Yubo; Ma, Kwan-Liu
2013-12-01
We present an integrated camera motion design and path generation system for building volume data animations. Creating animations is an essential task in presenting complex scientific visualizations. Existing visualization systems use an established animation function based on keyframes selected by the user. This approach is limited in providing the optimal in-between views of the data. Alternatively, computer graphics and virtual reality camera motion planning is frequently focused on collision free movement in a virtual walkthrough. For semi-transparent, fuzzy, or blobby volume data the collision free objective becomes insufficient. Here, we provide a set of essential criteria focused on computing camera paths to establish effective animations of volume data. Our dynamic multi-criteria solver coupled with a force-directed routing algorithm enables rapid generation of camera paths. Once users review the resulting animation and evaluate the camera motion, they are able to determine how each criterion impacts path generation. In this paper, we demonstrate how incorporating this animation approach with an interactive volume visualization system reduces the effort in creating context-aware and coherent animations. This frees the user to focus on visualization tasks with the objective of gaining additional insight from the volume data.
VIEW-Station software and its graphical user interface
NASA Astrophysics Data System (ADS)
Kawai, Tomoaki; Okazaki, Hiroshi; Tanaka, Koichiro; Tamura, Hideyuki
1992-04-01
VIEW-Station is a workstation-based image processing system which merges the state-of-the- art software environment of Unix with the computing power of a fast image processor. VIEW- Station has a hierarchical software architecture, which facilitates device independence when porting across various hardware configurations, and provides extensibility in the development of application systems. The core image computing language is V-Sugar. V-Sugar provides a set of image-processing datatypes and allows image processing algorithms to be simply expressed, using a functional notation. VIEW-Station provides a hardware independent window system extension called VIEW-Windows. In terms of GUI (Graphical User Interface) VIEW-Station has two notable aspects. One is to provide various types of GUI as visual environments for image processing execution. Three types of interpreters called (mu) V- Sugar, VS-Shell and VPL are provided. Users may choose whichever they prefer based on their experience and tasks. The other notable aspect is to provide facilities to create GUI for new applications on the VIEW-Station system. A set of widgets are available for construction of task-oriented GUI. A GUI builder called VIEW-Kid is developed for WYSIWYG interactive interface design.
Rinkus, Susan M.; Chitwood, Ainsley
2002-01-01
The incorporation of electronic medical records into busy physician clinics has been a major development in the healthcare industry over the past decade. Documentation of key nursing activities, especially when interacting with patients who have chronic diseases, is often lacking or missing from the paper medical record. A case study of a patient with diabetes mellitus was created. Well established methods for the assessment of usability in the areas of human-computer interaction and computer supported cooperative work were employed to compare the nursing documentation of two tasks in a commercially available electronic medical record (eRecord) and in a paper medical record. Overall, the eRecord was found to improve the timeliness and quality of nursing documentation. With certain tasks, the number of steps to accomplish the same task was higher, which may result in the perception by the end user that the tool is more complex and therefore difficult to use. Recommendations for the eRecord were made to expand the documentation of patient teaching and adherence assessment and to incorporate web technology for patient access to medical records and healthcare information. PMID:12463905
Text-mining-assisted biocuration workflows in Argo
Rak, Rafal; Batista-Navarro, Riza Theresa; Rowley, Andrew; Carter, Jacob; Ananiadou, Sophia
2014-01-01
Biocuration activities have been broadly categorized into the selection of relevant documents, the annotation of biological concepts of interest and identification of interactions between the concepts. Text mining has been shown to have a potential to significantly reduce the effort of biocurators in all the three activities, and various semi-automatic methodologies have been integrated into curation pipelines to support them. We investigate the suitability of Argo, a workbench for building text-mining solutions with the use of a rich graphical user interface, for the process of biocuration. Central to Argo are customizable workflows that users compose by arranging available elementary analytics to form task-specific processing units. A built-in manual annotation editor is the single most used biocuration tool of the workbench, as it allows users to create annotations directly in text, as well as modify or delete annotations created by automatic processing components. Apart from syntactic and semantic analytics, the ever-growing library of components includes several data readers and consumers that support well-established as well as emerging data interchange formats such as XMI, RDF and BioC, which facilitate the interoperability of Argo with other platforms or resources. To validate the suitability of Argo for curation activities, we participated in the BioCreative IV challenge whose purpose was to evaluate Web-based systems addressing user-defined biocuration tasks. Argo proved to have the edge over other systems in terms of flexibility of defining biocuration tasks. As expected, the versatility of the workbench inevitably lengthened the time the curators spent on learning the system before taking on the task, which may have affected the usability of Argo. The participation in the challenge gave us an opportunity to gather valuable feedback and identify areas of improvement, some of which have already been introduced. Database URL: http://argo.nactem.ac.uk PMID:25037308
Painting recognition with smartphones equipped with inertial measurement unit
NASA Astrophysics Data System (ADS)
Masiero, Andrea; Guarnieri, Alberto; Pirotti, Francesco; Vettore, Antonio
2015-06-01
Recently, several works have been proposed in the literature to take advantage of the diffusion of smartphones to improve people experience during museum visits. The rationale is that of substituting traditional written/audio guides with interactive electronic guides usable on a mobile phone. Augmented reality systems are usually considered to make the use of such electronic guides more effective for the user. The main goal of such augmented reality system (i.e. providing the user with the information of his/her interest) is usually achieved by properly executing the following three tasks: recognizing the object of interest to the user, retrieving the most relevant information about it, properly presenting the retrieved information. This paper focuses on the first task: we consider the problem of painting recognition by means of measure- ments provided by a smartphone. We assume that the user acquires one image of the painting of interest with the standard camera of the device. This image is compared with a set of reference images of the museum objects in order to recognize the object of interest to the user. Since comparing images taken in different conditions can lead to unsatisfactory recognition results, the acquired image is typically properly transformed in order to improve the results of the recognition system: first, the system estimates the homography between properly matched features in the two images. Then, the user image is transformed accordingly to the estimated homography. Finally, it is compared with the reference one. This work proposes a novel method to exploit inertial measurement unit (IMU) measurements to improve the system performance, in particular in terms of computational load reduction: IMU measurements are exploited to reduce both the computational burden required to estimate the transformation to be applied to the user image, and the number of reference images to be compared with it.
TreePlus: interactive exploration of networks with enhanced tree layouts.
Lee, Bongshin; Parr, Cynthia S; Plaisant, Catherine; Bederson, Benjamin B; Veksler, Vladislav D; Gray, Wayne D; Kotfila, Christopher
2006-01-01
Despite extensive research, it is still difficult to produce effective interactive layouts for large graphs. Dense layout and occlusion make food webs, ontologies, and social networks difficult to understand and interact with. We propose a new interactive Visual Analytics component called TreePlus that is based on a tree-style layout. TreePlus reveals the missing graph structure with visualization and interaction while maintaining good readability. To support exploration of the local structure of the graph and gathering of information from the extensive reading of labels, we use a guiding metaphor of "Plant a seed and watch it grow." It allows users to start with a node and expand the graph as needed, which complements the classic overview techniques that can be effective at (but often limited to) revealing clusters. We describe our design goals, describe the interface, and report on a controlled user study with 28 participants comparing TreePlus with a traditional graph interface for six tasks. In general, the advantage of TreePlus over the traditional interface increased as the density of the displayed data increased. Participants also reported higher levels of confidence in their answers with TreePlus and most of them preferred TreePlus.
Gao, Yi; Kikinis, Ron; Bouix, Sylvain; Shenton, Martha; Tannenbaum, Allen
2012-08-01
Extracting anatomical and functional significant structures renders one of the important tasks for both the theoretical study of the medical image analysis, and the clinical and practical community. In the past, much work has been dedicated only to the algorithmic development. Nevertheless, for clinical end users, a well designed algorithm with an interactive software is necessary for an algorithm to be utilized in their daily work. Furthermore, the software would better be open sourced in order to be used and validated by not only the authors but also the entire community. Therefore, the contribution of the present work is twofolds: first, we propose a new robust statistics based conformal metric and the conformal area driven multiple active contour framework, to simultaneously extract multiple targets from MR and CT medical imagery in 3D. Second, an open source graphically interactive 3D segmentation tool based on the aforementioned contour evolution is implemented and is publicly available for end users on multiple platforms. In using this software for the segmentation task, the process is initiated by the user drawn strokes (seeds) in the target region in the image. Then, the local robust statistics are used to describe the object features, and such features are learned adaptively from the seeds under a non-parametric estimation scheme. Subsequently, several active contours evolve simultaneously with their interactions being motivated by the principles of action and reaction-this not only guarantees mutual exclusiveness among the contours, but also no longer relies upon the assumption that the multiple objects fill the entire image domain, which was tacitly or explicitly assumed in many previous works. In doing so, the contours interact and converge to equilibrium at the desired positions of the desired multiple objects. Furthermore, with the aim of not only validating the algorithm and the software, but also demonstrating how the tool is to be used, we provide the reader reproducible experiments that demonstrate the capability of the proposed segmentation tool on several public available data sets. Copyright © 2012 Elsevier B.V. All rights reserved.
A 3D Interactive Multi-object Segmentation Tool using Local Robust Statistics Driven Active Contours
Gao, Yi; Kikinis, Ron; Bouix, Sylvain; Shenton, Martha; Tannenbaum, Allen
2012-01-01
Extracting anatomical and functional significant structures renders one of the important tasks for both the theoretical study of the medical image analysis, and the clinical and practical community. In the past, much work has been dedicated only to the algorithmic development. Nevertheless, for clinical end users, a well designed algorithm with an interactive software is necessary for an algorithm to be utilized in their daily work. Furthermore, the software would better be open sourced in order to be used and validated by not only the authors but also the entire community. Therefore, the contribution of the present work is twofolds: First, we propose a new robust statistics based conformal metric and the conformal area driven multiple active contour framework, to simultaneously extract multiple targets from MR and CT medical imagery in 3D. Second, an open source graphically interactive 3D segmentation tool based on the aforementioned contour evolution is implemented and is publicly available for end users on multiple platforms. In using this software for the segmentation task, the process is initiated by the user drawn strokes (seeds) in the target region in the image. Then, the local robust statistics are used to describe the object features, and such features are learned adaptively from the seeds under a non-parametric estimation scheme. Subsequently, several active contours evolve simultaneously with their interactions being motivated by the principles of action and reaction — This not only guarantees mutual exclusiveness among the contours, but also no longer relies upon the assumption that the multiple objects fill the entire image domain, which was tacitly or explicitly assumed in many previous works. In doing so, the contours interact and converge to equilibrium at the desired positions of the desired multiple objects. Furthermore, with the aim of not only validating the algorithm and the software, but also demonstrating how the tool is to be used, we provide the reader reproducible experiments that demonstrate the capability of the proposed segmentation tool on several public available data sets. PMID:22831773
Designing informed game-based rehabilitation tasks leveraging advances in virtual reality.
Lange, Belinda; Koenig, Sebastian; Chang, Chien-Yen; McConnell, Eric; Suma, Evan; Bolas, Mark; Rizzo, Albert
2012-01-01
This paper details a brief history and rationale for the use of virtual reality (VR) technology for clinical research and intervention, and then focuses on game-based VR applications in the area of rehabilitation. An analysis of the match between rehabilitation task requirements and the assets available with VR technology is presented. Low-cost camera-based systems capable of tracking user behavior at sufficient levels for game-based virtual rehabilitation activities are currently available for in-home use. Authoring software is now being developed that aims to provide clinicians with a usable toolkit for leveraging this technology. This will facilitate informed professional input on software design, development and application to ensure safe and effective use in the rehabilitation context. The field of rehabilitation generally stands to benefit from the continual advances in VR technology, concomitant system cost reductions and an expanding clinical research literature and knowledge base. Home-based activity within VR systems that are low-cost, easy to deploy and maintain, and meet the requirements for "good" interactive rehabilitation tasks could radically improve users' access to care, adherence to prescribed training and subsequently enhance functional activity in everyday life in clinical populations.
Integrating computer programs for engineering analysis and design
NASA Technical Reports Server (NTRS)
Wilhite, A. W.; Crisp, V. K.; Johnson, S. C.
1983-01-01
The design of a third-generation system for integrating computer programs for engineering and design has been developed for the Aerospace Vehicle Interactive Design (AVID) system. This system consists of an engineering data management system, program interface software, a user interface, and a geometry system. A relational information system (ARIS) was developed specifically for the computer-aided engineering system. It is used for a repository of design data that are communicated between analysis programs, for a dictionary that describes these design data, for a directory that describes the analysis programs, and for other system functions. A method is described for interfacing independent analysis programs into a loosely-coupled design system. This method emphasizes an interactive extension of analysis techniques and manipulation of design data. Also, integrity mechanisms exist to maintain database correctness for multidisciplinary design tasks by an individual or a team of specialists. Finally, a prototype user interface program has been developed to aid in system utilization.
Visualising biological data: a semantic approach to tool and database integration
Pettifer, Steve; Thorne, David; McDermott, Philip; Marsh, James; Villéger, Alice; Kell, Douglas B; Attwood, Teresa K
2009-01-01
Motivation In the biological sciences, the need to analyse vast amounts of information has become commonplace. Such large-scale analyses often involve drawing together data from a variety of different databases, held remotely on the internet or locally on in-house servers. Supporting these tasks are ad hoc collections of data-manipulation tools, scripting languages and visualisation software, which are often combined in arcane ways to create cumbersome systems that have been customised for a particular purpose, and are consequently not readily adaptable to other uses. For many day-to-day bioinformatics tasks, the sizes of current databases, and the scale of the analyses necessary, now demand increasing levels of automation; nevertheless, the unique experience and intuition of human researchers is still required to interpret the end results in any meaningful biological way. Putting humans in the loop requires tools to support real-time interaction with these vast and complex data-sets. Numerous tools do exist for this purpose, but many do not have optimal interfaces, most are effectively isolated from other tools and databases owing to incompatible data formats, and many have limited real-time performance when applied to realistically large data-sets: much of the user's cognitive capacity is therefore focused on controlling the software and manipulating esoteric file formats rather than on performing the research. Methods To confront these issues, harnessing expertise in human-computer interaction (HCI), high-performance rendering and distributed systems, and guided by bioinformaticians and end-user biologists, we are building reusable software components that, together, create a toolkit that is both architecturally sound from a computing point of view, and addresses both user and developer requirements. Key to the system's usability is its direct exploitation of semantics, which, crucially, gives individual components knowledge of their own functionality and allows them to interoperate seamlessly, removing many of the existing barriers and bottlenecks from standard bioinformatics tasks. Results The toolkit, named Utopia, is freely available from . PMID:19534744
Visualising biological data: a semantic approach to tool and database integration.
Pettifer, Steve; Thorne, David; McDermott, Philip; Marsh, James; Villéger, Alice; Kell, Douglas B; Attwood, Teresa K
2009-06-16
In the biological sciences, the need to analyse vast amounts of information has become commonplace. Such large-scale analyses often involve drawing together data from a variety of different databases, held remotely on the internet or locally on in-house servers. Supporting these tasks are ad hoc collections of data-manipulation tools, scripting languages and visualisation software, which are often combined in arcane ways to create cumbersome systems that have been customized for a particular purpose, and are consequently not readily adaptable to other uses. For many day-to-day bioinformatics tasks, the sizes of current databases, and the scale of the analyses necessary, now demand increasing levels of automation; nevertheless, the unique experience and intuition of human researchers is still required to interpret the end results in any meaningful biological way. Putting humans in the loop requires tools to support real-time interaction with these vast and complex data-sets. Numerous tools do exist for this purpose, but many do not have optimal interfaces, most are effectively isolated from other tools and databases owing to incompatible data formats, and many have limited real-time performance when applied to realistically large data-sets: much of the user's cognitive capacity is therefore focused on controlling the software and manipulating esoteric file formats rather than on performing the research. To confront these issues, harnessing expertise in human-computer interaction (HCI), high-performance rendering and distributed systems, and guided by bioinformaticians and end-user biologists, we are building reusable software components that, together, create a toolkit that is both architecturally sound from a computing point of view, and addresses both user and developer requirements. Key to the system's usability is its direct exploitation of semantics, which, crucially, gives individual components knowledge of their own functionality and allows them to interoperate seamlessly, removing many of the existing barriers and bottlenecks from standard bioinformatics tasks. The toolkit, named Utopia, is freely available from http://utopia.cs.man.ac.uk/.
Carabalona, Roberta; Grossi, Ferdinando; Tessadri, Adam; Castiglioni, Paolo; Caracciolo, Antonio; de Munari, Ilaria
2012-01-01
Brain-computer interface (BCI) systems aim to enable interaction with other people and the environment without muscular activation by the exploitation of changes in brain signals due to the execution of cognitive tasks. In this context, the visual P300 potential appears suited to control smart homes through BCI spellers. The aim of this work is to evaluate whether the widely used character-speller is more sustainable than an icon-based one, designed to operate smart home environment or to communicate moods and needs. Nine subjects with neurodegenerative diseases and no BCI experience used both speller types in a real smart home environment. User experience during BCI tasks was evaluated recording concurrent physiological signals. Usability was assessed for each speller type immediately after use. Classification accuracy was lower for the icon-speller, which was also more attention demanding. However, in subjective evaluations, the effect of a real feedback partially counterbalanced the difficulty in BCI use. Since inclusive BCIs require to consider interface sustainability, we evaluated different ergonomic aspects of the interaction of disabled users with a character-speller (goal: word spelling) and an icon-speller (goal: operating a real smart home). We found the first one as more sustainable in terms of accuracy and cognitive effort.
Distributive On-line Processing, Visualization and Analysis System for Gridded Remote Sensing Data
NASA Technical Reports Server (NTRS)
Leptoukh, G.; Berrick, S.; Liu, Z.; Pham, L.; Rui, H.; Shen, S.; Teng, W.; Zhu, T.
