scholarly journals Designing Online Psychological Consultation Expert System Using Human-Computer Interaction

2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Yutian Sha ◽  
Tianxin Feng ◽  
Xue Xiong ◽  
Ting Yang

Traditional online psychological consultation expert system has low efficiency. It is because of limited human-computer interaction and lack of intelligence. As a result, an expert system for psychological consultation is needed. Therefore, in this paper, we design an online psychological consultation expert system based on human-computer interaction. Using human-computer interaction technology, the basic principles of the system’s design are formulated. The design is used to build a psychological consultation expert system framework suitable for numerous applications. Human-computer interaction knowledge is imported into the system to determine the consultation process based on fuzzy set. To complete the online psychological consultation preset, the adjustment of human-computer interaction accuracy is determined. Moreover, a psychological state of the user in human-computer interaction is achieved using the expression of psychological counseling results. Comparing the simulated psychological consultation process, the results show that the design system is 30% more efficient than the traditional consultation system. The consulting success rate is more than 20%. The comprehensive consultation time is shortened, and its effectiveness is proved.

2021 ◽  
Vol 8 (1) ◽  
pp. [11 p.]-[11 p.]
Author(s):  
MARÍA TERESA CEPERO GARCÍA ◽  
LUIS GERARDO MONTANE JIMENEZ ◽  
GUADALUPE TOLEDO TOLEDO ◽  
EDGARD IVAN BENITEZ GUERRERO ◽  
CARMEN MEZURA GODOY

ABSTRACT: Groupware Systems (GS) or collaborative systems are software systems that support the development of activities in which a group of users interacts to combine their skills, abilities, and work to achieve a common goal. In this area, an important concept is awareness, which is the information that helps people be aware of events beyond their current tasks. This information makes smoother the use of a collaborative system, so it is a fundamental element in this kind of software. In the design and construction of these types of systems, heuristics are used as design guidelines that serve as a useful evaluation tool for product designers and usability professionals. The current heuristics and guidelines for the design of awareness support focus on supporting the awareness of the team in the shared workspace, without considering elements to support the information needs of the user's own and individual interaction within the workspace. To address this problem and to facilitate the design and integration of awareness support, we developed 13 heuristics that integrate principles of Human-Computer Interaction and Computer Supported Cooperative Work to help groupware designers meet individual and team awareness needs. For evaluating the validity of the proposed heuristics, a structured and iterative consultation process was carried out with experts in Human-Computer Interaction and Computer-Supported Cooperative Work. The proposed heuristics can help software engineers develop collaborative systems that integrate awareness information and satisfy users' contextual information needs. Keywords: Awareness, virtual groups, collaborative work, heuristics.


Author(s):  
Dave Billinge ◽  
Tom Addis

This chapter describes how the authors arrived at a new paradigm for human-computer interaction that they call tropic mediation. They describe the origins of the research in a wish to provide a concert planner with an expert system. Some consideration is given to how music might have arisen within human culture and, in particular, why it presents unique problems of verbal description. An initial investigation into a discrete, stable lexicon of musical effect is summarized and the authors explain how and why they reached their current work on a computable model of word connotation rather than reference. It is concluded that machines, in order to communicate with people, will need to work with a model of emotional implication to approach the “human” sense of words.


1989 ◽  
Vol 4 (3) ◽  
pp. 205-233 ◽  
Author(s):  
E. T. Keravnou ◽  
J. Washbrook

AbstractFirst-generation expert systems have significant limitations, often attributed to their not being sufficiently deep. However, a generally accepted answer to “What is a deep expert system?” is still to be given. To answer this question one needs to answer “Why do first-generation systems exhibit the limitations they do?” thus identifying what is missing from first-generation systems and therefore setting the design objectives for second-generation (i.e. deep) systems. Several second-generation architectures have been proposed; inherent in each of these architectures is a definition of deepness. Some of the proposed architectures have been designed with the objective of alleviating a subset, rather than the whole set, of the first-generation limitations. Such approaches are prone to local, non-robust solutions. In this paper we analyze the limitations (under the categories: human-computer interaction, problem-solving flexibility, and extensibility) of the first-generation expert systems thus setting design goals for second-generation systems. On the basis of this analysis proposed second-generation architectures are reviewed and compared. The paper concludes by presenting requirements for a generic second-generation architecture.


1986 ◽  
Vol 30 (2) ◽  
pp. 175-178 ◽  
Author(s):  
Michael E. Fotta

The intention stage of the human-computer interaction is a promising area for the application of artificial intelligence (AI) techniques. At this stage, the computer needs to have information on the intended tasks and actions of the user. At least three AI techniques – scripts, student models, and expert system dialogues – have the potential to help systems gather this information.


2021 ◽  
Vol 3 ◽  
pp. 35-56
Author(s):  
Subashini Annamalai ◽  
Azizah Che Omar

This study discusses an attempt to examine the impact of gamebased formative assessment on the students’ knowledge in a Human-Computer Interaction (HCI) course, which is a fundamental subject for Multimedia students. This course is important to expose them to the ideas of user interface and interaction design methodologies, skills, and values that are required for them to develop a practical interaction design system. The respondents in this research were 63 undergraduates who enrolled in an HCI course in a public university in Malaysia. An experimental research design was employed whereby the respondents were conveniently assigned to two groups; control (33) and experimental (30). Eight paper-based formative assessments were given to the control group, while eight online game-based evaluations were given to the experimental group. The students’ scores are recorded to assess their understanding of the learning content and their participation in the HCI classroom. A test was also administered at the end of the semester and utilised as a data collection tool to examine the effectiveness of the intervention in terms of student comprehension. The information was then gathered and analysed using descriptive and ANOVA statistical methods. The students’ involvement was reflected through an opinion survey that was given to the students at the end of the semester. The findings revealed that students who participated in a game-based formative assessment shown greater understanding and involvement than students who participated in a formative paperbased evaluation, implying that introducing a scope of game-based formative assessments improved the understanding and participation in the HCI course classroom.


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