Applications of affordance and cognitive ergonomics in virtual design: A digital camera as an illustrative case

2021 ◽  
pp. 1063293X2110541
Author(s):  
Mo Chen ◽  
Georges Fadel ◽  
Ivan Mata

Affordance-based design (ABD) plays an important role in identifying interactions, especially effortless ones, between users and artifacts. Cognitive ergonomics extends our understanding of this effortless interaction. This study combines the two design methodologies together in order to reduce cognitive friction in using digital products. The design process of a compact digital camera is selected as a case study that includes the design of the physical shape for a camera and of its user interface. In designing a product shape, a design toolbox was developed that integrated a modified multi-objective genetic algorithm and the ABD, which was named as affordance-based interactive genetic algorithm. Using this toolbox and interactive user feedback, the camera design evolves toward a product that better satisfies the users. User interfaces (UIs) including linear and elliptic layouts were subsequently designed based on cognitive ergonomics. A predictive tool of UI, the Cog Tool, was used to evaluate the performance of skilled users on a given task by correlating the overall task completion time. Finally, this research has the potential to not only effectively address the shortcomings of the design of consumer electronics but also enrich the generation of design solutions during the preliminary design phase of such products.

Author(s):  
Ge Weiqing ◽  
Cui Yanru

Background: In order to make up for the shortcomings of the traditional algorithm, Min-Min and Max-Min algorithm are combined on the basis of the traditional genetic algorithm. Methods: In this paper, a new cloud computing task scheduling algorithm is proposed, which introduces Min-Min and Max-Min algorithm to generate initialization population, and selects task completion time and load balancing as double fitness functions, which improves the quality of initialization population, algorithm search ability and convergence speed. Results: The simulation results show that the algorithm is superior to the traditional genetic algorithm and is an effective cloud computing task scheduling algorithm. Conclusion: Finally, this paper proposes the possibility of the fusion of the two quadratively improved algorithms and completes the preliminary fusion of the algorithm, but the simulation results of the new algorithm are not ideal and need to be further studied.


Author(s):  
Tushar H. Dani ◽  
Rajit Gadh

Abstract Despite advances in Computer-Aided Design (CAD) and the evolution of the graphical user interfaces, rapid creation, editing and visualization of three-dimensional (3D) shapes remains a tedious task. Though the availability of Virtual Reality (VR)-based systems allows enhanced three-dimensional interaction and visualization, the use of VR for ab initio shape design, as opposed to ‘importing’ models from existing CAD systems, is a relatively new area of research. Of interest are computer-human interaction issues and the design and geometric tools for shape modeling in a Virtual Environment (VE). The focus of this paper is on the latter i.e. in defining the geometric tools required for a VR-CAD system and in describing a framework that meets those requirements. This framework, the Virtual Design Software Framework (VDSF) consists of the interaction and design tools, and an underlying geometric engine that provides the representation and algorithms required by these tools. The geometric engine called the Virtual Modeler uses a graph-based representation (Shape-Graph) for modeling the shapes created by the user. The Shape-Graph facilitates interactive editing by localizing the effect of editing operations and in addition provides constraint-based design and editing mechanisms that are useful in a 3D interactive virtual environment. The paper concludes with a description of the prototype system, called the Virtual Design Studio (VDS), that is currently being implemented.1.


2011 ◽  
Vol 219-220 ◽  
pp. 591-595 ◽  
Author(s):  
Guang Nian Yang ◽  
Wei Qi ◽  
Jun Zhou

Now, our sewage treatment industry mainly depends on the blower of aeration act as metabolic, absorbed in the toxic substances. Blower resources management is the key issue of sewage treatment. Traditional resource scheduling algorithm exist some defects, for example it can not well meet the quality requirements and can not get the optimal solution. This article gives a new resource scheduling method based on improved genetic algorithm. It achieves grid resource scheduling by using real number encoding and activities point crossover. Experiments show that genetic algorithm can reduce executing time and task completion time, and further improve the scalability of resource scheduling model. This algorithm has stability and high efficiency in grid environment.