2004-01-01
The ability to use data stored in the current Earth Observing System (EOS) archives for studying regional or global phenomena is highly dependent on having a detailed understanding of the data's internal structure and physical implementation. Gaining this understanding and applying it to data reduction is a time- consuming task that must be undertaken before the core investigation can begin. This is an especially difficult challenge when science objectives require users to deal with large multi-sensor data sets that are usually of different formats, structures, and resolutions, for example, when preparing data for input into modeling systems. The NASA Goddard Earth Sciences Data and Information Services Center (GES DISC) has taken a major step towards meeting this challenge by developing an infrastructure with a Web interface that allows users to perform interactive analysis online without downloading any data, the GES-DISC Interactive Online Visualization and Analysis Infrastructure or "Giovanni." Giovanni provides interactive, online, analysis tools for data users to facilitate their research. There have been several instances of this interface created to serve TRMM users, Aerosol scientists, Ocean Color and Agriculture applications users. The first generation of these tools support gridded data only. The user selects geophysical parameters, area of interest, time period; and the system generates an output on screen in a matter of seconds. The currently available output options are: Area plot averaged or accumulated over any available data period for any rectangular area; Time plot time series averaged over any rectangular area; Time plots image view of any longitude-time and latitude-time cross sections; ASCII output for all plot types; Image animation for area plot. In the future, we will add correlation plots, GIS-compatible outputs, etc. This allow user to focus on data content (i.e. science parameters) and eliminate the need for expensive learning, development and processing tasks that are redundantly incurred by an archive's user community. The current implementation utilizes the GrADS-DODS Server (GDS), a stable, secure data server that provides subsetting and analysis services across the Internet for any GrADS-readable dataset. The subsetting capability allows users to retrieve a specified temporal and/or spatial subdomain from a large dataset, eliminating the need to download everything simply to access a small relevant portion of a dataset. The analysis capability allows users to retrieve the results of an operation applied to one or more datasets on the server. In our case, we use this approach to read pre-processed binary files and/or to read and extract the needed parts from HDF or HDF-EOS files. These subsets then serve as inputs into GrADS processing and analysis scripts. It can be used in a wide variety of Earth science applications: climate and weather events study and monitoring; modeling. It can be easily configured for new applications.
A design space of visualization tasks.
Schulz, Hans-Jörg; Nocke, Thomas; Heitzler, Magnus; Schumann, Heidrun
2013-12-01
Knowledge about visualization tasks plays an important role in choosing or building suitable visual representations to pursue them. Yet, tasks are a multi-faceted concept and it is thus not surprising that the many existing task taxonomies and models all describe different aspects of tasks, depending on what these task descriptions aim to capture. This results in a clear need to bring these different aspects together under the common hood of a general design space of visualization tasks, which we propose in this paper. Our design space consists of five design dimensions that characterize the main aspects of tasks and that have so far been distributed across different task descriptions. We exemplify its concrete use by applying our design space in the domain of climate impact research. To this end, we propose interfaces to our design space for different user roles (developers, authors, and end users) that allow users of different levels of expertise to work with it.
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.
NASA Technical Reports Server (NTRS)
Smetana, F. O.; Furniss, M. A.; Potter, T. R.
1974-01-01
Results of a number of experiments to illuminate the relative effectiveness and costs of computerized information retrieval in the interactive mode are reported. It was found that for equal time spent in preparing the search strategy, the batch and interactive modes gave approximately equal recall and relevance. The interactive mode however encourages the searcher to devote more time to the task and therefore usually yields improved output. Engineering costs as a result are higher in this mode. Estimates of associated hardware costs also indicate that operation in this mode is more expensive. Skilled RECON users like the rapid feedback and additional features offered by this mode if they are not constrained by considerations of cost.
Applying the metro map to software development management
NASA Astrophysics Data System (ADS)
Aguirregoitia, Amaia; Dolado, J. Javier; Presedo, Concepción
2010-01-01
This paper presents MetroMap, a new graphical representation model for controlling and managing the software development process. Metromap uses metaphors and visual representation techniques to explore several key indicators in order to support problem detection and resolution. The resulting visualization addresses diverse management tasks, such as tracking of deviations from the plan, analysis of patterns of failure detection and correction, overall assessment of change management policies, and estimation of product quality. The proposed visualization uses a metaphor with a metro map along with various interactive techniques to represent information concerning the software development process and to deal efficiently with multivariate visual queries. Finally, the paper shows the implementation of the tool in JavaFX with data of a real project and the results of testing the tool with the aforementioned data and users attempting several information retrieval tasks. The conclusion shows the results of analyzing user response time and efficiency using the MetroMap visualization system. The utility of the tool was positively evaluated.
A comparison of representations for discrete multi-criteria decision problems☆
Gettinger, Johannes; Kiesling, Elmar; Stummer, Christian; Vetschera, Rudolf
2013-01-01
Discrete multi-criteria decision problems with numerous Pareto-efficient solution candidates place a significant cognitive burden on the decision maker. An interactive, aspiration-based search process that iteratively progresses toward the most preferred solution can alleviate this task. In this paper, we study three ways of representing such problems in a DSS, and compare them in a laboratory experiment using subjective and objective measures of the decision process as well as solution quality and problem understanding. In addition to an immediate user evaluation, we performed a re-evaluation several weeks later. Furthermore, we consider several levels of problem complexity and user characteristics. Results indicate that different problem representations have a considerable influence on search behavior, although long-term consistency appears to remain unaffected. We also found interesting discrepancies between subjective evaluations and objective measures. Conclusions from our experiments can help designers of DSS for large multi-criteria decision problems to fit problem representations to the goals of their system and the specific task at hand. PMID:24882912
Instructable autonomous agents. Ph.D. Thesis
NASA Technical Reports Server (NTRS)
Huffman, Scott Bradley
1994-01-01
In contrast to current intelligent systems, which must be laboriously programmed for each task they are meant to perform, instructable agents can be taught new tasks and associated knowledge. This thesis presents a general theory of learning from tutorial instruction and its use to produce an instructable agent. Tutorial instruction is a particularly powerful form of instruction, because it allows the instructor to communicate whatever kind of knowledge a student needs at whatever point it is needed. To exploit this broad flexibility, however, a tutorable agent must support a full range of interaction with its instructor to learn a full range of knowledge. Thus, unlike most machine learning tasks, which target deep learning of a single kind of knowledge from a single kind of input, tutorability requires a breadth of learning from a broad range of instructional interactions. The theory of learning from tutorial instruction presented here has two parts. First, a computational model of an intelligent agent, the problem space computational model, indicates the types of knowledge that determine an agent's performance, and thus, that should be acquirable via instruction. Second, a learning technique, called situated explanation specifies how the agent learns general knowledge from instruction. The theory is embodied by an implemented agent, Instructo-Soar, built within the Soar architecture. Instructo-Soar is able to learn hierarchies of completely new tasks, to extend task knowledge to apply in new situations, and in fact to acquire every type of knowledge it uses during task performance - control knowledge, knowledge of operators' effects, state inferences, etc. - from interactive natural language instructions. This variety of learning occurs by applying the situated explanation technique to a variety of instructional interactions involving a variety of types of instructions (commands, statements, conditionals, etc.). By taking seriously the requirements of flexible tutorial instruction, Instructo-Soar demonstrates a breadth of interaction and learning capabilities that goes beyond previous instructable systems, such as learning apprentice systems. Instructo-Soar's techniques could form the basis for future 'instructable technologies' that come equipped with basic capabilities, and can be taught by novice users to perform any number of desired tasks.
[Analysis of how elderly internet users react to unexpected situations].
Haesner, Marten; Steinert, Anika; O'Sullivan, Julie Lorraine; Steinhagen-Thiessen, Elisabeth
2015-12-01
Although internet usage among older adults is steadily increasing, there is still a digital divide between generations. Younger internet users seem to be more open towards new media. Recent studies showed the negative influence of computer anxiety on internet usage. It is not known how older adults deal with computer and internet issues in their home environment and which problem-solving strategies they apply. The behavior of elderly people in unexpected situations when using an internet portal was analyzed to establish whether older users can solve the problems without assistance and what individual reactions (e.g. facial expressions and gesticulations) they show during the interaction. In a clinical trial with 50 older adults aged 60 years and older various typical problems which may occur while using web platforms were simulated and user behavior was analyzed using logging data, videography and with questionnaires to measure the subjective opinion of the study participants. The study participants had severe problems in solving the tasks on their own and many of them could not find a suitable solution at all. Overall, the videography data indicated an increased concentration of the participants during the whole session, which is in contrast to the low levels of perceived mental workload reported by the participants. Regarding task completion, no differences were found between seniors with and without cognitive impairment. The results showed the serious difficulties of older adults when dealing with unexpected events while using a web platform. For developers of internet platforms for inexperienced seniors, it seems to be crucial to incorporate a simple integration of all available features within the platform, without including features requiring high multi-tasking skills.
TRECVID: the utility of a content-based video retrieval evaluation
NASA Astrophysics Data System (ADS)
Hauptmann, Alexander G.
2006-01-01
TRECVID, an annual retrieval evaluation benchmark organized by NIST, encourages research in information retrieval from digital video. TRECVID benchmarking covers both interactive and manual searching by end users, as well as the benchmarking of some supporting technologies including shot boundary detection, extraction of semantic features, and the automatic segmentation of TV news broadcasts. Evaluations done in the context of the TRECVID benchmarks show that generally, speech transcripts and annotations provide the single most important clue for successful retrieval. However, automatically finding the individual images is still a tremendous and unsolved challenge. The evaluations repeatedly found that none of the multimedia analysis and retrieval techniques provide a significant benefit over retrieval using only textual information such as from automatic speech recognition transcripts or closed captions. In interactive systems, we do find significant differences among the top systems, indicating that interfaces can make a huge difference for effective video/image search. For interactive tasks efficient interfaces require few key clicks, but display large numbers of images for visual inspection by the user. The text search finds the right context region in the video in general, but to select specific relevant images we need good interfaces to easily browse the storyboard pictures. In general, TRECVID has motivated the video retrieval community to be honest about what we don't know how to do well (sometimes through painful failures), and has focused us to work on the actual task of video retrieval, as opposed to flashy demos based on technological capabilities.
Noah, Benjamin; Li, Jingwen; Rothrock, Ling
2017-10-01
The objectives of this study were to test the effect of interaction device on performance in a process control task (managing a tank farm). The study compared the following two conditions: a) 4K-resolution 55" screen with a 21" touchscreen versus b) 4K-resolution 55″ screen with keyboard/mouse. The touchscreen acted both as an interaction device for data entry and navigation and as an additional source of information. A within-subject experiment was conducted among 20 college engineering students. A primary task of preventing tanks from overfilling as well as a secondary task of manual logging with situation awareness questions were designed for the study. Primary Task performance (including tank level at discharge, number of tank discharged and performance score), Secondary Task Performance (including Tank log count, performance score), system interaction times, subjective workload, situation awareness questionnaire, user experience survey regarding usability and condition comparison were used as the measures. Parametric data resulted in two metrics statistically different means between the two conditions: The 4K-keyboard condition resulted in faster Detection + Navigation time compared to the 4K-touchscreen condition, by about 2 s, while participants within the 4K-touchscreen condition were about 2 s faster in data entry than in the 4K-keyboard condition. No significant results were found for: performance on the secondary task, situation awareness, and workload. Additionally, no clear significant differences were found in the non-parametric data analysis. However, participants showed a slight preference for the 4K-touchscreen condition compared to the 4K-keyboard condition in subjective responses in comparing the conditions. Introducing the touchscreen as an additional/alternative input device showed to have an effect in interaction times, which suggests that proper design considerations need to be made. While having values shown on the interaction device provides value, a potential issue of visual distraction exists when having an additional visual display. The allocation of visual attention between primary displays and the touchscreen should be further investigated. Copyright © 2017 Elsevier Ltd. All rights reserved.
Jackson-Thompson, Jeannette; Schmaltz, Chester Lee
2017-01-01
Background Many users of spatial data have difficulty interpreting information in health-related spatial reports. The Missouri Cancer Registry and Research Center (MCR-ARC) has produced interactive reports for several years. These reports have never been tested for usability. Objective The aims of this study were to: (1) conduct a multi-approach usability testing study to understand ease of use (user friendliness) and user satisfaction; and (2) evaluate the usability of MCR-ARC’s published InstantAtlas reports. Methods An institutional review board (IRB) approved mixed methodology usability testing study using a convenience sample of health professionals. A recruiting email was sent to faculty in the Master of Public Health program and to faculty and staff in the Department of Health Management and Informatics at the University of Missouri-Columbia. The study included 7 participants. The test included a pretest questionnaire, a multi-task usability test, and the System Usability Scale (SUS). Also, the researchers collected participants’ comments about the tested maps immediately after every trial. Software was used to record the computer screen during the trial and the participants’ spoken comments. Several performance and usability metrics were measured to evaluate the usability of MCR-ARC’s published mapping reports. Results Of the 10 assigned tasks, 6 reached a 100% completion success rate, and this outcome was relative to the complexity of the tasks. The simple tasks were handled more efficiently than the complicated tasks. The SUS score ranged between 20-100 points, with an average of 62.7 points and a median of 50.5 points. The tested maps’ effectiveness outcomes were better than the efficiency and satisfaction outcomes. There was a statistically significant relationship between the subjects’ performance on the study test and the users’ previous experience with geographic information system (GIS) tools (P=.03). There were no statistically significant relationships between users’ performance and satisfaction and their education level, work type, or previous experience in health care (P>.05). There were strong positive correlations between the three measured usability elements. Conclusions The tested maps should undergo an extensive refining and updating to overcome all the discovered usability issues and meet the perspectives and needs of the tested maps’ potential users. The study results might convey the perspectives of academic health professionals toward GIS health data. We need to conduct a second-round usability study with public health practitioners and cancer professionals who use GIS tools on a routine basis. Usability testing should be conducted before and after releasing MCR-ARC’s maps in the future. PMID:28778842
Spatial working memory in heavy cannabis users: a functional magnetic resonance imaging study.
Kanayama, Gen; Rogowska, Jadwiga; Pope, Harrison G; Gruber, Staci A; Yurgelun-Todd, Deborah A
2004-11-01
Many neuropsychological studies have documented deficits in working memory among recent heavy cannabis users. However, little is known about the effects of cannabis on brain activity. We assessed brain function among recent heavy cannabis users while they performed a working memory task. Functional magnetic resonance imaging was used to examine brain activity in 12 long-term heavy cannabis users, 6-36 h after last use, and in 10 control subjects while they performed a spatial working memory task. Regional brain activation was analyzed and compared using statistical parametric mapping techniques. Compared with controls, cannabis users exhibited increased activation of brain regions typically used for spatial working memory tasks (such as prefrontal cortex and anterior cingulate). Users also recruited additional regions not typically used for spatial working memory (such as regions in the basal ganglia). These findings remained essentially unchanged when re-analyzed using subjects' ages as a covariate. Brain activation showed little or no significant correlation with subjects' years of education, verbal IQ, lifetime episodes of cannabis use, or urinary cannabinoid levels at the time of scanning. Recent cannabis users displayed greater and more widespread brain activation than normal subjects when attempting to perform a spatial working memory task. This observation suggests that recent cannabis users may experience subtle neurophysiological deficits, and that they compensate for these deficits by "working harder"-calling upon additional brain regions to meet the demands of the task.
Remote Data Exploration with the Interactive Data Language (IDL)
NASA Technical Reports Server (NTRS)
Galloy, Michael
2013-01-01
A difficulty for many NASA researchers is that often the data to analyze is located remotely from the scientist and the data is too large to transfer for local analysis. Researchers have developed the Data Access Protocol (DAP) for accessing remote data. Presently one can use DAP from within IDL, but the IDL-DAP interface is both limited and cumbersome. A more powerful and user-friendly interface to DAP for IDL has been developed. Users are able to browse remote data sets graphically, select partial data to retrieve, import that data and make customized plots, and have an interactive IDL command line session simultaneous with the remote visualization. All of these IDL-DAP tools are usable easily and seamlessly for any IDL user. IDL and DAP are both widely used in science, but were not easily used together. The IDL DAP bindings were incomplete and had numerous bugs that prevented their serious use. For example, the existing bindings did not read DAP Grid data, which is the organization of nearly all NASA datasets currently served via DAP. This project uniquely provides a fully featured, user-friendly interface to DAP from IDL, both from the command line and a GUI application. The DAP Explorer GUI application makes browsing a dataset more user-friendly, while also providing the capability to run user-defined functions on specified data. Methods for running remote functions on the DAP server were investigated, and a technique for accomplishing this task was decided upon.
Evaluating biomechanics of user-selected sitting and standing computer workstation.
Lin, Michael Y; Barbir, Ana; Dennerlein, Jack T
2017-11-01
A standing computer workstation has now become a popular modern work place intervention to reduce sedentary behavior at work. However, user's interaction related to a standing computer workstation and its differences with a sitting workstation need to be understood to assist in developing recommendations for use and set up. The study compared the differences in upper extremity posture and muscle activity between user-selected sitting and standing workstation setups. Twenty participants (10 females, 10 males) volunteered for the study. 3-D posture, surface electromyography, and user-reported discomfort were measured while completing simulated tasks with each participant's self-selected workstation setups. Sitting computer workstation associated with more non-neutral shoulder postures and greater shoulder muscle activity, while standing computer workstation induced greater wrist adduction angle and greater extensor carpi radialis muscle activity. Sitting computer workstation also associated with greater shoulder abduction postural variation (90th-10th percentile) while standing computer workstation associated with greater variation for should rotation and wrist extension. Users reported similar overall discomfort levels within the first 10 min of work but had more than twice as much discomfort while standing than sitting after 45 min; with most discomfort reported in the low back for standing and shoulder for sitting. These different measures provide understanding in users' different interactions with sitting and standing and by alternating between the two configurations in short bouts may be a way of changing the loading pattern on the upper extremity. Copyright © 2017 Elsevier Ltd. All rights reserved.
A software package for interactive motor unit potential classification using fuzzy k-NN classifier.
Rasheed, Sarbast; Stashuk, Daniel; Kamel, Mohamed
2008-01-01
We present an interactive software package for implementing the supervised classification task during electromyographic (EMG) signal decomposition process using a fuzzy k-NN classifier and utilizing the MATLAB high-level programming language and its interactive environment. The method employs an assertion-based classification that takes into account a combination of motor unit potential (MUP) shapes and two modes of use of motor unit firing pattern information: the passive and the active modes. The developed package consists of several graphical user interfaces used to detect individual MUP waveforms from a raw EMG signal, extract relevant features, and classify the MUPs into motor unit potential trains (MUPTs) using assertion-based classifiers.
