Current Issue : October - December Volume : 2019 Issue Number : 4 Articles : 5 Articles
Human hand gestures are a widely accepted form of real-time input for devices providing a\nhuman-machine interface. However, hand gestures have limitations in terms of effectively conveying\nthe complexity and diversity of human intentions. This study attempted to address these limitations\nby proposing a multi-modal input device, based on the observation that each application program\nrequires different user intentions (and demanding functions) and the machine already acknowledges\nthe running application. When the running application changes, the same gesture now offers a new\nfunction required in the new application, and thus, we can greatly reduce the number and complexity\nof required hand gestures. As a simple wearable sensor, we employ one miniature wireless three-axis\ngyroscope, the data of which are processed by correlation analysis with normalized covariance for\ncontinuous gesture recognition. Recognition accuracy is improved by considering both gesture\npatterns and signal strength and by incorporating a learning mode. In our system, six unit hand\ngestures successfully provide most functions ordered by multiple input devices. The characteristics of\nour approach are automatically adjusted by acknowledging the application programs or learning user\npreferences. In three application programs, the approach shows good accuracy (90-96%), which is\nvery promising in terms of designing a unified solution. Furthermore, the accuracy reaches 100% as\nthe users become more familiar with the system....
As the literature demonstrates, designersâ?? personality influences design activities like different ways to represent environments\nand/or products, technological advances, etc.. Nevertheless, an exhaustive analysis on the influence of personality on design\nactivities involving different representations is missing.This research explores this gap by studying this influence on specific design\nactivities, the shape-based ones (i.e., analysis of specific shapes and highlighting of functions suggested by them). People showing\ndifferent personalities undergo tests where they carry out design activities exploiting several representations.The results confirm\nthe influence of personality on shape-based design activities and allow highlighting different keys to interpret and exploit these\nresults. Thanks to the results of this study, researchers can increase their knowledge about subjective aspects of design as well as\nabout how these aspects coexist with classic and emerging representations. As well, designers can try to maximize the effectiveness\nof their efforts by selecting the best combinations of personality, representations, and characteristics of the expected design results\ntime by time....
Human-computer interaction (HCI) is an area with a wide range of concepts and knowledge.\nTherefore, a need to innovate in the teaching-learning processes to achieve an effective education arises.\nThis article describes a proposal for teaching HCI through the development of projects that allow\nstudents to acquire higher education competencies through the design and evaluation of computer\ngames. Finally, an empirical validation (questionnaires and case study) with 40 undergraduate\nstudents (studying their fifth semester of software engineering) was applied at the end of the\nsemester. The results indicated that this teaching method provides the students with the HCI skills\n(psychology of everyday things, involving users, task-centered system design, models of human\nbehavior, creativity and metaphors, and graphical screen design) and, more importantly, they have a\npositive perception on the efficacy of the use of video game design in a higher education course....
The development of automated driving will profit from an agreed-upon methodology\nto evaluate human-machine interfaces. The present study examines the role of feedback on\ninteraction performance provided directly to participants when interacting with driving automation\n(i.e., perceived ease of use). In addition, the development of ratings itself over time and use case\nspecificity were examined. In a driving simulator study, N = 55 participants completed several\ntransitions between Society of Automotive Engineers (SAE) level 0, level 2, and level 3 automated\ndriving. One half of the participants received feedback on their interaction performance immediately\nafter each use case, while the other half did not. As expected, the results revealed that participants\njudged the interactions to become easier over time. However, a use case specificity was present,\nas transitions to L0 did not show effects over time. The role of feedback also depended on the\nrespective use case. We observed more conservative evaluations when feedback was provided than\nwhen it was not. The present study supports the application of perceived ease of use as a diagnostic\nmeasure in interaction with automated driving. Evaluations of interfaces can benefit from supporting\nfeedback to obtain more conservative results....
Accessibility has become an important focus in software development; the goal is to allow as many people as possible, regardless\nof their capabilities, to use software. We have investigated the methods that software teams prefer when testing the accessibility\nof their software. We conducted a large-scale study to evaluate six methods, using a sample of 53 people who work on various\nsoftware teams. We present a detailed breakdown of the results for each testing method and analyze the differences between the\nmethods. Our findings show that there are statistically significant differences in team membersâ?? preferences, particularly for those\nwith different roles. This implies that a software team should not choose a single method for all team members....
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