11 results on '"INTERACTIVE computer systems"'
Search Results
2. Incremental user-interface development for interactive multiobjective optimization
- Author
-
Tarkkanen, Suvi, Miettinen, Kaisa, Hakanen, Jussi, and Isomäki, Hannakaisa
- Subjects
- *
USER interfaces , *INTERACTIVE computer systems , *MATHEMATICAL optimization , *MULTIPLE criteria decision making , *CONSTRAINT satisfaction , *MATHEMATICAL models , *INFORMATION theory - Abstract
Abstract: Interactive multiobjective optimization (IMO) is a subfield of multiple criteria decision making. In multiobjective optimization, the optimization problem is formulated with a mathematical model containing several conflicting objectives and constraints depending on decision variables. By using IMO methods, a decision maker progressively provides preference information in order to find the most satisfactory compromise between the conflicting objectives. In this paper, we consider implementation challenges of IMO methods. In particular, we consider what kind of interaction techniques can support the decision making process and information exchange between IMO methods and the decision maker. The implementation of an IMO method called Pareto Navigator is used as an example to demonstrate concrete challenges of interaction design. This paper focuses on describing the incremental development of the user interface for Pareto Navigator including empirical validation by user testing evaluation. [Copyright &y& Elsevier]
- Published
- 2013
- Full Text
- View/download PDF
3. Interactive tool for image annotation using a semi-supervised and hierarchical approach
- Author
-
Chiang, Cheng-Chieh
- Subjects
- *
INTERACTIVE computer systems , *ANNOTATIONS , *LABELING-machines , *CONFIDENCE intervals , *QUANTITATIVE research , *USER interfaces , *TEXT editors (Computer programs) , *COMPUTER interfaces , *COMPUTER software - Abstract
Abstract: This paper presents a semi-automatic tool, called IGAnn (Interactive image ANNotation), that assists users in annotating textual labels with images. IGAnn performs an interactive retrieval-like procedure: the system presents the user with images that have higher confidences, and then the user determines which images are actually relevant or irrelevant for a specified label. By collecting relevant and irrelevant images of iterations, a hierarchical classifier associated with the specified label is built using our proposed semi-supervised approach to compute confidence values of unlabeled images. This paper describes the system interface of IGAnn and also demonstrates quantitative experiments of our proposed approach. [Copyright &y& Elsevier]
- Published
- 2013
- Full Text
- View/download PDF
4. Consumer processing of virtual experience in e-commerce: A test of an integrated framework
- Author
-
Lee, Ki-Young
- Subjects
- *
VIRTUAL reality , *ELECTRONIC commerce , *STRUCTURAL frames , *MENTAL imagery , *ATTITUDE (Psychology) , *COGNITIVE psychology , *INTERACTIVE computer systems , *CONTEXT effects (Psychology) , *COMPUTER graphics , *USER interfaces - Abstract
Abstract: This study combined discursive and imagery processing streams of research to propose an integrated model of virtual experience as it relates to the strength of brand attitude. The model assumes that both cognitive elaboration (representing the discursive process) and imagery vividness (reflecting the imagery process) are responsible for the effectiveness of virtual experience in the form of 3-D product visualization regarding attitude accessibility and attitude confidence. The results indicate that a brand attitude formed via an interactive 3-D product interface was more accessible and confident than via a static 2-D presentation. Imagery vividness contributed to creating a strong brand attitude. However, effects transmitted via cognitive elaboration were either negative (for accessibility) or nonsignificant (for confidence). Findings suggest that although the two processes are compensatory rather than complementary in the context of virtual experience, the imagery process dominates the discursive process. Theoretical and practical implications are discussed. [Copyright &y& Elsevier]
- Published
- 2012
- Full Text
- View/download PDF
5. A model-driven approach to building modern Semantic Web-Based User Interfaces
- Author
-
Chavarriaga, Enrique and Macías, José A.