Interfaces for End-User Information Seeking.
ERIC Educational Resources Information Center
Marchionini, Gary
1992-01-01
Discusses essential features of interfaces to support end-user information seeking. Highlights include cognitive engineering; task models and task analysis; the problem-solving nature of information seeking; examples of systems for end-users, including online public access catalogs (OPACs), hypertext, and help systems; and suggested research…
Does wearable device bring distraction closer to drivers? Comparing smartphones and Google Glass.
He, Jibo; McCarley, Jason S; Crager, Kirsten; Jadliwala, Murtuza; Hua, Lesheng; Huang, Sheng
2018-07-01
Head-up and wearable displays, such as Google Glass™, are sometimes marketed as safe in-vehicle alternatives to phone-based displays, as they allow drivers to receive messages without eye-off-the-road glances. However, head-up displays can still compromise driver performance (e.g., He et al., 2015b), as the distracting effect of interacting with any device will depend on the user's multitasking strategies. The present experiment examined drivers' interaction with a head-down smartphone display and a wearable head-up display. Participants performed a simulated driving task while receiving and responding to text messages via smartphone or the head-mounted display (HMD) on the Google Glass™. Incoming messages were signaled by an auditory alert, and responses were made vocally. When using Google Glass, participants' responses were quicker than that of smartphone, and the time to engage in a task did not vary according to lane-keeping difficulty. Results suggest that a willingness to engage more readily in distracting tasks may offset the potential safety benefits of wearable devices. Copyright © 2018 Elsevier Ltd. All rights reserved.
Assessing ergonomic risks of software: Development of the SEAT.
Peres, S Camille; Mehta, Ranjana K; Ritchey, Paul
2017-03-01
Software utilizing interaction designs that require extensive dragging or clicking of icons may increase users' risks for upper extremity cumulative trauma disorders. The purpose of this research is to develop a Self-report Ergonomic Assessment Tool (SEAT) for assessing the risks of software interaction designs and facilitate mitigation of those risks. A 28-item self-report measure was developed by combining and modifying items from existing industrial ergonomic tools. Data were collected from 166 participants after they completed four different tasks that varied by method of input (touch or keyboard and mouse) and type of task (selecting or typing). Principal component analysis found distinct factors associated with stress (i.e., demands) and strain (i.e., response). Repeated measures analyses of variance showed that participants could discriminate the different strain induced by the input methods and tasks. However, participants' ability to discriminate between the stressors associated with that strain was mixed. Further validation of the SEAT is necessary but these results indicate that the SEAT may be a viable method of assessing ergonomics risks presented by software design. Copyright © 2016 Elsevier Ltd. All rights reserved.
Learning Semantics of Gestural Instructions for Human-Robot Collaboration
Shukla, Dadhichi; Erkent, Özgür; Piater, Justus
2018-01-01
Designed to work safely alongside humans, collaborative robots need to be capable partners in human-robot teams. Besides having key capabilities like detecting gestures, recognizing objects, grasping them, and handing them over, these robots need to seamlessly adapt their behavior for efficient human-robot collaboration. In this context we present the fast, supervised Proactive Incremental Learning (PIL) framework for learning associations between human hand gestures and the intended robotic manipulation actions. With the proactive aspect, the robot is competent to predict the human's intent and perform an action without waiting for an instruction. The incremental aspect enables the robot to learn associations on the fly while performing a task. It is a probabilistic, statistically-driven approach. As a proof of concept, we focus on a table assembly task where the robot assists its human partner. We investigate how the accuracy of gesture detection affects the number of interactions required to complete the task. We also conducted a human-robot interaction study with non-roboticist users comparing a proactive with a reactive robot that waits for instructions. PMID:29615888
Learning Semantics of Gestural Instructions for Human-Robot Collaboration.
Shukla, Dadhichi; Erkent, Özgür; Piater, Justus
2018-01-01
Designed to work safely alongside humans, collaborative robots need to be capable partners in human-robot teams. Besides having key capabilities like detecting gestures, recognizing objects, grasping them, and handing them over, these robots need to seamlessly adapt their behavior for efficient human-robot collaboration. In this context we present the fast, supervised Proactive Incremental Learning (PIL) framework for learning associations between human hand gestures and the intended robotic manipulation actions. With the proactive aspect, the robot is competent to predict the human's intent and perform an action without waiting for an instruction. The incremental aspect enables the robot to learn associations on the fly while performing a task. It is a probabilistic, statistically-driven approach. As a proof of concept, we focus on a table assembly task where the robot assists its human partner. We investigate how the accuracy of gesture detection affects the number of interactions required to complete the task. We also conducted a human-robot interaction study with non-roboticist users comparing a proactive with a reactive robot that waits for instructions.
MONA – Interactive manipulation of molecule collections
2013-01-01
Working with small‐molecule datasets is a routine task for cheminformaticians and chemists. The analysis and comparison of vendor catalogues and the compilation of promising candidates as starting points for screening campaigns are but a few very common applications. The workflows applied for this purpose usually consist of multiple basic cheminformatics tasks such as checking for duplicates or filtering by physico‐chemical properties. Pipelining tools allow to create and change such workflows without much effort, but usually do not support interventions once the pipeline has been started. In many contexts, however, the best suited workflow is not known in advance, thus making it necessary to take the results of the previous steps into consideration before proceeding. To support intuition‐driven processing of compound collections, we developed MONA, an interactive tool that has been designed to prepare and visualize large small‐molecule datasets. Using an SQL database common cheminformatics tasks such as analysis and filtering can be performed interactively with various methods for visual support. Great care was taken in creating a simple, intuitive user interface which can be instantly used without any setup steps. MONA combines the interactivity of molecule database systems with the simplicity of pipelining tools, thus enabling the case‐to‐case application of chemistry expert knowledge. The current version is available free of charge for academic use and can be downloaded at http://www.zbh.uni‐hamburg.de/mona. PMID:23985157
Tao, Shiqiang; Cui, Licong; Wu, Xi; Zhang, Guo-Qiang
2017-01-01
To help researchers better access clinical data, we developed a prototype query engine called DataSphere for exploring large-scale integrated clinical data repositories. DataSphere expedites data importing using a NoSQL data management system and dynamically renders its user interface for concept-based querying tasks. DataSphere provides an interactive query-building interface together with query translation and optimization strategies, which enable users to build and execute queries effectively and efficiently. We successfully loaded a dataset of one million patients for University of Kentucky (UK) Healthcare into DataSphere with more than 300 million clinical data records. We evaluated DataSphere by comparing it with an instance of i2b2 deployed at UK Healthcare, demonstrating that DataSphere provides enhanced user experience for both query building and execution.
Tao, Shiqiang; Cui, Licong; Wu, Xi; Zhang, Guo-Qiang
2017-01-01
To help researchers better access clinical data, we developed a prototype query engine called DataSphere for exploring large-scale integrated clinical data repositories. DataSphere expedites data importing using a NoSQL data management system and dynamically renders its user interface for concept-based querying tasks. DataSphere provides an interactive query-building interface together with query translation and optimization strategies, which enable users to build and execute queries effectively and efficiently. We successfully loaded a dataset of one million patients for University of Kentucky (UK) Healthcare into DataSphere with more than 300 million clinical data records. We evaluated DataSphere by comparing it with an instance of i2b2 deployed at UK Healthcare, demonstrating that DataSphere provides enhanced user experience for both query building and execution. PMID:29854239
System and method for seamless task-directed autonomy for robots
DOE Office of Scientific and Technical Information (OSTI.GOV)
Nielsen, Curtis; Bruemmer, David; Few, Douglas
Systems, methods, and user interfaces are used for controlling a robot. An environment map and a robot designator are presented to a user. The user may place, move, and modify task designators on the environment map. The task designators indicate a position in the environment map and indicate a task for the robot to achieve. A control intermediary links task designators with robot instructions issued to the robot. The control intermediary analyzes a relative position between the task designators and the robot. The control intermediary uses the analysis to determine a task-oriented autonomy level for the robot and communicates targetmore » achievement information to the robot. The target achievement information may include instructions for directly guiding the robot if the task-oriented autonomy level indicates low robot initiative and may include instructions for directing the robot to determine a robot plan for achieving the task if the task-oriented autonomy level indicates high robot initiative.« less
Mental rotation of tactile stimuli: using directional haptic cues in mobile devices.
Gleeson, Brian T; Provancher, William R
2013-01-01
Haptic interfaces have the potential to enrich users' interactions with mobile devices and convey information without burdening the user's visual or auditory attention. Haptic stimuli with directional content, for example, navigational cues, may be difficult to use in handheld applications; the user's hand, where the cues are delivered, may not be aligned with the world, where the cues are to be interpreted. In such a case, the user would be required to mentally transform the stimuli between different reference frames. We examine the mental rotation of directional haptic stimuli in three experiments, investigating: 1) users' intuitive interpretation of rotated stimuli, 2) mental rotation of haptic stimuli about a single axis, and 3) rotation about multiple axes and the effects of specific hand poses and joint rotations. We conclude that directional haptic stimuli are suitable for use in mobile applications, although users do not naturally interpret rotated stimuli in any one universal way. We find evidence of cognitive processes involving the rotation of analog, spatial representations and discuss how our results fit into the larger body of mental rotation research. For small angles (e.g., less than 40 degree), these mental rotations come at little cost, but rotations with larger misalignment angles impact user performance. When considering the design of a handheld haptic device, our results indicate that hand pose must be carefully considered, as certain poses increase the difficulty of stimulus interpretation. Generally, all tested joint rotations impact task difficulty, but finger flexion and wrist rotation interact to greatly increase the cost of stimulus interpretation; such hand poses should be avoided when designing a haptic interface.
Residential Consumption Scheduling Based on Dynamic User Profiling
NASA Astrophysics Data System (ADS)
Mangiatordi, Federica; Pallotti, Emiliano; Del Vecchio, Paolo; Capodiferro, Licia
Deployment of household appliances and of electric vehicles raises the electricity demand in the residential areas and the impact of the building's electrical power. The variations of electricity consumption across the day, may affect both the design of the electrical generation facilities and the electricity bill, mainly when a dynamic pricing is applied. This paper focuses on an energy management system able to control the day-ahead electricity demand in a residential area, taking into account both the variability of the energy production costs and the profiling of the users. The user's behavior is dynamically profiled on the basis of the tasks performed during the previous days and of the tasks foreseen for the current day. Depending on the size and on the flexibility in time of the user tasks, home inhabitants are grouped in, one over N, energy profiles, using a k-means algorithm. For a fixed energy generation cost, each energy profile is associated to a different hourly energy cost. The goal is to identify any bad user profile and to make it pay a highest bill. A bad profile example is when a user applies a lot of consumption tasks and low flexibility in task reallocation time. The proposed energy management system automatically schedules the tasks, solving a multi-objective optimization problem based on an MPSO strategy. The goals, when identifying bad users profiles, are to reduce the peak to average ratio in energy demand, and to minimize the energy costs, promoting virtuous behaviors.
Socio-contextual Network Mining for User Assistance in Web-based Knowledge Gathering Tasks
NASA Astrophysics Data System (ADS)
Rajendran, Balaji; Kombiah, Iyakutti
Web-based Knowledge Gathering (WKG) is a specialized and complex information seeking task carried out by many users on the web, for their various learning, and decision-making requirements. We construct a contextual semantic structure by observing the actions of the users involved in WKG task, in order to gain an understanding of their task and requirement. We also build a knowledge warehouse in the form of a master Semantic Link Network (SLX) that accommodates and assimilates all the contextual semantic structures. This master SLX, which is a socio-contextual network, is then mined to provide contextual inputs to the current users through their agents. We validated our approach through experiments and analyzed the benefits to the users in terms of resource explorations and the time saved. The results are positive enough to motivate us to implement in a larger scale.
A tool for exploring space-time patterns: an animation user research.
Ogao, Patrick J
2006-08-29
Ever since Dr. John Snow (1813-1854) used a case map to identify water well as the source of a cholera outbreak in London in the 1800s, the use of spatio-temporal maps have become vital tools in a wide range of disease mapping and control initiatives. The increasing use of spatio-temporal maps in these life-threatening sectors warrants that they are accurate, and easy to interpret to enable prompt decision making by health experts. Similar spatio-temporal maps are observed in urban growth and census mapping--all critical aspects a of a country's socio-economic development. In this paper, a user test research was carried out to determine the effectiveness of spatio-temporal maps (animation) in exploring geospatial structures encompassing disease, urban and census mapping. Three types of animation were used, namely; passive, interactive and inference-based animation, with the key differences between them being on the level of interactivity and complementary domain knowledge that each offers to the user. Passive animation maintains the view only status. The user has no control over its contents and dynamic variables. Interactive animation provides users with the basic media player controls, navigation and orientation tools. Inference-based animation incorporates these interactive capabilities together with a complementary automated intelligent view that alerts users to interesting patterns, trends or anomalies that may be inherent in the data sets. The test focussed on the role of animation passive and interactive capabilities in exploring space-time patterns by engaging test-subjects in thinking aloud evaluation protocol. The test subjects were selected from a geoinformatics (map reading, interpretation and analysis abilities) background. Every test-subject used each of the three types of animation and their performances for each session assessed. The results show that interactivity in animation is a preferred exploratory tool in identifying, interpreting and providing explanations about observed geospatial phenomena. Also, exploring geospatial data structures using animation is best achieved using provocative interactive tools such as was seen with the inference-based animation. The visual methods employed using the three types of animation are all related and together these patterns confirm the exploratory cognitive structure and processes for visualization tools. The generic types of animation as defined in this paper play a crucial role in facilitating the visualization of geospatial data. These animations can be created and their contents defined based on the user's presentational and exploratory needs. For highly explorative tasks, maintaining a link between the data sets and the animation is crucial to enabling a rich and effective knowledge discovery environment.
A tool for exploring space-time patterns : an animation user research
Ogao, Patrick J
2006-01-01
Background Ever since Dr. John Snow (1813–1854) used a case map to identify water well as the source of a cholera outbreak in London in the 1800s, the use of spatio-temporal maps have become vital tools in a wide range of disease mapping and control initiatives. The increasing use of spatio-temporal maps in these life-threatening sectors warrants that they are accurate, and easy to interpret to enable prompt decision making by health experts. Similar spatio-temporal maps are observed in urban growth and census mapping – all critical aspects a of a country's socio-economic development. In this paper, a user test research was carried out to determine the effectiveness of spatio-temporal maps (animation) in exploring geospatial structures encompassing disease, urban and census mapping. Results Three types of animation were used, namely; passive, interactive and inference-based animation, with the key differences between them being on the level of interactivity and complementary domain knowledge that each offers to the user. Passive animation maintains the view only status. The user has no control over its contents and dynamic variables. Interactive animation provides users with the basic media player controls, navigation and orientation tools. Inference-based animation incorporates these interactive capabilities together with a complementary automated intelligent view that alerts users to interesting patterns, trends or anomalies that may be inherent in the data sets. The test focussed on the role of animation passive and interactive capabilities in exploring space-time patterns by engaging test-subjects in thinking aloud evaluation protocol. The test subjects were selected from a geoinformatics (map reading, interpretation and analysis abilities) background. Every test-subject used each of the three types of animation and their performances for each session assessed. The results show that interactivity in animation is a preferred exploratory tool in identifying, interpreting and providing explanations about observed geospatial phenomena. Also, exploring geospatial data structures using animation is best achieved using provocative interactive tools such as was seen with the inference-based animation. The visual methods employed using the three types of animation are all related and together these patterns confirm the exploratory cognitive structure and processes for visualization tools. Conclusion The generic types of animation as defined in this paper play a crucial role in facilitating the visualization of geospatial data. These animations can be created and their contents defined based on the user's presentational and exploratory needs. For highly explorative tasks, maintaining a link between the data sets and the animation is crucial to enabling a rich and effective knowledge discovery environment. PMID:16938138
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%.
Heymann, Michael; Degani, Asaf
2007-04-01
We present a formal approach and methodology for the analysis and generation of user interfaces, with special emphasis on human-automation interaction. A conceptual approach for modeling, analyzing, and verifying the information content of user interfaces is discussed. The proposed methodology is based on two criteria: First, the interface must be correct--that is, given the interface indications and all related information (user manuals, training material, etc.), the user must be able to successfully perform the specified tasks. Second, the interface and related information must be succinct--that is, the amount of information (mode indications, mode buttons, parameter settings, etc.) presented to the user must be reduced (abstracted) to the minimum necessary. A step-by-step procedure for generating the information content of the interface that is both correct and succinct is presented and then explained and illustrated via two examples. Every user interface is an abstract description of the underlying system. The correspondence between the abstracted information presented to the user and the underlying behavior of a given machine can be analyzed and addressed formally. The procedure for generating the information content of user interfaces can be automated, and a software tool for its implementation has been developed. Potential application areas include adaptive interface systems and customized/personalized interfaces.
Mechanism Design for Incentivizing Social Media Contributions
NASA Astrophysics Data System (ADS)
Singh, Vivek K.; Jain, Ramesh; Kankanhalli, Mohan
Despite recent advancements in user-driven social media platforms, tools for studying user behavior patterns and motivations remain primitive. We highlight the voluntary nature of user contributions and that users can choose when (and when not) to contribute to the common media pool. A Game theoretic framework is proposed to study the dynamics of social media networks where contribution costs are individual but gains are common. We model users as rational selfish agents, and consider domain attributes like voluntary participation, virtual reward structure, network effect, and public-sharing to model the dynamics of this interaction. The created model describes the most appropriate contribution strategy from each user's perspective and also highlights issues like 'free-rider' problem and individual rationality leading to irrational (i.e. sub-optimal) group behavior. We also consider the perspective of the system designer who is interested in finding the best incentive mechanisms to influence the selfish end-users so that the overall system utility is maximized. We propose and compare multiple mechanisms (based on optimal bonus payment, social incentive leveraging, and second price auction) to study how a system designer can exploit the selfishness of its users, to design incentive mechanisms which improve the overall task-completion probability and system performance, while possibly still benefiting the individual users.
X-Windows Widget for Image Display
NASA Technical Reports Server (NTRS)
Deen, Robert G.
2011-01-01
XvicImage is a high-performance XWindows (Motif-compliant) user interface widget for displaying images. It handles all aspects of low-level image display. The fully Motif-compliant image display widget handles the following tasks: (1) Image display, including dithering as needed (2) Zoom (3) Pan (4) Stretch (contrast enhancement, via lookup table) (5) Display of single-band or color data (6) Display of non-byte data (ints, floats) (7) Pseudocolor display (8) Full overlay support (drawing graphics on image) (9) Mouse-based panning (10) Cursor handling, shaping, and planting (disconnecting cursor from mouse) (11) Support for all user interaction events (passed to application) (12) Background loading and display of images (doesn't freeze the GUI) (13) Tiling of images.
Use of symbolic computation in robotics education
NASA Technical Reports Server (NTRS)
Vira, Naren; Tunstel, Edward
1992-01-01
An application of symbolic computation in robotics education is described. A software package is presented which combines generality, user interaction, and user-friendliness with the systematic usage of symbolic computation and artificial intelligence techniques. The software utilizes MACSYMA, a LISP-based symbolic algebra language, to automatically generate closed-form expressions representing forward and inverse kinematics solutions, the Jacobian transformation matrices, robot pose error-compensation models equations, and Lagrange dynamics formulation for N degree-of-freedom, open chain robotic manipulators. The goal of such a package is to aid faculty and students in the robotics course by removing burdensome tasks of mathematical manipulations. The software package has been successfully tested for its accuracy using commercially available robots.
An interactive web application for visualizing climate data
Alder, J.; Hostetler, S.; Williams, D.
2013-01-01
Massive volumes of data are being created as modeling centers from around the world finalize their submission of climate simulations for the Coupled Model Intercomparison Project, phase 5 (CMIP5), in preparation for the forthcoming Intergovernmental Panel on Climate Change (IPCC) Fifth Assessment Report (AR5). Scientists, resource managers, and other potential users of climate data are faced with the daunting task of analyzing, distilling, and summarizing this unprecedented wealth of climate information.
Evaluation of the Presentation of Network Data via Visualization Tools for Network Analysts
2014-03-01
A. (eds.) The Human Computer Interaction Handbook, pp.544–582. Lawrence Erlbaum Associates, Mawah, NJ, 2003. 4. Goodall , John R. Introduction to...of either display type being used in the analysis of cyber security tasks. Goodall (19) is one of few whose work focused on comparing user...relating source IP address to destination IP address and time, Goodall remains the only known approach comparing tabular and graphical displays
An Interactive Web Application for Visualizing Climate Data
NASA Astrophysics Data System (ADS)
Alder, J.; Hostetler, S.; Williams, D.
2013-05-01
Massive volumes of data are being created as modeling centers from around the world finalize their submission of climate simulations for the Coupled Model Intercomparison Project, phase 5 (CMIP5), in preparation for the forthcoming Intergovernmental Panel on Climate Change (IPCC) Fifth Assessment Report (AR5). Scientists, resource managers, and other potential users of climate data are faced with the daunting task of analyzing, distilling, and summarizing this unprecedented wealth of climate information.
Interactive Vulnerability Analysis Enhancement Results
2012-12-01
from JavaEE web based applications to other non-web based Java programs. Technology developed in this effort should be generally applicable to other...Generating a rule is a 2 click process that requires no input from the user. • Task 3: Added support for non- Java EE applications Aspect’s...investigated a variety of Java -based technologies and how IAST can support them. We were successful in adding support for Scala, a popular new language, and
Vadhan, Nehal P; Myers, Catherine E; Rubin, Eric; Shohamy, Daphna; Foltin, Richard W; Gluck, Mark A
2008-01-11
The purpose of this study was to examine stimulus-response (S-R) learning in active cocaine users. Twenty-two cocaine-dependent participants (20 males and 2 females) and 21 non-drug using control participants (19 males and 2 females) who were similar in age and education were administered two computerized learning tasks. The Acquired Equivalence task initially requires learning of simple antecedent-consequent discriminations, but later requires generalization of this learning when the stimuli are presented in novel recombinations. The Weather Prediction task requires the prediction of a dichotomous outcome based on different stimuli combinations when the stimuli predict the outcome only probabilistically. On the Acquired Equivalence task, cocaine users made significantly more errors than control participants when required to learn new discriminations while maintaining previously learned discriminations, but performed similarly to controls when required to generalize this learning. No group differences were seen on the Weather Prediction task. Cocaine users' learning of stimulus discriminations under conflicting response demands was impaired, but their ability to generalize this learning once they achieved criterion was intact. This performance pattern is consistent with other laboratory studies of long-term cocaine users that demonstrated that established learning interfered with new learning on incremental learning tasks, relative to healthy controls, and may reflect altered dopamine transmission in the basal ganglia of long-term cocaine users.
Smooth leader or sharp follower? Playing the mirror game with a robot
Kashi, Shir; Levy-Tzedek, Shelly
2017-01-01
Background: The increasing number of opportunities for human-robot interactions in various settings, from industry through home use to rehabilitation, creates a need to understand how to best personalize human-robot interactions to fit both the user and the task at hand. In the current experiment, we explored a human-robot collaborative task of joint movement, in the context of an interactive game. Objective: We set out to test people’s preferences when interacting with a robotic arm, playing a leader-follower imitation game (the mirror game). Methods: Twenty two young participants played the mirror game with the robotic arm, where one player (person or robot) followed the movements of the other. Each partner (person and robot) was leading part of the time, and following part of the time. When the robotic arm was leading the joint movement, it performed movements that were either sharp or smooth, which participants were later asked to rate. Results: The greatest preference was given to smooth movements. Half of the participants preferred to lead, and half preferred to follow. Importantly, we found that the movements of the robotic arm primed the subsequent movements performed by the participants. Conclusion: The priming effect by the robot on the movements of the human should be considered when designing interactions with robots. Our results demonstrate individual differences in preferences regarding the role of the human and the joint motion path of the robot and the human when performing the mirror game collaborative task, and highlight the importance of personalized human-robot interactions. PMID:29036853
Alonso-Valerdi, Luz María
2016-01-01
A brain-computer interface (BCI) aims to establish communication between the human brain and a computing system so as to enable the interaction between an individual and his environment without using the brain output pathways. Individuals control a BCI system by modulating their brain signals through mental tasks (e.g., motor imagery or mental calculation) or sensory stimulation (e.g., auditory, visual, or tactile). As users modulate their brain signals at different frequencies and at different levels, the appropriate characterization of those signals is necessary. The modulation of brain signals through mental tasks is furthermore a skill that requires training. Unfortunately, not all the users acquire such skill. A practical solution to this problem is to assess the user probability of controlling a BCI system. Another possible solution is to set the bandwidth of the brain oscillations, which is highly sensitive to the users' age, sex and anatomy. With this in mind, NeuroIndex, a Python executable script, estimates a neurophysiological prediction index and the individual alpha frequency (IAF) of the user in question. These two parameters are useful to characterize the user EEG signals, and decide how to go through the complex process of adapting the human brain and the computing system on the basis of previously proposed methods. NeuroIndeX is not only the implementation of those methods, but it also complements the methods each other and provides an alternative way to obtain the prediction parameter. However, an important limitation of this application is its dependency on the IAF value, and some results should be interpreted with caution. The script along with some electroencephalographic datasets are available on a GitHub repository in order to corroborate the functionality and usability of this application.
Alonso-Valerdi, Luz María
2016-01-01
A brain-computer interface (BCI) aims to establish communication between the human brain and a computing system so as to enable the interaction between an individual and his environment without using the brain output pathways. Individuals control a BCI system by modulating their brain signals through mental tasks (e.g., motor imagery or mental calculation) or sensory stimulation (e.g., auditory, visual, or tactile). As users modulate their brain signals at different frequencies and at different levels, the appropriate characterization of those signals is necessary. The modulation of brain signals through mental tasks is furthermore a skill that requires training. Unfortunately, not all the users acquire such skill. A practical solution to this problem is to assess the user probability of controlling a BCI system. Another possible solution is to set the bandwidth of the brain oscillations, which is highly sensitive to the users' age, sex and anatomy. With this in mind, NeuroIndex, a Python executable script, estimates a neurophysiological prediction index and the individual alpha frequency (IAF) of the user in question. These two parameters are useful to characterize the user EEG signals, and decide how to go through the complex process of adapting the human brain and the computing system on the basis of previously proposed methods. NeuroIndeX is not only the implementation of those methods, but it also complements the methods each other and provides an alternative way to obtain the prediction parameter. However, an important limitation of this application is its dependency on the IAF value, and some results should be interpreted with caution. The script along with some electroencephalographic datasets are available on a GitHub repository in order to corroborate the functionality and usability of this application. PMID:27445783
An Execution Service for Grid Computing
NASA Technical Reports Server (NTRS)
Smith, Warren; Hu, Chaumin
2004-01-01
This paper describes the design and implementation of the IPG Execution Service that reliably executes complex jobs on a computational grid. Our Execution Service is part of the IPG service architecture whose goal is to support location-independent computing. In such an environment, once n user ports an npplicntion to one or more hardware/software platfrms, the user can describe this environment to the grid the grid can locate instances of this platfrm, configure the platfrm as required for the application, and then execute the application. Our Execution Service runs jobs that set up such environments for applications and executes them. These jobs consist of a set of tasks for executing applications and managing data. The tasks have user-defined starting conditions that allow users to specih complex dependencies including task to execute when tasks fail, afiequent occurrence in a large distributed system, or are cancelled. The execution task provided by our service also configures the application environment exactly as specified by the user and captures the exit code of the application, features that many grid execution services do not support due to dflculties interfacing to local scheduling systems.
A graphical, rule based robotic interface system
NASA Technical Reports Server (NTRS)
Mckee, James W.; Wolfsberger, John
1988-01-01
The ability of a human to take control of a robotic system is essential in any use of robots in space in order to handle unforeseen changes in the robot's work environment or scheduled tasks. But in cases in which the work environment is known, a human controlling a robot's every move by remote control is both time consuming and frustrating. A system is needed in which the user can give the robotic system commands to perform tasks but need not tell the system how. To be useful, this system should be able to plan and perform the tasks faster than a telerobotic system. The interface between the user and the robot system must be natural and meaningful to the user. A high level user interface program under development at the University of Alabama, Huntsville, is described. A graphical interface is proposed in which the user selects objects to be manipulated by selecting representations of the object on projections of a 3-D model of the work environment. The user may move in the work environment by changing the viewpoint of the projections. The interface uses a rule based program to transform user selection of items on a graphics display of the robot's work environment into commands for the robot. The program first determines if the desired task is possible given the abilities of the robot and any constraints on the object. If the task is possible, the program determines what movements the robot needs to make to perform the task. The movements are transformed into commands for the robot. The information defining the robot, the work environment, and how objects may be moved is stored in a set of data bases accessible to the program and displayable to the user.
Analysis of pilot control strategy
NASA Technical Reports Server (NTRS)
Heffley, R. K.; Hanson, G. D.; Jewell, W. F.; Clement, W. F.
1983-01-01
Methods for nonintrusive identification of pilot control strategy and task execution dynamics are presented along with examples based on flight data. The specific analysis technique is Nonintrusive Parameter Identification Procedure (NIPIP), which is described in a companion user's guide (NASA CR-170398). Quantification of pilot control strategy and task execution dynamics is discussed in general terms followed by a more detailed description of how NIPIP can be applied. The examples are based on flight data obtained from the NASA F-8 digital fly by wire airplane. These examples involve various piloting tasks and control axes as well as a demonstration of how the dynamics of the aircraft itself are identified using NIPIP. Application of NIPIP to the AFTI/F-16 flight test program is discussed. Recommendations are made for flight test applications in general and refinement of NIPIP to include interactive computer graphics.
Auditory display as feedback for a novel eye-tracking system for sterile operating room interaction.
Black, David; Unger, Michael; Fischer, Nele; Kikinis, Ron; Hahn, Horst; Neumuth, Thomas; Glaser, Bernhard
2018-01-01
The growing number of technical systems in the operating room has increased attention on developing touchless interaction methods for sterile conditions. However, touchless interaction paradigms lack the tactile feedback found in common input devices such as mice and keyboards. We propose a novel touchless eye-tracking interaction system with auditory display as a feedback method for completing typical operating room tasks. Auditory display provides feedback concerning the selected input into the eye-tracking system as well as a confirmation of the system response. An eye-tracking system with a novel auditory display using both earcons and parameter-mapping sonification was developed to allow touchless interaction for six typical scrub nurse tasks. An evaluation with novice participants compared auditory display with visual display with respect to reaction time and a series of subjective measures. When using auditory display to substitute for the lost tactile feedback during eye-tracking interaction, participants exhibit reduced reaction time compared to using visual-only display. In addition, the auditory feedback led to lower subjective workload and higher usefulness and system acceptance ratings. Due to the absence of tactile feedback for eye-tracking and other touchless interaction methods, auditory display is shown to be a useful and necessary addition to new interaction concepts for the sterile operating room, reducing reaction times while improving subjective measures, including usefulness, user satisfaction, and cognitive workload.
Functional MRI of inhibitory processing in abstinent adolescent marijuana users.
Tapert, Susan F; Schweinsburg, Alecia D; Drummond, Sean P A; Paulus, Martin P; Brown, Sandra A; Yang, Tony T; Frank, Lawrence R
2007-10-01
Marijuana intoxication appears to impair response inhibition, but it is unclear if impaired inhibition and associated brain abnormalities persist after prolonged abstinence among adolescent users. We hypothesized that brain activation during a go/no-go task would show persistent abnormalities in adolescent marijuana users after 28 days of abstinence. Adolescents with (n = 16) and without (n = 17) histories of marijuana use were compared on blood oxygen level dependent (BOLD) response to a go/no-go task during functional magnetic resonance imaging (fMRI) after 28 days of monitored abstinence. Participants had no neurological problems or Axis I diagnoses other than cannabis abuse/dependence. Marijuana users did not differ from non-users on task performance but showed more BOLD response than non-users during inhibition trials in right dorsolateral prefrontal, bilateral medial frontal, bilateral inferior and superior parietal lobules, and right occipital gyri, as well as during "go" trials in right prefrontal, insular, and parietal cortices (p < 0.05, clusters > 943 microl). Differences remained significant even after controlling for lifetime and recent alcohol use. Adolescent marijuana users relative to non-users showed increased brain processing effort during an inhibition task in the presence of similar task performance, even after 28 days of abstinence. Thus, increased brain processing effort to achieve inhibition may predate the onset of regular use or result from it. Future investigations will need to determine whether increased brain processing effort is associated with risk to use.
Interactive Spectral Analysis and Computation (ISAAC)
NASA Technical Reports Server (NTRS)
Lytle, D. M.
1992-01-01
Isaac is a task in the NSO external package for IRAF. A descendant of a FORTRAN program written to analyze data from a Fourier transform spectrometer, the current implementation has been generalized sufficiently to make it useful for general spectral analysis and other one dimensional data analysis tasks. The user interface for Isaac is implemented as an interpreted mini-language containing a powerful, programmable vector calculator. Built-in commands provide much of the functionality needed to produce accurate line lists from input spectra. These built-in functions include automated spectral line finding, least squares fitting of Voigt profiles to spectral lines including equality constraints, various filters including an optimal filter construction tool, continuum fitting, and various I/O functions.
NASA Technical Reports Server (NTRS)
Dorais, Gregory A.; Nicewarner, Keith
2006-01-01
We present an multi-agent model-based autonomy architecture with monitoring, planning, diagnosis, and execution elements. We discuss an internal spacecraft free-flying robot prototype controlled by an implementation of this architecture and a ground test facility used for development. In addition, we discuss a simplified environment control life support system for the spacecraft domain also controlled by an implementation of this architecture. We discuss adjustable autonomy and how it applies to this architecture. We describe an interface that provides the user situation awareness of both autonomous systems and enables the user to dynamically edit the plans prior to and during execution as well as control these agents at various levels of autonomy. This interface also permits the agents to query the user or request the user to perform tasks to help achieve the commanded goals. We conclude by describing a scenario where these two agents and a human interact to cooperatively detect, diagnose and recover from a simulated spacecraft fault.
Perceived Ownership of Avatars Influences Visual Perspective Taking
Böffel, Christian; Müsseler, Jochen
2018-01-01
Modern computer-based applications often require the user to interact with avatars. Depending on the task at hand, spatial dissociation between the orientations of the user and the avatars might arise. As a consequence, the user has to adopt the avatar’s perspective and identify herself/himself with the avatar, possibly changing the user’s self-representation in the process. The present study aims to identify the conditions that benefit this change of perspective with objective performance measures and subjective self-estimations by integrating the idea of avatar-ownership into the cognitive phenomenon of spatial compatibility. Two different instructions were used to manipulate a user’s perceived ownership of an avatar in otherwise identical situations. Users with the high-ownership instruction reported higher levels of perceived ownership of the avatar and showed larger spatial compatibility effects from the avatar’s point of view in comparison to the low ownership instruction. This supports the hypothesis that perceived ownership benefits perspective taking. PMID:29887816
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.
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
Study of Citizen Scientist Motivations and Effectiveness of Social Media Campaigns
NASA Astrophysics Data System (ADS)
Gugliucci, Nicole E.; Gay, P. L.; Bracey, G.; Lehan, C.; Lewis, S.; Moore, J.; Rhea, J.
2013-01-01
CosmoQuest is an online citizen science and astronomy education portal that invites users to explore the universe. Since its launch in January 2012, several thousand citizen scientists have participated in mapping and discovery projects involving the Moon, the Kuiper Belt, and asteroid Vesta. Since our goal is to support community building as well as involving users with citizen science tasks, we are interested in what motivates users to join the site, participate in the science, participate in the forums, and come back to the site over a period of time. We would also like to efficiently target our social media interactions towards activities that are more likely to bring new and existing users to the site. With those goals in mind, we analyze site usage statistics and correlate them with specific, targeted social media campaigns to highlight events or projects that CosmoQuest has hosted in its first year. We also survey our users to get a more detailed look at citizen scientist motivations and the efficacy of our community building activities.
The shaping of information by visual metaphors.
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.
Study on user interface of pathology picture archiving and communication system.