- Subjects
- *
SEMANTIC Web , *USER interfaces , *MODEL-driven software architecture , *ONTOLOGIES (Information retrieval) , *PROBLEM solving , *INTERACTIVE computer systems , *COMPUTER software - Abstract
Abstract: The Semantic Web has widely spread in the last 10 years as a suitable web platform to support semantics and expressive information seeking. However, one of the main problems with this paradigm is still the representation and manipulation of ontologies as well as the complex relationships that they implicitly represent. Actually, this remains a challenge when unskilled users have to deal with this abstract representation in order to carry out daily solving-problem activities (e.g., designing web applications based on ontologies). This probably made the Semantic Web to decrease in popularity, also being commercially unsupported and overcame by recent technologies and services based on the Web 2.0, the emerging end-user-focused web concept. All in all, the specification of Model-Based User Interfaces fits very well to both paradigms. Accordingly, the aim of this work is to provide new ways of modeling user interfaces based on semantic models that better fit the domain problem. At the same time, we think of exploiting interactive features through current and modern end-user programming elements based on the Web 2.0, finally contributing to an architecture that supports higher interactive end-user interfaces on the web. [Copyright &y& Elsevier]
- Published
- 2009
- Full Text
- View/download PDF
6. ArchiDNA: An interactive system for creating 2D and 3D conceptual drawings in architectural design
- Author
-
Kwon, Doo Young, Gross, Mark D., and Yi-Luen Do, Ellen
- Subjects
- *
ARCHITECTURAL design , *THREE-dimensional imaging , *INTERACTIVE computer systems , *COMPUTER-aided design , *COMPUTER software , *CREATIVE ability , *GEOMETRIC shapes , *USER interfaces , *COMPUTERS in structural design - Abstract
Abstract: We present an interactive system called ArchiDNA for creating 2D and 3D conceptual drawings in architectural design. We developed a novel principle of shape generation called match-and-attach by analyzing drawing styles of a contemporary architect, Peter Eisenman. The process consists of user interaction techniques and a set of rules that decide how one or more shapes attach to another shape. One key ingredient of our process is a unique concept for the interactive semi-automatic shape generation that uses the combination of algorithmic rules of a computer and designers’ manual inputs. These techniques enable designers to use CAD software in the early stages of architectural designs to explore conceptual building forms. ArchiDNA dynamically responds to drawing inputs, configures 2D shapes, and converts them to 3D shapes in a similar style. We intend to complement existing CAD software and computational drawing pipelines for intuitive 2D and 3D conceptual drawing creation. [Copyright &y& Elsevier]
- Published
- 2009
- Full Text
- View/download PDF
7. Designing and evaluating virtual musical instruments: facilitating conversational user interaction
- Author
-
Johnston, Andrew, Candy, Linda, and Edmonds, Ernest
- Subjects
- *
MUSICAL instrument construction , *INTERACTIVE computer systems , *USER interfaces , *SYSTEMS design , *CREATIVE ability , *HUMAN-computer interaction - Abstract
This paper is concerned with the design of interactive virtual musical instruments. An interaction design strategy which uses on-screen objects that respond to user actions in physically realistic ways is described. This approach allows musicians to ‘play’ the virtual instruments using the sound of their familiar acoustic instruments. An investigation of user experience identified three modes of interaction that characterise the musicians'' approach to the virtual instruments: instrumental, ornamental and conversational. When using the virtual instruments in instrumental mode, musicians prioritise detailed control; in ornamental mode, they surrender detailed control to the software and allow it to transform their sound; in conversational mode, the musicians allow the virtual instrument to ‘talk back’, helping to shape the musical direction of performance much as a human playing partner might. Finding a balance between controllability and complexity emerged as a key issue in facilitating ‘conversational’ interaction. [Copyright &y& Elsevier]
- Published
- 2008
- Full Text
- View/download PDF
8. Virtual world interfaces for special needs education based on props on a board
- Author
-
Groenewegen, Saskia, Heinz, Stefanie, Fröhlich, Bernd, and Huckauf, Anke
- Subjects
- *
VIRTUAL reality , *COMPUTER graphics , *COMPUTER simulation , *INTERACTIVE computer systems , *USER interfaces , *HUMAN-computer interaction - Abstract