Kim, Dasueran; Kang, Peter; Yun, Jungmin; Park, Sung-Hye; Seo, Jeong-Wook; Park, Peom
2014-01-01
It is necessary to improve the pathology workflow. A workflow task analysis was performed using a pathology picture archiving and communication system (pathology PACS) in order to propose a user interface for the Pathology PACS considering user experience. An interface analysis of the Pathology PACS in Seoul National University Hospital and a task analysis of the pathology workflow were performed by observing recorded video. Based on obtained results, a user interface for the Pathology PACS was proposed. Hierarchical task analysis of Pathology PACS was classified into 17 tasks including 1) pre-operation, 2) text, 3) images, 4) medical record viewer, 5) screen transition, 6) pathology identification number input, 7) admission date input, 8) diagnosis doctor, 9) diagnosis code, 10) diagnosis, 11) pathology identification number check box, 12) presence or absence of images, 13) search, 14) clear, 15) Excel save, 16) search results, and 17) re-search. And frequently used menu items were identified and schematized. A user interface for the Pathology PACS considering user experience could be proposed as a preliminary step, and this study may contribute to the development of medical information systems based on user experience and usability.
Quantitative analysis of task selection for brain-computer interfaces
NASA Astrophysics Data System (ADS)
Llera, Alberto; Gómez, Vicenç; Kappen, Hilbert J.
2014-10-01
Objective. To assess quantitatively the impact of task selection in the performance of brain-computer interfaces (BCI). Approach. We consider the task-pairs derived from multi-class BCI imagery movement tasks in three different datasets. We analyze for the first time the benefits of task selection on a large-scale basis (109 users) and evaluate the possibility of transferring task-pair information across days for a given subject. Main results. Selecting the subject-dependent optimal task-pair among three different imagery movement tasks results in approximately 20% potential increase in the number of users that can be expected to control a binary BCI. The improvement is observed with respect to the best task-pair fixed across subjects. The best task-pair selected for each subject individually during a first day of recordings is generally a good task-pair in subsequent days. In general, task learning from the user side has a positive influence in the generalization of the optimal task-pair, but special attention should be given to inexperienced subjects. Significance. These results add significant evidence to existing literature that advocates task selection as a necessary step towards usable BCIs. This contribution motivates further research focused on deriving adaptive methods for task selection on larger sets of mental tasks in practical online scenarios.
van Engen-Verheul, Mariëtte M; Peute, Linda W P; de Keizer, Nicolette F; Peek, Niels; Jaspers, Monique W M
2016-03-01
Cumbersome electronic patient record (EPR) interfaces may complicate data-entry in clinical practice. Completeness of data entered in the EPR determines, among other things, the value of computerized clinical decision support (CCDS). Quantitative usability evaluations can provide insight into mismatches between the system design model of data entry and users' data entry behavior, but not into the underlying causes for these mismatches. Mixed method usability evaluation studies may provide these insights, and thus support generating redesign recommendations for improving an EPR system's data entry interface. To improve the usability of the data entry interface of an EPR system with CCDS in the field of cardiac rehabilitation (CR), and additionally, to assess the value of a mixed method usability approach in this context. Seven CR professionals performed a think-aloud usability evaluation both before (beta-version) and after the redesign of the system. Observed usability problems from both evaluations were analyzed and categorized using Zhang et al.'s heuristic principles of good interface design. We combined the think-aloud usability evaluation of the system's beta-version with the measurement of a new usability construct: users' deviations in action sequence from the system's predefined data entry order sequence. Recommendations for redesign were implemented. We assessed whether the redesign improved CR professionals' (1) task efficacy (with respect to the completeness of data they collected), and (2) task efficiency (with respect to the average number of mouse clicks they needed to complete data entry subtasks). With the system's beta version, 40% of health care professionals' navigation actions through the system deviated from the predefined next system action. The causes for these deviations as revealed by the think-aloud method mostly concerned mismatches between the system design model for data entry action sequences and users expectations of these action sequences, based on their paper-based daily routines. This caused non completion of data entry tasks (31% of main tasks completed), and more navigation actions than minimally required (146% of the minimum required). In the redesigned system the data entry navigational structure was organized in a flexible way around an overview screen to better mimic users' paper-based daily routines of collecting patient data. This redesign resulted in an increased number of completed main tasks (70%) and a decrease in navigation actions (133% of the minimum required). The think-aloud usability evaluation of the redesigned system showed that remaining problems concerned flexibility (e.g., lack of customization options) and consistency (mainly with layout and position of items on the screen). The mixed method usability evaluation was supportive in revealing the magnitude and causes of mismatches between the system design model of data-entry with users' data entry behavior. However, as both task efficacy and efficiency were still not optimal with the redesigned EPR, we advise to perform a cognitive analysis on end users' mental processes and behavior patterns in daily work processes specifically during the requirements analysis phase of development of interactive healthcare information systems. Copyright © 2015 Elsevier Ireland Ltd. All rights reserved.
Designing Effective Web Forms for Older Web Users
ERIC Educational Resources Information Center
Li, Hui; Rau, Pei-Luen Patrick; Fujimura, Kaori; Gao, Qin; Wang, Lin
2012-01-01
This research aims to provide insight for web form design for older users. The effects of task complexity and information structure of web forms on older users' performance were examined. Forty-eight older participants with abundant computer and web experience were recruited. The results showed significant differences in task time and error rate…
Chung, Cheng-Shiu; Wang, Hongwu; Cooper, Rory A
2013-07-01
The user interface development of assistive robotic manipulators can be traced back to the 1960s. Studies include kinematic designs, cost-efficiency, user experience involvements, and performance evaluation. This paper is to review studies conducted with clinical trials using activities of daily living (ADLs) tasks to evaluate performance categorized using the International Classification of Functioning, Disability, and Health (ICF) frameworks, in order to give the scope of current research and provide suggestions for future studies. We conducted a literature search of assistive robotic manipulators from 1970 to 2012 in PubMed, Google Scholar, and University of Pittsburgh Library System - PITTCat. Twenty relevant studies were identified. Studies were separated into two broad categories: user task preferences and user-interface performance measurements of commercialized and developing assistive robotic manipulators. The outcome measures and ICF codes associated with the performance evaluations are reported. Suggestions for the future studies include (1) standardized ADL tasks for the quantitative and qualitative evaluation of task efficiency and performance to build comparable measures between research groups, (2) studies relevant to the tasks from user priority lists and ICF codes, and (3) appropriate clinical functional assessment tests with consideration of constraints in assistive robotic manipulator user interfaces. In addition, these outcome measures will help physicians and therapists build standardized tools while prescribing and assessing assistive robotic manipulators.
Koperwhats, Martha A; Chang, Wei-Chih; Xiao, Jianguo
2002-01-01
Digital imaging technology promises efficient, economical, and fast service for patient care, but the challenges are great in the transition from film to a filmless (digital) environment. This change has a significant impact on the film library's personnel (film librarians) who play a leading roles in storage, classification, and retrieval of images. The objectives of this project were to study film library errors and the usability of a physical computerized system that could not be changed, while developing an intervention to reduce errors and test the usability of the intervention. Cognitive and human factors analysis were used to evaluate human-computer interaction. A workflow analysis was performed to understand the film and digital imaging processes. User and task analyses were applied to account for all behaviors involved in interaction with the system. A heuristic evaluation was used to probe the usability issues in the picture archiving and communication systems (PACS) modules. Simplified paper-based instructions were designed to familiarize the film librarians with the digital system. A usability survey evaluated the effectiveness of the instruction. The user and task analyses indicated that different users faced challenges based on their computer literacy, education, roles, and frequency of use of diagnostic imaging. The workflow analysis showed that the approaches to using the digital library differ among the various departments. The heuristic evaluation of the PACS modules showed the human-computer interface to have usability issues that prevented easy operation. Simplified instructions were designed for operation of the modules. Usability surveys conducted before and after revision of the instructions showed that performance improved. Cognitive and human factor analysis can help film librarians and other users adapt to the filmless system. Use of cognitive science tools will aid in successful transition of the film library from a film environment to a digital environment.
Gibo, Tricia L; Bastian, Amy J; Okamura, Allison M
2014-03-01
When grasping and manipulating objects, people are able to efficiently modulate their grip force according to the experienced load force. Effective grip force control involves providing enough grip force to prevent the object from slipping, while avoiding excessive force to avoid damage and fatigue. During indirect object manipulation via teleoperation systems or in virtual environments, users often receive limited somatosensory feedback about objects with which they interact. This study examines the effects of force feedback, accuracy demands, and training on grip force control during object interaction in a virtual environment. The task required subjects to grasp and move a virtual object while tracking a target. When force feedback was not provided, subjects failed to couple grip and load force, a capability fundamental to direct object interaction. Subjects also exerted larger grip force without force feedback and when accuracy demands of the tracking task were high. In addition, the presence or absence of force feedback during training affected subsequent performance, even when the feedback condition was switched. Subjects' grip force control remained reminiscent of their employed grip during the initial training. These results motivate the use of force feedback during telemanipulation and highlight the effect of force feedback during training.
Kushniruk, A. W.; Patel, V. L.; Cimino, J. J.
1997-01-01
This paper describes an approach to the evaluation of health care information technologies based on usability engineering and a methodological framework from the study of medical cognition. The approach involves collection of a rich set of data including video recording of health care workers as they interact with systems, such as computerized patient records and decision support tools. The methodology can be applied in the laboratory setting, typically involving subjects "thinking aloud" as they interact with a system. A similar approach to data collection and analysis can also be extended to study of computer systems in the "live" environment of hospital clinics. Our approach is also influenced from work in the area of cognitive task analysis, which aims to characterize the decision making and reasoning of subjects of varied levels of expertise as they interact with information technology in carrying out representative tasks. The stages involved in conducting cognitively-based usability analyses are detailed and the application of such analysis in the iterative process of system and interface development is discussed. PMID:9357620
Decreased susceptibility to false memories from misinformation in hormonal contraception users.
Petersen, Nicole; Patihis, Lawrence; Nielsen, Shawn E
2015-01-01
Sex hormones are increasingly implicated in memory formation. Recent literature has documented a relationship between hormones and emotional memory and sex differences, which are likely related to hormones, have long been demonstrated in a variety of mnemonic domains, including false memories. Hormonal contraception (HC), which alters sex hormones, has been associated with a bias towards gist memory and away from detailed memory in women who use it during an emotional memory task. Here, we investigated whether HC was associated with changes in susceptibility to false memories, which may be related to the formation of gist memories. We tested false memory susceptibility using two well-validated false memory paradigms: the Deese-Roediger-McDermott (DRM) task, and a story-based misinformation task. We found that hormonal contraceptive users were less susceptible to false memories compared to non-users in the misinformation task, and no differences were seen between groups on the DRM task. We hypothesise that the differences in false memories from the misinformation task may be related to hormonal contraceptive users' memory bias away from details, towards gist memory.
Harte, Richard; Glynn, Liam; Rodríguez-Molinero, Alejandro; Baker, Paul MA; Scharf, Thomas; ÓLaighin, Gearóid
2017-01-01
Background Design processes such as human-centered design (HCD), which involve the end user throughout the product development and testing process, can be crucial in ensuring that the product meets the needs and capabilities of the user, particularly in terms of safety and user experience. The structured and iterative nature of HCD can often conflict with the necessary rapid product development life-cycles associated with the competitive connected health industry. Objective The aim of this study was to apply a structured HCD methodology to the development of a smartphone app that was to be used within a connected health fall risk detection system. Our methodology utilizes so called discount usability engineering techniques to minimize the burden on resources during development and maintain a rapid pace of development. This study will provide prospective designers a detailed description of the application of a HCD methodology. Methods A 3-phase methodology was applied. In the first phase, a descriptive “use case” was developed by the system designers and analyzed by both expert stakeholders and end users. The use case described the use of the app and how various actors would interact with it and in what context. A working app prototype and a user manual were then developed based on this feedback and were subjected to a rigorous usability inspection. Further changes were made both to the interface and support documentation. The now advanced prototype was exposed to user testing by end users where further design recommendations were made. Results With combined expert and end-user analysis of a comprehensive use case having originally identified 21 problems with the system interface, we have only seen and observed 3 of these problems in user testing, implying that 18 problems were eliminated between phase 1 and 3. Satisfactory ratings were obtained during validation testing by both experts and end users, and final testing by users shows the system requires low mental, physical, and temporal demands according to the NASA Task Load Index (NASA-TLX). Conclusions From our observation of older adults’ interactions with smartphone interfaces, there were some recurring themes. Clear and relevant feedback as the user attempts to complete a task is critical. Feedback should include pop-ups, sound tones, color or texture changes, or icon changes to indicate that a function has been completed successfully, such as for the connection sequence. For text feedback, clear and unambiguous language should be used so as not to create anxiety, particularly when it comes to saving data. Warning tones or symbols, such as caution symbols or shrill tones, should only be used if absolutely necessary. Our HCD methodology, designed and implemented based on the principles of the International Standard Organizaton (ISO) 9241-210 standard, produced a functional app interface within a short production cycle, which is now suitable for use by older adults in long term clinical trials. PMID:28559227
Federici, Stefano; Stefano, Federici; Borsci, Simone; Stamerra, Gianluca
2010-08-01
A verbal protocol technique, adopted for a web usability evaluation, requires that the users are able to perform a double task: surfing and talking. Nevertheless, when blind users surf by using a screen reader and talk about the way they interact with the computer, the evaluation is influenced by a structural interference: users are forced to think aloud and listen to the screen reader at the same time. The aim of this study is to build up a verbal protocol technique for samples of visual impaired users in order to overcome the limits of concurrent and retrospective protocols. The technique we improved, called partial concurrent thinking aloud (PCTA), integrates a modified set of concurrent verbalization and retrospective analysis. One group of 6 blind users and another group of 6 sighted users evaluated the usability of a website using PCTA. By estimating the number of necessary users by the means of an asymptotic test, it was found out that the two groups had an equivalent ability of identifying usability problems, both over 80%. The result suggests that PCTA, while respecting the properties of classic verbal protocols, also allows to overcome the structural interference and the limits of concurrent and retrospective protocols when used with screen reader users. In this way, PCTA reduces the efficiency difference of usability evaluation between blind and sighted users.
Request queues for interactive clients in a shared file system of a parallel computing system
DOE Office of Scientific and Technical Information (OSTI.GOV)
Bent, John M.; Faibish, Sorin
Interactive requests are processed from users of log-in nodes. A metadata server node is provided for use in a file system shared by one or more interactive nodes and one or more batch nodes. The interactive nodes comprise interactive clients to execute interactive tasks and the batch nodes execute batch jobs for one or more batch clients. The metadata server node comprises a virtual machine monitor; an interactive client proxy to store metadata requests from the interactive clients in an interactive client queue; a batch client proxy to store metadata requests from the batch clients in a batch client queue;more » and a metadata server to store the metadata requests from the interactive client queue and the batch client queue in a metadata queue based on an allocation of resources by the virtual machine monitor. The metadata requests can be prioritized, for example, based on one or more of a predefined policy and predefined rules.« less
User Needs, Benefits, and Integration of Robotic Systems in a Space Station Laboratory
NASA Technical Reports Server (NTRS)
Dodd, W. R.; Badgley, M. B.; Konkel, C. R.
1989-01-01
The methodology, results and conclusions of all tasks of the User Needs, Benefits, and Integration Study (UNBIS) of Robotic Systems in a Space Station Laboratory are summarized. Study goals included the determination of user requirements for robotics within the Space Station, United States Laboratory. In Task 1, three experiments were selected to determine user needs and to allow detailed investigation of microgravity requirements. In Task 2, a NASTRAN analysis of Space Station response to robotic disturbances, and acceleration measurement of a standard industrial robot (Intelledex Model 660) resulted in selection of two ranges of microgravity manipulation: Level 1 (10-3 to 10-5 G at greater than 1 Hz) and Level 2 (less than equal 10-6 G at 0.1 Hz). This task included an evaluation of microstepping methods for controlling stepper motors and concluded that an industrial robot actuator can perform milli-G motion without modification. Relative merits of end-effectors and manipulators were studied in Task 3 in order to determine their ability to perform a range of tasks related to the three microgravity experiments. An Effectivity Rating was established for evaluating these robotic system capabilities. Preliminary interface requirements for an orbital flight demonstration were determined in Task 4. Task 5 assessed the impact of robotics.
Usability Evaluation of Public Web Mapping Sites
NASA Astrophysics Data System (ADS)
Wang, C.
2014-04-01
Web mapping sites are interactive maps that are accessed via Webpages. With the rapid development of Internet and Geographic Information System (GIS) field, public web mapping sites are not foreign to people. Nowadays, people use these web mapping sites for various reasons, in that increasing maps and related map services of web mapping sites are freely available for end users. Thus, increased users of web mapping sites led to more usability studies. Usability Engineering (UE), for instance, is an approach for analyzing and improving the usability of websites through examining and evaluating an interface. In this research, UE method was employed to explore usability problems of four public web mapping sites, analyze the problems quantitatively and provide guidelines for future design based on the test results. Firstly, the development progress for usability studies were described, and simultaneously several usability evaluation methods such as Usability Engineering (UE), User-Centered Design (UCD) and Human-Computer Interaction (HCI) were generally introduced. Then the method and procedure of experiments for the usability test were presented in detail. In this usability evaluation experiment, four public web mapping sites (Google Maps, Bing maps, Mapquest, Yahoo Maps) were chosen as the testing websites. And 42 people, who having different GIS skills (test users or experts), gender (male or female), age and nationality, participated in this test to complete the several test tasks in different teams. The test comprised three parts: a pretest background information questionnaire, several test tasks for quantitative statistics and progress analysis, and a posttest questionnaire. The pretest and posttest questionnaires focused on gaining the verbal explanation of their actions qualitatively. And the design for test tasks targeted at gathering quantitative data for the errors and problems of the websites. Then, the results mainly from the test part were analyzed. The success rate from different public web mapping sites was calculated and compared, and displayed by the means of diagram. And the answers from questionnaires were also classified and organized in this part. Moreover, based on the analysis, this paper expands the discussion about the layout, map visualization, map tools, search logic and etc. Finally, this paper closed with some valuable guidelines and suggestions for the design of public web mapping sites. Also, limitations for this research stated in the end.
Nicholas, David; Huntington, Paul; Gunter, Barrie; Williams, Peter
2003-01-01
Postal questionnaire surveys were carried out with users of two digital interactive television (DiTV) providers of health content to investigate the use made of each service and the users' reactions to service content and its usefulness to them. The research indicated that health information on DiTV was used and, on the whole, rated favourably. There was some evidence also that such information might be used by some people as a substitute for going to the doctor, though information from their general practitioner (GP) or practice nurse still carries more weight for most people than any other health information source. This study forms part of an ongoing research project which has, as part of its aim, the task of identifying particular users with the information sources that may be most appropriate for them.
Predicting Foreign Language Usage from English-Only Social Media Posts
DOE Office of Scientific and Technical Information (OSTI.GOV)
Volkova, Svitlana; Ranshous, Stephen M.; Phillips, Lawrence A.
Social media is known for its multicultural and multilingual interactions, a natural product of which is code-mixing. Multilingual speakers mix languages they tweet to address a different audience, express certain feelings, or attract attention. This paper presents a large-scale analysis of 6 million tweets produced by 23 thousand multilingual users speaking 11 other languages besides English. We rely on this multilingual corpus to build predictive models for a novel task – inferring non- English languages that users speak exclusively from their English tweets. We contrast the predictive power of different linguistic signals and report that lexical content and syntactic structuremore » of English tweets are the most predictive of non-English languages that users speak on Twitter. By analyzing cross-lingual transfer – the influence of non-English languages on various levels of linguistic performance in English, we present novel findings on stylistic and syntactic variations across speakers of 11 languages.« less
Feasibility of BCI Control in a Realistic Smart Home Environment.
Kosmyna, Nataliya; Tarpin-Bernard, Franck; Bonnefond, Nicolas; Rivet, Bertrand
2016-01-01
Smart homes have been an active area of research, however despite considerable investment, they are not yet a reality for end-users. Moreover, there are still accessibility challenges for the elderly or the disabled, two of the main potential targets for home automation. In this exploratory study we design a control mechanism for smart homes based on Brain Computer Interfaces (BCI) and apply it in the "Domus" smart home platform in order to evaluate the potential interest of users about BCIs at home. We enable users to control lighting, a TV set, a coffee machine and the shutters of the smart home. We evaluate the performance (accuracy, interaction time), usability and feasibility (USE questionnaire) on 12 healthy subjects and 2 disabled subjects. We find that healthy subjects achieve 77% task accuracy. However, disabled subjects achieved a better accuracy (81% compared to 77%).
Feasibility of BCI Control in a Realistic Smart Home Environment
Kosmyna, Nataliya; Tarpin-Bernard, Franck; Bonnefond, Nicolas; Rivet, Bertrand
2016-01-01
Smart homes have been an active area of research, however despite considerable investment, they are not yet a reality for end-users. Moreover, there are still accessibility challenges for the elderly or the disabled, two of the main potential targets for home automation. In this exploratory study we design a control mechanism for smart homes based on Brain Computer Interfaces (BCI) and apply it in the “Domus”1 smart home platform in order to evaluate the potential interest of users about BCIs at home. We enable users to control lighting, a TV set, a coffee machine and the shutters of the smart home. We evaluate the performance (accuracy, interaction time), usability and feasibility (USE questionnaire) on 12 healthy subjects and 2 disabled subjects. We find that healthy subjects achieve 77% task accuracy. However, disabled subjects achieved a better accuracy (81% compared to 77%). PMID:27616986
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.
Oehl, M; Sutter, C
2015-05-01
With aging visual feedback becomes increasingly relevant in action control. Consequently, visual device and task characteristics should more and more affect tool use. Focussing on late working age, the present study aims to investigate age-related differences in processing task irrelevant (display size) and task relevant visual information (task difficulty). Young and middle-aged participants (20-35 and 36-64 years of age, respectively) sat in front of a touch screen with differently sized active touch areas (4″ to 12″) and performed pointing tasks with differing task difficulties (1.8-5 bits). Both display size and age affected pointing performance, but the two variables did not interact and aiming duration moderated both effects. Furthermore, task difficulty affected the pointing durations of middle-aged adults moreso than those of young adults. Again, aiming duration accounted for the variance in the data. The onset of an age-related decline in aiming duration can be clearly located in middle adulthood. Thus, the fine psychomotor ability "aiming" is a moderator and predictor for age-related differences in pointing tasks. The results support a user-specific design for small technical devices with touch interfaces. Copyright © 2014 Elsevier Ltd and The Ergonomics Society. All rights reserved.
Everyday life for users of electric wheelchairs - a qualitative interview study.
Blach Rossen, Camilla; Sørensen, Bodil; Würtz Jochumsen, Bente; Wind, Gitte
2012-09-01
The aim of this paper is to explore how users of electric wheelchairs experience their everyday life and how their electric wheelchairs influence their daily occupation. Occupation is defined as a personalized dynamic interaction between person, task and environment, and implies the value and meaning attached. Nine semi-structured interviews were conducted with experienced electric wheelchair users. ValMo was used as the theoretical framework for both interviewing and the analysis. The transcribed interviews were analysed using thematic analysis. Findings revealed key elements in electric wheelchair users' experience of how the use of a wheelchair influences everyday life and occupation. Four central themes emerged from the participants' experiences 1) The functionality of the wheelchair, 2) The wheelchair as an extension of the body, 3) The wheelchair and social life, and 4) The wheelchair and identity issues. The themes were interrelated and show how all levels of occupation were influenced both in a positive and negative way, and how it affected identity. It is essential that professionals working with electric wheelchair users are aware of how all levels of occupation and identity are influenced by using a wheelchair. This will assist professionals in supporting the users living an autonomous and meaningful life.
User-Computer Interactions: Some Problems for Human Factors Research
1981-09-01
accessibility from the work place or home of R. information stored in major repositories. o Two-way real-time communication between broadcasting - facilities...Miller, and R.W. Pew (BBN Inc.) MDA 903-80-C-0551 9. PERFORMING ORGANIZATION NAME AND ADDRESS 10. PROGRAM ELEMENT. PROJECT, TASK AREA & WORK UNIT NUMBERS...average U.S. home has gone from about 10 in 1940 to about 100 in 1960 to a few thousand in 1930. Collectively, these trends represent an enormous
S3D: An interactive surface grid generation tool
NASA Technical Reports Server (NTRS)
Luh, Raymond Ching-Chung; Pierce, Lawrence E.; Yip, David
1992-01-01
S3D, an interactive software tool for surface grid generation, is described. S3D provides the means with which a geometry definition based either on a discretized curve set or a rectangular set can be quickly processed towards the generation of a surface grid for computational fluid dynamics (CFD) applications. This is made possible as a result of implementing commonly encountered surface gridding tasks in an environment with a highly efficient and user friendly graphical interface. Some of the more advanced features of S3D include surface-surface intersections, optimized surface domain decomposition and recomposition, and automated propagation of edge distributions to surrounding grids.
Geometric modeling for computer aided design
NASA Technical Reports Server (NTRS)
Schwing, James L.; Olariu, Stephen
1995-01-01
The primary goal of this grant has been the design and implementation of software to be used in the conceptual design of aerospace vehicles particularly focused on the elements of geometric design, graphical user interfaces, and the interaction of the multitude of software typically used in this engineering environment. This has resulted in the development of several analysis packages and design studies. These include two major software systems currently used in the conceptual level design of aerospace vehicles. These tools are SMART, the Solid Modeling Aerospace Research Tool, and EASIE, the Environment for Software Integration and Execution. Additional software tools were designed and implemented to address the needs of the engineer working in the conceptual design environment. SMART provides conceptual designers with a rapid prototyping capability and several engineering analysis capabilities. In addition, SMART has a carefully engineered user interface that makes it easy to learn and use. Finally, a number of specialty characteristics have been built into SMART which allow it to be used efficiently as a front end geometry processor for other analysis packages. EASIE provides a set of interactive utilities that simplify the task of building and executing computer aided design systems consisting of diverse, stand-alone, analysis codes. Resulting in a streamlining of the exchange of data between programs reducing errors and improving the efficiency. EASIE provides both a methodology and a collection of software tools to ease the task of coordinating engineering design and analysis codes.
Design for interaction between humans and intelligent systems during real-time fault management
NASA Technical Reports Server (NTRS)
Malin, Jane T.; Schreckenghost, Debra L.; Thronesbery, Carroll G.
1992-01-01
Initial results are reported to provide guidance and assistance for designers of intelligent systems and their human interfaces. The objective is to achieve more effective human-computer interaction (HCI) for real time fault management support systems. Studies of the development of intelligent fault management systems within NASA have resulted in a new perspective of the user. If the user is viewed as one of the subsystems in a heterogeneous, distributed system, system design becomes the design of a flexible architecture for accomplishing system tasks with both human and computer agents. HCI requirements and design should be distinguished from user interface (displays and controls) requirements and design. Effective HCI design for multi-agent systems requires explicit identification of activities and information that support coordination and communication between agents. The effects are characterized of HCI design on overall system design and approaches are identified to addressing HCI requirements in system design. The results include definition of (1) guidance based on information level requirements analysis of HCI, (2) high level requirements for a design methodology that integrates the HCI perspective into system design, and (3) requirements for embedding HCI design tools into intelligent system development environments.
Lisiecka, Karolina; Rychwalska, Agnieszka; Samson, Katarzyna; Łucznik, Klara; Ziembowicz, Michał; Szóstek, Agnieszka; Nowak, Andrzej
2016-01-01
Rapid development of information and communications technologies (ICT) has triggered profound changes in how people manage their social contacts in both informal and professional contexts. ICT mediated communication may seem limited in possibilities compared to face-to-face encounters, but research shows that puzzlingly often it can be just as effective and satisfactory. We posit that ICT users employ specific communication strategies adapted to particular communication channels, which results in a comparable effectiveness of communication. In order to maintain a satisfactory level of conversational intelligibility they calibrate the content of their messages to a given medium's richness and adjust the whole conversation trajectory so that every stage of the communication process runs fluently. In the current study, we compared complex task solving trajectories in chat, mobile phone and face-to-face dyadic conversations. Media conditions did not influence the quality of decision outcomes or users' perceptions of the interaction, but they had impact on the amount of time devoted to each of the identified phases of decision development. In face-to-face contacts the evaluation stage of the discussion dominated the conversation; in the texting condition the orientation-evaluation-control phases were evenly distributed; and the phone condition provided a midpoint between these two extremes. The results show that contemporary ICT users adjust their communication behavior to the limitations and opportunities of various media through the regulation of attention directed to each stage of the discussion so that as a whole the communication process remains effective.
Evaluation of a Modified User Guide for Hearing Aid Management.
Caposecco, Andrea; Hickson, Louise; Meyer, Carly; Khan, Asaduzzaman
2016-01-01
This study investigated if a hearing aid user guide modified using best practice principles for health literacy resulted in superior ability to perform hearing aid management tasks, compared with the user guide in the original form. This research utilized a two-arm study design to compare the original manufacturer's user guide with a modified user guide for the same hearing aid--an Oticon Acto behind-the-ear aid with an open dome. The modified user guide had a lower reading grade level (4.2 versus 10.5), used a larger font size, included more graphics, and had less technical information. Eighty-nine adults ages 55 years and over were included in the study; none had experience with hearing aid use or management. Participants were randomly assigned either the modified guide (n = 47) or the original guide (n = 42). All participants were administered the Hearing Aid Management test, designed for this study, which assessed their ability to perform seven management tasks (e.g., change battery) with their assigned user guide. The regression analysis indicated that the type of user guide was significantly associated with performance on the Hearing Aid Management test, adjusting for 11 potential covariates. In addition, participants assigned the modified guide required significantly fewer prompts to perform tasks and were significantly more likely to perform four of the seven tasks without the need for prompts. The median time taken by those assigned the modified guide was also significantly shorter for three of the tasks. Other variables associated with performance on the Hearing Aid Management test were health literacy level, finger dexterity, and age. Findings indicate that the need to design hearing aid user guides in line with best practice principles of health literacy as a means of facilitating improved hearing aid management in older adults.
Archer, Charles J.; Blocksom, Michael A.; Ratterman, Joseph D.; Smith, Brian E.; Xue, Hanghon
2016-02-02
A parallel computer executes a number of tasks, each task includes a number of endpoints and the endpoints are configured to support collective operations. In such a parallel computer, establishing a group of endpoints receiving a user specification of a set of endpoints included in a global collection of endpoints, where the user specification defines the set in accordance with a predefined virtual representation of the endpoints, the predefined virtual representation is a data structure setting forth an organization of tasks and endpoints included in the global collection of endpoints and the user specification defines the set of endpoints without a user specification of a particular endpoint; and defining a group of endpoints in dependence upon the predefined virtual representation of the endpoints and the user specification.
Establishing a group of endpoints in a parallel computer
Archer, Charles J.; Blocksome, Michael A.; Ratterman, Joseph D.; Smith, Brian E.; Xue, Hanhong
2016-02-02
A parallel computer executes a number of tasks, each task includes a number of endpoints and the endpoints are configured to support collective operations. In such a parallel computer, establishing a group of endpoints receiving a user specification of a set of endpoints included in a global collection of endpoints, where the user specification defines the set in accordance with a predefined virtual representation of the endpoints, the predefined virtual representation is a data structure setting forth an organization of tasks and endpoints included in the global collection of endpoints and the user specification defines the set of endpoints without a user specification of a particular endpoint; and defining a group of endpoints in dependence upon the predefined virtual representation of the endpoints and the user specification.
Two-Level Verification of Data Integrity for Data Storage in Cloud Computing
NASA Astrophysics Data System (ADS)
Xu, Guangwei; Chen, Chunlin; Wang, Hongya; Zang, Zhuping; Pang, Mugen; Jiang, Ping
Data storage in cloud computing can save capital expenditure and relive burden of storage management for users. As the lose or corruption of files stored may happen, many researchers focus on the verification of data integrity. However, massive users often bring large numbers of verifying tasks for the auditor. Moreover, users also need to pay extra fee for these verifying tasks beyond storage fee. Therefore, we propose a two-level verification of data integrity to alleviate these problems. The key idea is to routinely verify the data integrity by users and arbitrate the challenge between the user and cloud provider by the auditor according to the MACs and ϕ values. The extensive performance simulations show that the proposed scheme obviously decreases auditor's verifying tasks and the ratio of wrong arbitration.
ERIC Educational Resources Information Center
Paisley, William; Butler, Matilda
This study of the computer/user interface investigated the role of the computer in performing information tasks that users now perform without computer assistance. Users' perceptual/cognitive processes are to be accelerated or augmented by the computer; a long term goal is to delegate information tasks entirely to the computer. Cybernetic and…
Merritt, Stephanie M; Ilgen, Daniel R
2008-04-01
We provide an empirical demonstration of the importance of attending to human user individual differences in examinations of trust and automation use. Past research has generally supported the notions that machine reliability predicts trust in automation, and trust in turn predicts automation use. However, links between user personality and perceptions of the machine with trust in automation have not been empirically established. On our X-ray screening task, 255 students rated trust and made automation use decisions while visually searching for weapons in X-ray images of luggage. We demonstrate that individual differences affect perceptions of machine characteristics when actual machine characteristics are constant, that perceptions account for 52% of trust variance above the effects of actual characteristics, and that perceptions mediate the effects of actual characteristics on trust. Importantly, we also demonstrate that when administered at different times, the same six trust items reflect two types of trust (dispositional trust and history-based trust) and that these two trust constructs are differentially related to other variables. Interactions were found among user characteristics, machine characteristics, and automation use. Our results suggest that increased specificity in the conceptualization and measurement of trust is required, future researchers should assess user perceptions of machine characteristics in addition to actual machine characteristics, and incorporation of user extraversion and propensity to trust machines can increase prediction of automation use decisions. Potential applications include the design of flexible automation training programs tailored to individuals who differ in systematic ways.
The FOSS GIS Workbench on the GFZ Load Sharing Facility compute cluster
NASA Astrophysics Data System (ADS)
Löwe, P.; Klump, J.; Thaler, J.
2012-04-01
Compute clusters can be used as GIS workbenches, their wealth of resources allow us to take on geocomputation tasks which exceed the limitations of smaller systems. To harness these capabilities requires a Geographic Information System (GIS), able to utilize the available cluster configuration/architecture and a sufficient degree of user friendliness to allow for wide application. In this paper we report on the first successful porting of GRASS GIS, the oldest and largest Free Open Source (FOSS) GIS project, onto a compute cluster using Platform Computing's Load Sharing Facility (LSF). In 2008, GRASS6.3 was installed on the GFZ compute cluster, which at that time comprised 32 nodes. The interaction with the GIS was limited to the command line interface, which required further development to encapsulate the GRASS GIS business layer to facilitate its use by users not familiar with GRASS GIS. During the summer of 2011, multiple versions of GRASS GIS (v 6.4, 6.5 and 7.0) were installed on the upgraded GFZ compute cluster, now consisting of 234 nodes with 480 CPUs providing 3084 cores. The GFZ compute cluster currently offers 19 different processing queues with varying hardware capabilities and priorities, allowing for fine-grained scheduling and load balancing. After successful testing of core GIS functionalities, including the graphical user interface, mechanisms were developed to deploy scripted geocomputation tasks onto dedicated processing queues. The mechanisms are based on earlier work by NETELER et al. (2008). A first application of the new GIS functionality was the generation of maps of simulated tsunamis in the Mediterranean Sea for the Tsunami Atlas of the FP-7 TRIDEC Project (www.tridec-online.eu). For this, up to 500 processing nodes were used in parallel. Further trials included the processing of geometrically complex problems, requiring significant amounts of processing time. The GIS cluster successfully completed all these tasks, with processing times lasting up to full 20 CPU days. The deployment of GRASS GIS on a compute cluster allows our users to tackle GIS tasks previously out of reach of single workstations. In addition, this GRASS GIS cluster implementation will be made available to other users at GFZ in the course of 2012. It will thus become a research utility in the sense of "Software as a Service" (SaaS) and can be seen as our first step towards building a GFZ corporate cloud service.