Abstract: A main goal of special education is the teaching of skills needed for an independent life. Virtual worlds are a valuable tool for this, enabling users to train real-world tasks in a save environment. An intuitive interaction device for mentally handicapped users are props on a board, but until now their interaction space has been limited to the size of the board, whereas the training of realistic tasks requires the use of a large and complex environment, detailing different aspects of everyday life. We devised four navigation strategies for props on a board and tested them with mentally handicapped users. The most suitable strategy was implemented in an educational game teaching common tasks, which may even span multiple locations, such as shopping at the supermarket and then preparing a meal at home. A user study with 24 participants showed that the system enabled all of them to navigate through the virtual environment to complete given tasks and indicated that the system supports learning processes. With our system, mentally handicapped people will be able to train everyday tasks in realistic surroundings, using intuitive prop-based navigation and a navigation strategy tailored to their needs. [Copyright &y& Elsevier]
- Published
- 2008
- Full Text
- View/download PDF
9. Sketching contours
- Author
-
Zimmermann, Johannes, Nealen, Andrew, and Alexa, Marc
- Subjects
- *
USER interfaces , *COMPUTER programming , *DATA editing , *ENGINEERING graphics , *INTERACTIVE computer systems , *SILHOUETTES - Abstract
Abstract: We introduce an over-sketching interface for feature-preserving surface mesh editing. The user sketches a stroke that is the suggested position of part of a silhouette of the displayed surface. The system then segments all image-space silhouettes of the projected surface, identifies among all silhouette segments the best matching part, derives vertices in the surface mesh corresponding to the silhouette part, selects a sub-region of the mesh to be modified, and feeds appropriately modified vertex positions together with the sub-mesh into a mesh deformation tool. The overall algorithm has been designed to enable interactive modification of the surface—yielding a surface editing system that comes close to the experience of sketching 3D models on paper. [Copyright &y& Elsevier]
- Published
- 2008
- Full Text
- View/download PDF
10. Social facilitation and human–computer interaction
- Author
-
Hall, Byron and Henningsen, David Dryden
- Subjects
- *
GROUP facilitation (Psychology) , *HUMAN-computer interaction , *ICONS (Computer graphics) , *SOCIAL psychology , *INTERACTIVE computer systems , *USER interfaces , *TASK performance , *INFLUENCE - Abstract
Abstract: The Computers As Social Actors (CASA) research paradigm has examined how individuals respond to computers programmed to interact in various ways. In the current research, we extend the principles of CASA to determine whether computer icons can be used to produce social facilitation effects. Varying task difficulty and the presence or absence of a computer icon (i.e., Microsoft word’s Clip), performance on a typing task is considered. Overall, results provide some support for the contention that the mere presence of a computer icon may influence task performance. [Copyright &y& Elsevier]
- Published
- 2008
- Full Text
- View/download PDF
11. Towards human-like spoken dialogue systems
- Author
-
Edlund, Jens, Gustafson, Joakim, Heldner, Mattias, and Hjalmarsson, Anna
- Subjects
- *
HUMAN-computer interaction , *DIALOGUE , *INTERACTIVE computer systems , *USER interfaces , *DIALOGUE analysis , *COMMUNICATION & technology , *ORAL communication - Abstract
This paper presents an overview of methods that can be used to collect and analyse data on user responses to spoken dialogue system components intended to increase human-likeness, and to evaluate how well the components succeed in reaching that goal. Wizard-of-Oz variations, human-human data manipulation, and micro-domains are discussed in this context, as is the use of third-party reviewers to get a measure of the degree of human-likeness. We also present the two-way mimicry target, a model for measuring how well a human-computer dialogue mimics or replicates some aspect of human-human dialogue, including human flaws and inconsistencies. Although we have added a measure of innovation, none of the techniques is new in its entirety. Taken together and described from a human-likeness perspective, however, they form a set of tools that may widen the path towards human-like spoken dialogue systems. [Copyright &y& Elsevier]
- Published
- 2008
- Full Text
- View/download PDF
Catalog
Discovery Service for Jio Institute Digital Library
For full access to our library's resources, please sign in.