Analyses of User Rationality and System Learnability: Performing Task Variants in User Tests
ERIC Educational Resources Information Center
Law, Effie Lai-Chong; Blazic, Borka Jerman; Pipan, Matic
2007-01-01
No systematic empirical study on investigating the effects of performing task variants on user cognitive strategy and behaviour in usability tests and on learnability of the system being tested has been documented in the literature. The current use-inspired basic research work aims to identify the underlying cognitive mechanisms and the practical…
The Effects of Preference for Information on Consumers’ Online Health Information Search Behavior
2013-01-01
Background Preference for information is a personality trait that affects people’s tendency to seek information in health-related situations. Prior studies have focused primarily on investigating its impact on patient-provider communication and on the implications for designing information interventions that prepare patients for medical procedures. Few studies have examined its impact on general consumers’ interactions with Web-based search engines for health information or the implications for designing more effective health information search systems. Objective This study intends to fill this gap by investigating the impact of preference for information on the search behavior of general consumers seeking health information, their perceptions of search tasks (representing information needs), and user experience with search systems. Methods Forty general consumers who had previously searched for health information online participated in the study in our usability lab. Preference for information was measured using Miller’s Monitor-Blunter Style Scale (MBSS) and the Krantz Health Opinion Survey-Information Scale (KHOS-I). Each participant completed four simulated health information search tasks: two look-up (fact-finding) and two exploratory. Their behaviors while interacting with the search systems were automatically logged and ratings of their perceptions of tasks and user experience with the systems were collected using Likert-scale questionnaires. Results The MBSS showed low reliability with the participants (Monitoring subscale: Cronbach alpha=.53; Blunting subscale: Cronbach alpha=.35). Thus, no further analyses were performed based on the scale. KHOS-I had sufficient reliability (Cronbach alpha=.77). Participants were classified into low- and high-preference groups based on their KHOS-I scores. The high-preference group submitted significantly shorter queries when completing the look-up tasks (P=.02). The high-preference group made a significantly higher percentage of parallel movements in query reformulation than did the low-preference group (P=.04), whereas the low-preference group made a significantly higher percentage of new concept movements than the high-preference group when completing the exploratory tasks (P=.01). The high-preference group found the exploratory tasks to be significantly more difficult (P=.05) and the systems to be less useful (P=.04) than did the low-preference group. Conclusions Preference for information has an impact on the search behavior of general consumers seeking health information. Those with a high preference were more likely to use more general queries when searching for specific factual information and to develop more complex mental representations of health concerns of an exploratory nature and try different combinations of concepts to explore these concerns. High-preference users were also more demanding on the system. Health information search systems should be tailored to fit individuals’ information preferences. PMID:24284061
The effects of preference for information on consumers' online health information search behavior.
Zhang, Yan
2013-11-26
Preference for information is a personality trait that affects people's tendency to seek information in health-related situations. Prior studies have focused primarily on investigating its impact on patient-provider communication and on the implications for designing information interventions that prepare patients for medical procedures. Few studies have examined its impact on general consumers' interactions with Web-based search engines for health information or the implications for designing more effective health information search systems. This study intends to fill this gap by investigating the impact of preference for information on the search behavior of general consumers seeking health information, their perceptions of search tasks (representing information needs), and user experience with search systems. Forty general consumers who had previously searched for health information online participated in the study in our usability lab. Preference for information was measured using Miller's Monitor-Blunter Style Scale (MBSS) and the Krantz Health Opinion Survey-Information Scale (KHOS-I). Each participant completed four simulated health information search tasks: two look-up (fact-finding) and two exploratory. Their behaviors while interacting with the search systems were automatically logged and ratings of their perceptions of tasks and user experience with the systems were collected using Likert-scale questionnaires. The MBSS showed low reliability with the participants (Monitoring subscale: Cronbach alpha=.53; Blunting subscale: Cronbach alpha=.35). Thus, no further analyses were performed based on the scale. KHOS-I had sufficient reliability (Cronbach alpha=.77). Participants were classified into low- and high-preference groups based on their KHOS-I scores. The high-preference group submitted significantly shorter queries when completing the look-up tasks (P=.02). The high-preference group made a significantly higher percentage of parallel movements in query reformulation than did the low-preference group (P=.04), whereas the low-preference group made a significantly higher percentage of new concept movements than the high-preference group when completing the exploratory tasks (P=.01). The high-preference group found the exploratory tasks to be significantly more difficult (P=.05) and the systems to be less useful (P=.04) than did the low-preference group. Preference for information has an impact on the search behavior of general consumers seeking health information. Those with a high preference were more likely to use more general queries when searching for specific factual information and to develop more complex mental representations of health concerns of an exploratory nature and try different combinations of concepts to explore these concerns. High-preference users were also more demanding on the system. Health information search systems should be tailored to fit individuals' information preferences.
User-centric incentive design for participatory mobile phone sensing
NASA Astrophysics Data System (ADS)
Gao, Wei; Lu, Haoyang
2014-05-01
Mobile phone sensing is a critical underpinning of pervasive mobile computing, and is one of the key factors for improving people's quality of life in modern society via collective utilization of the on-board sensing capabilities of people's smartphones. The increasing demands for sensing services and ambient awareness in mobile environments highlight the necessity of active participation of individual mobile users in sensing tasks. User incentives for such participation have been continuously offered from an application-centric perspective, i.e., as payments from the sensing server, to compensate users' sensing costs. These payments, however, are manipulated to maximize the benefits of the sensing server, ignoring the runtime flexibility and benefits of participating users. This paper presents a novel framework of user-centric incentive design, and develops a universal sensing platform which translates heterogenous sensing tasks to a generic sensing plan specifying the task-independent requirements of sensing performance. We use this sensing plan as input to reduce three categories of sensing costs, which together cover the possible sources hindering users' participation in sensing.
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.
Senathirajah, Yalini; Kaufman, David; Bakken, Suzanne
2014-12-01
User-composable approaches provide clinicians with the control to design and assemble information elements on screen via drag/drop. They hold considerable promise for enhancing the electronic-health-records (EHRs) user experience. We previously described this novel approach to EHR design and our illustrative system, MedWISE. The purpose of this paper is to describe clinician users' intelligent uses of space during completion of real patient case studies in a laboratory setting using MedWISE. Thirteen clinicians at a quaternary academic medical center used the system to review four real patient cases. We analyzed clinician utterances, behaviors, screen layouts (i.e., interface designs), and their perceptions associated with completing patient case studies. Clinicians effectively used the system to review all cases. Two coding schemata pertaining to human-computer interaction and diagnostic reasoning were used to analyze the data. Users adopted three main interaction strategies: rapidly gathering items on screen and reviewing ('opportunistic selection' approach); creating highly structured screens ('structured' approach); and interacting with small groups of items in sequence as their case review progressed ('dynamic stage' approach). They also used spatial arrangement in ways predicted by theory and research on workplace spatial arrangement. This includes assignment of screen regions for particular purposes (24% of spatial codes), juxtaposition to facilitate calculation or other cognitive tasks ('epistemic action'), and grouping elements with common meanings or relevance to the diagnostic facets of the case (20.3%). A left-to-right progression of orienting materials, data, and action items or reflection space was a commonly observed pattern. Widget selection was based on user assessment of what information was useful or relevant. We developed and tested an illustrative system that gives clinicians greater control of the EHR, and demonstrated its feasibility for case review by typical clinicians. Producing the simplifying inventions, such as user-composable platforms that shift control to the user, may serve to promote productive EHR use and enhance its value as an instrument of patient care. Copyright © 2014 Elsevier Inc. All rights reserved.
McEvoy, Phil; Escott, Diane; Bee, Penny
2011-01-01
This study is based on a formative evaluation of a case management service for high-intensity service users in Northern England. The evaluation had three main purposes: (i) to assess the quality of the organisational infrastructure; (ii) to obtain a better understanding of the key influences that played a role in shaping the development of the service; and (iii) to identify potential changes in practice that may help to improve the quality of service provision. The evaluation was informed by Gittell's relational co-ordination theory, which focuses upon cross-boundary working practices that facilitate task integration. The Assessment of Chronic Illness Care Survey was used to assess the organisational infrastructure and qualitative interviews with front line staff were conducted to explore the key influences that shaped the development of the service. A high level of strategic commitment and political support for integrated working was identified. However, the quality of care co-ordination was variable. The most prominent operational factor that appeared to influence the scope and quality of care co-ordination was the pattern of interaction between the case managers and their co-workers. The co-ordination of patient care was much more effective in integrated co-ordination networks. Key features included clearly defined, task focussed, relational workspaces with interactive forums where case managers could engage with co-workers in discussions about the management of interdependent care activities. In dispersed co-ordination networks with fewer relational workspaces, the case managers struggled to work as effectively. The evaluation concluded that the creation of flexible and efficient task focused relational workspaces that are systemically managed and adequately resourced could help to improve the quality of care co-ordination, particularly in dispersed networks. © 2010 Blackwell Publishing Ltd.
Air Traffic Complexity Measurement Environment (ACME): Software User's Guide
NASA Technical Reports Server (NTRS)
1996-01-01
A user's guide for the Air Traffic Complexity Measurement Environment (ACME) software is presented. The ACME consists of two major components, a complexity analysis tool and user interface. The Complexity Analysis Tool (CAT) analyzes complexity off-line, producing data files which may be examined interactively via the Complexity Data Analysis Tool (CDAT). The Complexity Analysis Tool is composed of three independently executing processes that communicate via PVM (Parallel Virtual Machine) and Unix sockets. The Runtime Data Management and Control process (RUNDMC) extracts flight plan and track information from a SAR input file, and sends the information to GARP (Generate Aircraft Routes Process) and CAT (Complexity Analysis Task). GARP in turn generates aircraft trajectories, which are utilized by CAT to calculate sector complexity. CAT writes flight plan, track and complexity data to an output file, which can be examined interactively. The Complexity Data Analysis Tool (CDAT) provides an interactive graphic environment for examining the complexity data produced by the Complexity Analysis Tool (CAT). CDAT can also play back track data extracted from System Analysis Recording (SAR) tapes. The CDAT user interface consists of a primary window, a controls window, and miscellaneous pop-ups. Aircraft track and position data is displayed in the main viewing area of the primary window. The controls window contains miscellaneous control and display items. Complexity data is displayed in pop-up windows. CDAT plays back sector complexity and aircraft track and position data as a function of time. Controls are provided to start and stop playback, adjust the playback rate, and reposition the display to a specified time.
User-Centered Iterative Design of a Collaborative Virtual Environment
2001-03-01
cognitive task analysis methods to study land navigators. This study was intended to validate the use of user-centered design methodologies for the design of...have explored the cognitive aspects of collaborative human way finding and design for collaborative virtual environments. Further investigation of design paradigms should include cognitive task analysis and behavioral task analysis.
Ning, Yifan; Hernandez, Andres; Horn, John R; Jacobson, Rebecca; Boyce, Richard D
2016-01-01
Background Because vital details of potential pharmacokinetic drug-drug interactions are often described in free-text structured product labels, manual curation is a necessary but expensive step in the development of electronic drug-drug interaction information resources. The use of nonexperts to annotate potential drug-drug interaction (PDDI) mentions in drug product label annotation may be a means of lessening the burden of manual curation. Objective Our goal was to explore the practicality of using nonexpert participants to annotate drug-drug interaction descriptions from structured product labels. By presenting annotation tasks to both pharmacy experts and relatively naïve participants, we hoped to demonstrate the feasibility of using nonexpert annotators for drug-drug information annotation. We were also interested in exploring whether and to what extent natural language processing (NLP) preannotation helped improve task completion time, accuracy, and subjective satisfaction. Methods Two experts and 4 nonexperts were asked to annotate 208 structured product label sections under 4 conditions completed sequentially: (1) no NLP assistance, (2) preannotation of drug mentions, (3) preannotation of drug mentions and PDDIs, and (4) a repeat of the no-annotation condition. Results were evaluated within the 2 groups and relative to an existing gold standard. Participants were asked to provide reports on the time required to complete tasks and their perceptions of task difficulty. Results One of the experts and 3 of the nonexperts completed all tasks. Annotation results from the nonexpert group were relatively strong in every scenario and better than the performance of the NLP pipeline. The expert and 2 of the nonexperts were able to complete most tasks in less than 3 hours. Usability perceptions were generally positive (3.67 for expert, mean of 3.33 for nonexperts). Conclusions The results suggest that nonexpert annotation might be a feasible option for comprehensive labeling of annotated PDDIs across a broader range of drug product labels. Preannotation of drug mentions may ease the annotation task. However, preannotation of PDDIs, as operationalized in this study, presented the participants with difficulties. Future work should test if these issues can be addressed by the use of better performing NLP and a different approach to presenting the PDDI preannotations to users during the annotation workflow. PMID:27066806
Hochheiser, Harry; Ning, Yifan; Hernandez, Andres; Horn, John R; Jacobson, Rebecca; Boyce, Richard D
2016-04-11
Because vital details of potential pharmacokinetic drug-drug interactions are often described in free-text structured product labels, manual curation is a necessary but expensive step in the development of electronic drug-drug interaction information resources. The use of nonexperts to annotate potential drug-drug interaction (PDDI) mentions in drug product label annotation may be a means of lessening the burden of manual curation. Our goal was to explore the practicality of using nonexpert participants to annotate drug-drug interaction descriptions from structured product labels. By presenting annotation tasks to both pharmacy experts and relatively naïve participants, we hoped to demonstrate the feasibility of using nonexpert annotators for drug-drug information annotation. We were also interested in exploring whether and to what extent natural language processing (NLP) preannotation helped improve task completion time, accuracy, and subjective satisfaction. Two experts and 4 nonexperts were asked to annotate 208 structured product label sections under 4 conditions completed sequentially: (1) no NLP assistance, (2) preannotation of drug mentions, (3) preannotation of drug mentions and PDDIs, and (4) a repeat of the no-annotation condition. Results were evaluated within the 2 groups and relative to an existing gold standard. Participants were asked to provide reports on the time required to complete tasks and their perceptions of task difficulty. One of the experts and 3 of the nonexperts completed all tasks. Annotation results from the nonexpert group were relatively strong in every scenario and better than the performance of the NLP pipeline. The expert and 2 of the nonexperts were able to complete most tasks in less than 3 hours. Usability perceptions were generally positive (3.67 for expert, mean of 3.33 for nonexperts). The results suggest that nonexpert annotation might be a feasible option for comprehensive labeling of annotated PDDIs across a broader range of drug product labels. Preannotation of drug mentions may ease the annotation task. However, preannotation of PDDIs, as operationalized in this study, presented the participants with difficulties. Future work should test if these issues can be addressed by the use of better performing NLP and a different approach to presenting the PDDI preannotations to users during the annotation workflow.
Engine Data Interpretation System (EDIS), phase 2
NASA Technical Reports Server (NTRS)
Cost, Thomas L.; Hofmann, Martin O.
1991-01-01
A prototype of an expert system was developed which applies qualitative constraint-based reasoning to the task of post-test analysis of data resulting from a rocket engine firing. Data anomalies are detected and corresponding faults are diagnosed. Engine behavior is reconstructed using measured data and knowledge about engine behavior. Knowledge about common faults guides but does not restrict the search for the best explanation in terms of hypothesized faults. The system contains domain knowledge about the behavior of common rocket engine components and was configured for use with the Space Shuttle Main Engine (SSME). A graphical user interface allows an expert user to intimately interact with the system during diagnosis. The system was applied to data taken during actual SSME tests where data anomalies were observed.
Gradually including potential users: A tool to counter design exclusions.
Zitkus, Emilene; Langdon, Patrick; Clarkson, P John
2018-01-01
The paper describes an iterative development process used to understand the suitability of different inclusive design evaluation tools applied into design practices. At the end of this process, a tool named Inclusive Design Advisor was developed, combining data related to design features of small appliances with ergonomic task demands, anthropometric data and exclusion data. When auditing a new design the tool examines the exclusion that each design feature can cause, followed by objective recommendations directly related to its features. Interactively, it allows designers or clients to balance design changes with the exclusion caused. It presents the type of information that enables designers and clients to discuss user needs and make more inclusive design decisions. Copyright © 2017. Published by Elsevier Ltd.
Facebooking Citizen Science with the Zooniverse
NASA Astrophysics Data System (ADS)
Moore, Joseph; Gay, P. L.; Hogan, K.; Lintott, C.; Impey, C.; Watson, C.
2011-01-01
While fully online citizen science projects like Galaxy Zoo and Moon Zoo are able to garner participation by tens to hundreds of thousands of people, this success pales next to the number of people who use Facebook. With a population well over half a billion, Facebook is, at the time of this writing, the largest single online community. As an experiment in social science-engagement, we have created Facebook fan pages for Zooniverse science tasks, social-sharing apps for Moon Zoo and Galaxy Zoo, and a novel galaxy-related citizen science project all within Facebook. In this poster we present early analysis on how these engagements attract both old and new users, and how users choose to share and interact through these pages.
An Infrastructure to Enable Lightweight Context-Awareness for Mobile Users
Curiel, Pablo; Lago, Ana B.
2013-01-01
Mobile phones enable us to carry out a wider range of tasks every day, and as a result they have become more ubiquitous than ever. However, they are still more limited in terms of processing power and interaction capabilities than traditional computers, and the often distracting and time-constricted scenarios in which we use them do not help in alleviating these limitations. Context-awareness is a valuable technique to address these issues, as it enables to adapt application behaviour to each situation. In this paper we present a context management infrastructure for mobile environments, aimed at controlling context information life-cycle in this kind of scenarios, with the main goal of enabling application and services to adapt their behaviour to better meet end-user needs. This infrastructure relies on semantic technologies and open standards to improve interoperability, and is based on a central element, the context manager. This element acts as a central context repository and takes most of the computational burden derived from dealing with this kind of information, thus relieving from these tasks to more resource-scarce devices in the system. PMID:23899932
Elasticity improves handgrip performance and user experience during visuomotor control
Rinne, Paul; Liardon, Jean-Luc; Uhomoibhi, Catherine; Bentley, Paul; Burdet, Etienne
2017-01-01
Passive rehabilitation devices, providing motivation and feedback, potentially offer an automated and low-cost therapy method, and can be used as simple human–machine interfaces. Here, we ask whether there is any advantage for a hand-training device to be elastic, as opposed to rigid, in terms of performance and preference. To address this question, we have developed a highly sensitive and portable digital handgrip, promoting independent and repetitive rehabilitation of grasp function based around a novel elastic force and position sensing structure. A usability study was performed on 66 healthy subjects to assess the effect of elastic versus rigid handgrip control during various visuomotor tracking tasks. The results indicate that, for tasks relying either on feedforward or on feedback control, novice users perform significantly better with the elastic handgrip, compared with the rigid equivalent (11% relative improvement, 9–14% mean range; p < 0.01). Furthermore, there was a threefold increase in the number of subjects who preferred elastic compared with rigid handgrip interaction. Our results suggest that device compliance is an important design consideration for grip training devices. PMID:28386448
Elasticity improves handgrip performance and user experience during visuomotor control.
Mace, Michael; Rinne, Paul; Liardon, Jean-Luc; Uhomoibhi, Catherine; Bentley, Paul; Burdet, Etienne
2017-02-01
Passive rehabilitation devices, providing motivation and feedback, potentially offer an automated and low-cost therapy method, and can be used as simple human-machine interfaces. Here, we ask whether there is any advantage for a hand-training device to be elastic, as opposed to rigid, in terms of performance and preference. To address this question, we have developed a highly sensitive and portable digital handgrip, promoting independent and repetitive rehabilitation of grasp function based around a novel elastic force and position sensing structure. A usability study was performed on 66 healthy subjects to assess the effect of elastic versus rigid handgrip control during various visuomotor tracking tasks. The results indicate that, for tasks relying either on feedforward or on feedback control, novice users perform significantly better with the elastic handgrip, compared with the rigid equivalent (11% relative improvement, 9-14% mean range; p < 0.01). Furthermore, there was a threefold increase in the number of subjects who preferred elastic compared with rigid handgrip interaction. Our results suggest that device compliance is an important design consideration for grip training devices.
Armstrong, Ryan; de Ribaupierre, Sandrine; Eagleson, Roy
2014-04-01
This paper describes the design and development of a software tool for the evaluation and training of surgical residents using an interactive, immersive, virtual environment. Our objective was to develop a tool to evaluate user spatial reasoning skills and knowledge in a neuroanatomical context, as well as to augment their performance through interactivity. In the visualization, manually segmented anatomical surface images of MRI scans of the brain were rendered using a stereo display to improve depth cues. A magnetically tracked wand was used as a 3D input device for localization tasks within the brain. The movement of the wand was made to correspond to movement of a spherical cursor within the rendered scene, providing a reference for localization. Users can be tested on their ability to localize structures within the 3D scene, and their ability to place anatomical features at the appropriate locations within the rendering. Copyright © 2014 Elsevier Ireland Ltd. All rights reserved.
NASA Technical Reports Server (NTRS)
Washington, Gloria
2012-01-01
Have you heard the saying "frustration is written all over your falce"? Well this saying is true, but that is not the only place. Frustration is written all over your face and your body. The human body has various means to communicate an emotion without the utterance of a single word. The Media Equation says that people interact with computers as if they are human: this includes experiencing frustration. This research measures frustration by monitoring human body-based measures such as heart rate, posture, skin temperature. and respiration. The OCC Theory of Emotions is used to separate frustration into different levels or intensities. The results of this study showed that individual intensities of frustration exist, so that task performance is not degraded. Results from this study can be used by usability testers to model how much frustration is needed before task performance measures start to decrease.
Space station operations task force. Panel 3 report: User development and integration
NASA Technical Reports Server (NTRS)
1987-01-01
The User Development and Integration Panel of the Space Station Operations Task Force was chartered to develop concepts relating to the operations of the Space Station manned base and the platforms, user accommodation and integration activities. The needs of the user community are addressed in the context with the mature operations phase of the Space Station. Issues addressed include space station pricing options, marketing strategies, payload selection and resource allocation options, and manifesting techniques.
Categorization of compensatory motions in transradial myoelectric prosthesis users.
Hussaini, Ali; Zinck, Arthur; Kyberd, Peter
2017-06-01
Prosthesis users perform various compensatory motions to accommodate for the loss of the hand and wrist as well as the reduced functionality of a prosthetic hand. Investigate different compensation strategies that are performed by prosthesis users. Comparative analysis. A total of 20 able-bodied subjects and 4 prosthesis users performed a set of bimanual activities. Movements of the trunk and head were recorded using a motion capture system and a digital video recorder. Clinical motion angles were calculated to assess the compensatory motions made by the prosthesis users. The video recording also assisted in visually identifying the compensations. Compensatory motions by the prosthesis users were evident in the tasks performed (slicing and stirring activities) as compared to the benchmark of able-bodied subjects. Compensations took the form of a measured increase in range of motion, an observed adoption of a new posture during task execution, and prepositioning of items in the workspace prior to initiating a given task. Compensatory motions were performed by prosthesis users during the selected tasks. These can be categorized into three different types of compensations. Clinical relevance Proper identification and classification of compensatory motions performed by prosthesis users into three distinct forms allows clinicians and researchers to accurately identify and quantify movement. It will assist in evaluating new prosthetic interventions by providing distinct terminology that is easily understood and can be shared between research institutions.
Robots As Intentional Agents: Using Neuroscientific Methods to Make Robots Appear More Social.
Wiese, Eva; Metta, Giorgio; Wykowska, Agnieszka
2017-01-01
Robots are increasingly envisaged as our future cohabitants. However, while considerable progress has been made in recent years in terms of their technological realization, the ability of robots to interact with humans in an intuitive and social way is still quite limited. An important challenge for social robotics is to determine how to design robots that can perceive the user's needs, feelings, and intentions, and adapt to users over a broad range of cognitive abilities. It is conceivable that if robots were able to adequately demonstrate these skills, humans would eventually accept them as social companions. We argue that the best way to achieve this is using a systematic experimental approach based on behavioral and physiological neuroscience methods such as motion/eye-tracking, electroencephalography, or functional near-infrared spectroscopy embedded in interactive human-robot paradigms. This approach requires understanding how humans interact with each other, how they perform tasks together and how they develop feelings of social connection over time, and using these insights to formulate design principles that make social robots attuned to the workings of the human brain. In this review, we put forward the argument that the likelihood of artificial agents being perceived as social companions can be increased by designing them in a way that they are perceived as intentional agents that activate areas in the human brain involved in social-cognitive processing. We first review literature related to social-cognitive processes and mechanisms involved in human-human interactions, and highlight the importance of perceiving others as intentional agents to activate these social brain areas. We then discuss how attribution of intentionality can positively affect human-robot interaction by (a) fostering feelings of social connection, empathy and prosociality, and by (b) enhancing performance on joint human-robot tasks. Lastly, we describe circumstances under which attribution of intentionality to robot agents might be disadvantageous, and discuss challenges associated with designing social robots that are inspired by neuroscientific principles.
Adaptive hybrid brain-computer interaction: ask a trainer for assistance!
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.
TARGET - TASK ANALYSIS REPORT GENERATION TOOL, VERSION 1.0
NASA Technical Reports Server (NTRS)
Ortiz, C. J.
1994-01-01
The Task Analysis Report Generation Tool, TARGET, is a graphical interface tool used to capture procedural knowledge and translate that knowledge into a hierarchical report. TARGET is based on VISTA, a knowledge acquisition tool developed by the Naval Systems Training Center. TARGET assists a programmer and/or task expert organize and understand the steps involved in accomplishing a task. The user can label individual steps in the task through a dialogue-box and get immediate graphical feedback for analysis. TARGET users can decompose tasks into basic action kernels or minimal steps to provide a clear picture of all basic actions needed to accomplish a job. This method allows the user to go back and critically examine the overall flow and makeup of the process. The user can switch between graphics (box flow diagrams) and text (task hierarchy) versions to more easily study the process being documented. As the practice of decomposition continues, tasks and their subtasks can be continually modified to more accurately reflect the user's procedures and rationale. This program is designed to help a programmer document an expert's task thus allowing the programmer to build an expert system which can help others perform the task. Flexibility is a key element of the system design and of the knowledge acquisition session. If the expert is not able to find time to work on the knowledge acquisition process with the program developer, the developer and subject matter expert may work in iterative sessions. TARGET is easy to use and is tailored to accommodate users ranging from the novice to the experienced expert systems builder. TARGET is written in C-language for IBM PC series and compatible computers running MS-DOS and Microsoft Windows version 3.0 or 3.1. No source code is supplied. The executable also requires 2Mb of RAM, a Microsoft compatible mouse, a VGA display and an 80286, 386 or 486 processor machine. The standard distribution medium for TARGET is one 5.25 inch 360K MS-DOS format diskette. TARGET was developed in 1991.
Chung, Cheng-Shiu; Wang, Hongwu; Cooper, Rory A.
2013-01-01
Context The user interface development of assistive robotic manipulators can be traced back to the 1960s. Studies include kinematic designs, cost-efficiency, user experience involvements, and performance evaluation. This paper is to review studies conducted with clinical trials using activities of daily living (ADLs) tasks to evaluate performance categorized using the International Classification of Functioning, Disability, and Health (ICF) frameworks, in order to give the scope of current research and provide suggestions for future studies. Methods We conducted a literature search of assistive robotic manipulators from 1970 to 2012 in PubMed, Google Scholar, and University of Pittsburgh Library System – PITTCat. Results Twenty relevant studies were identified. Conclusion Studies were separated into two broad categories: user task preferences and user-interface performance measurements of commercialized and developing assistive robotic manipulators. The outcome measures and ICF codes associated with the performance evaluations are reported. Suggestions for the future studies include (1) standardized ADL tasks for the quantitative and qualitative evaluation of task efficiency and performance to build comparable measures between research groups, (2) studies relevant to the tasks from user priority lists and ICF codes, and (3) appropriate clinical functional assessment tests with consideration of constraints in assistive robotic manipulator user interfaces. In addition, these outcome measures will help physicians and therapists build standardized tools while prescribing and assessing assistive robotic manipulators. PMID:23820143
Gácsi, Márta; Szakadát, Sára; Miklósi, Adám
2013-01-01
These studies are part of a project aiming to reveal relevant aspects of human-dog interactions, which could serve as a model to design successful human-robot interactions. Presently there are no successfully commercialized assistance robots, however, assistance dogs work efficiently as partners for persons with disabilities. In Study 1, we analyzed the cooperation of 32 assistance dog-owner dyads performing a carrying task. We revealed typical behavior sequences and also differences depending on the dyads' experiences and on whether the owner was a wheelchair user. In Study 2, we investigated dogs' responses to unforeseen difficulties during a retrieving task in two contexts. Dogs displayed specific communicative and displacement behaviors, and a strong commitment to execute the insoluble task. Questionnaire data from Study 3 confirmed that these behaviors could successfully attenuate owners' disappointment. Although owners anticipated the technical competence of future assistance robots to be moderate/high, they could not imagine robots as emotional companions, which negatively affected their acceptance ratings of future robotic assistants. We propose that assistance dogs' cooperative behaviors and problem solving strategies should inspire the development of the relevant functions and social behaviors of assistance robots with limited manual and verbal skills.
Culture, Interface Design, and Design Methods for Mobile Devices
NASA Astrophysics Data System (ADS)
Lee, Kun-Pyo
Aesthetic differences and similarities among cultures are obviously one of the very important issues in cultural design. However, ever since products became knowledge-supporting tools, the visible elements of products have become more universal so that the invisible parts of products such as interface and interaction are getting more important. Therefore, the cultural design should be extended to the invisible elements of culture like people's conceptual models beyond material and phenomenal culture. This chapter aims to explain how we address the invisible cultural elements in interface design and design methods by exploring the users' cognitive styles and communication patterns in different cultures. Regarding cultural interface design, we examined users' conceptual models while interacting with mobile phone and website interfaces, and observed cultural difference in performing tasks and viewing patterns, which appeared to agree with cultural cognitive styles known as Holistic thoughts vs. Analytic thoughts. Regarding design methods for culture, we explored how to localize design methods such as focus group interview and generative session for specific cultural groups, and the results of comparative experiments revealed cultural difference on participants' behaviors and performance in each design method and led us to suggest how to conduct them in East Asian culture. Mobile Observation Analyzer and Wi-Pro, user research tools we invented to capture user behaviors and needs especially in their mobile context, were also introduced.
D'Souza, Clive; Paquet, Victor L; Lenker, James A; Steinfeld, Edward
2017-11-13
Low ridership of public transit buses among wheeled mobility device users suggests the need to identify vehicle design conditions that are either particularly accommodating or challenging. The objective of this study was to determine the effects of low-floor bus interior seating configuration and passenger load on wheeled mobility device user-reported difficulty, overall acceptability and design preference. Forty-eight wheeled mobility users evaluated three interior design layouts at two levels of passenger load (high vs. low) after simulating boarding and disembarking tasks on a static full-scale low-floor bus mockup. User self-reports of task difficulty, acceptability and design preference were analyzed across the different test conditions. Ramp ascent was the most difficult task for manual wheelchair users relative to other tasks. The most difficult tasks for users of power wheelchairs and scooters were related to interior circulation, including moving to the securement area, entry and positioning in the securement area and exiting the securement area. Boarding and disembarking at the rear doorway was significantly more acceptable and preferred compared to the layouts with front doorways. Understanding transit usability barriers, perceptions and preferences among wheeled mobility users is an important consideration for clinicians who recommend mobility-related device interventions to those who use public transportation. Implications for Rehabilitation In order to maximize community participation opportunities for wheeled mobility users, clinicians should consider potential public transit barriers during the processes of wheelchair device selection and skills training. Usability barriers experienced by wheeled mobility device users on transit vehicles differ by mobility device type and vehicle configurations. Full-scale environment simulations are an effective means of identifying usability barriers and design needs in people with mobility impairments and may provide an alternative model for determining readiness for using fixed route buses or eligibility for paratransit.
Exploring the Connection between Age and Strategies for Learning New Technology Related Tasks
ERIC Educational Resources Information Center
Meiselwitz, Gabriele; Chakraborty, Suranjan
2011-01-01
This paper discusses the connection between age and strategies for learning new technology related tasks. Many users have to learn about new devices and applications on a frequent basis and use a variety of strategies to accomplish this learning process. Approaches to learning new technology related tasks vary and can contribute to a user's…
Iterative Integration of Visual Insights during Scalable Patent Search and Analysis.
Koch, S; Bosch, H; Giereth, M; Ertl, T
2011-05-01
Patents are of growing importance in current economic markets. Analyzing patent information has, therefore, become a common task for many interest groups. As a prerequisite for patent analysis, extensive search for relevant patent information is essential. Unfortunately, the complexity of patent material inhibits a straightforward retrieval of all relevant patent documents and leads to iterative, time-consuming approaches in practice. Already the amount of patent data to be analyzed poses challenges with respect to scalability. Further scalability issues arise concerning the diversity of users and the large variety of analysis tasks. With "PatViz", a system for interactive analysis of patent information has been developed addressing scalability at various levels. PatViz provides a visual environment allowing for interactive reintegration of insights into subsequent search iterations, thereby bridging the gap between search and analytic processes. Because of its extensibility, we expect that the approach we have taken can be employed in different problem domains that require high quality of search results regarding their completeness.
Full Dome Development for Interactive Immersive Training Capabilities
2015-04-03
called the the vDome Player. This application serves as a familiar user interface for direct media playback. Modeled after the widely used VLC ...charrette challenge to task. Below are my notes on where everyone is in planning thei r f inal proj ects . Please let me know (comments or emai l...space with a lot of sound and feeling. What is challenging ? The challenge is how to get depth of field in the dome. Trying to gently allure people into
NASA Technical Reports Server (NTRS)
Garrocq, C. A.; Hurley, M. J.
1973-01-01
System requirements, software elements, and hardware equipment required for an IPAD system are defined. An IPAD conceptual design was evolved, a potential user survey was conducted, and work loads for various types of interactive terminals were projected. Various features of major host computing systems were compared, and target systems were selected in order to identify the various elements of software required.
ANALYTiC: An Active Learning System for Trajectory Classification.
Soares Junior, Amilcar; Renso, Chiara; Matwin, Stan
2017-01-01
The increasing availability and use of positioning devices has resulted in large volumes of trajectory data. However, semantic annotations for such data are typically added by domain experts, which is a time-consuming task. Machine-learning algorithms can help infer semantic annotations from trajectory data by learning from sets of labeled data. Specifically, active learning approaches can minimize the set of trajectories to be annotated while preserving good performance measures. The ANALYTiC web-based interactive tool visually guides users through this annotation process.
1987-06-01
INDUSTRY JOINT ENDEAVOR AGREEMENTS o PRESENT CSI TECHNOLOGY SOA FOR KEY ISSUES o SPECIFIC CSI TECHNOLOGY PROGRAMS/TASKS o SCHEDULE - WHAT IS EXPECTED...RESULTS BE USED IN THIS REGARD? o WHAT ARE SELECTION CRITERIA FOR GUEST INVESTIGATORS? o WHAT IS CURRENT COFS SCHEDULE ? o ARE USERS AND TECHNOLOGY...build to cost and schedule , meeting both the presidentially mandated milestone for permanent manned presence in 1994 and the budget constraints placed
Cannabis use and cognitive function in first episode psychosis: differential effect of heavy use.
Núñez, Christian; Ochoa, Susana; Huerta-Ramos, Elena; Baños, Iris; Barajas, Ana; Dolz, Montserrat; Sánchez, Bernardo; Del Cacho, Núria; Usall, Judith
2016-03-01
First episode patients and patients with schizophrenia exhibit increased rates of cannabis use compared to the general population. Contrary to what has been reported in studies with healthy people, most of the published studies so far have reported no impairments or even beneficial effects on neurocognition associated with cannabis consumption in psychotic patients. However, these studies did not address the effects of very high cannabis consumption. Our aim in this study was to assess the effects on neurocognition of medium and heavy cannabis consumption in first psychotic episode patients. A total of 74 patients were included in the study and assigned to three different groups according to their mean cannabis consumption during the last year (non-users, medium users, and heavy users). Participants were administered verbal memory and other neurocognitive tasks. Heavy cannabis users were significantly impaired in all the verbal memory measures with respect to non-users, including immediate (p = .026), short-term (p = .005), and long-term (p = .002) memory. There were no significant differences between medium and non-users. Moreover, non-users performed better than all cannabis users in the arithmetic task (p = .020). Heavy cannabis consumption was associated with more commission errors in the continuous performance task (CPT) (p = .008) and more time to complete trail making test A (TMT-A) (p = .008), compared to the group of medium users. Heavy cannabis consumption seems to impair verbal memory in first psychotic episode patients. Heavy users also perform worse than medium users in other neurocognitive tasks. Based on the results and the available evidence, a dose-related effect of cannabis consumption is suggested.