2014 ◽  
Vol 65 (1) ◽  
pp. 81-86
Author(s):  
Mathias Schmitt

Abstract The aim of this paper is to give a preliminary insight regarding the current work in the field of mobile interaction in industrial environments by using established interaction technologies and metaphors from the consumer goods industry. The major objective is the development and implementation of a holistic app-framework, which enables dynamic feature deployment and extension by using mobile apps on industrial field devices. As a result, field device functionalities can be updated and adapted effectively in accordance with well-known appconcepts from consumer electronics to comply with the urgent requirements of more flexible and changeable factory systems of the future. In addition, a much more user-friendly and utilizable interaction with field devices can be realized. Proprietary software solutions and device-stationary user interfaces can be overcome and replaced by uniform, cross-vendor solutions


Author(s):  
Alfredo Maximiliano Castilejo ◽  
Camilo Barcia García

We present a case study on digitalization of Southern Rock Art (“Arte Sureño”) in a prehistoric rock shelter from Los Barrios, Cádiz (southern Iberian Peninsula); there we use SfM techniques to obtain some digital products for both analytic and divulgation goals. This way, we highlight some opportunities that low-cost devices (e.g. no-professional digital camera) and open software have introduced in archaeology today. We made it to converge in a working process to register and manage rock art expressions and their immediate surroundings (i.e. natural stone blocks, walls, niches…). From this action, we not only support our work in digital 3D about multiple and varied entities that make up the scenario and neighbour context of rock art through the use of multiple low cost / free resources, but also, we intend to adjust all this operative for the processes of investigation, protection and diffusion on the varied cases that make up this unique singular artistic heritage.http://dx.doi.org/10.4995/CIGeo2017.2017.6658


Author(s):  
Nicolas Louveton ◽  
Korok Sengupta ◽  
Rod McCall ◽  
Raphael Frank ◽  
Thomas Engel

This study is assessing the sensitivity of an affordable BCI device in the context of driver distraction in both low-fidelity simulator and real-world driving environments. Twenty-three participants performed a car following task while using a smartphone application involving a range of generic smartphone widgets. On the first hand, the results demonstrated that secondary task completion time is a fairly robust metric as it is sensitive to user-interfaces style while being consistent between the two driving environments. On the second hand, while the BCI attention level metric was not sensitive to the different user-interfaces, we found it to be significantly higher in the real-driving environment than in the simulated one, which reproduces findings obtained with medical-grade sensors.


Author(s):  
Rodolfo Vastola ◽  
Nadia Carlomagno ◽  
Rosa Sgambelluri ◽  
Maurizio Sibilio

Movement analysis is generally considered the analysis of walking, with the first workshops not by chance being called Gait Analysis Laboratories. Improvement of the technical specifications of these tools and the simplification of user interfaces have allowed these tools to be applied to other motor actions apart from walking. Simple or complex movements of the upper or lower limbs have become the object of movement analysis. The areas of interest range from sports to the clinical. This possibility to refer to several motor actions as well as different areas has meant that these laboratories are now known as Movement Analysis Laboratories. Is it possible to consider the use of these systems in the evaluation of the writing skills of the child. The specific research is part of the screening of special needs education, highlighting important information that is subject to the planning and production of the drawing. The project starts from the desire to investigate the possible integration of the traditional rating scales with digital systems, for this reason, and in order to be a predictive tool of the writing skills of children, the VMI test has been adopted as a working basis. In particular, attention has been given to the first page of the test.


Author(s):  
Yingge Wang ◽  
Qiang Cheng ◽  
Jie Cheng ◽  
Thomas S. Huang

Digital rights management (DRM) provides digital content creators and owners with a range of controls over how their information resources may be used. It is a fairly young discipline yet is becoming increasingly important as digital content can be copied and distributed so easily that the piracy of them is growing critical. In addition, with the rapid adoption of the Internet as an e-content delivery channel, complex DRM systems are required to protect the digital content besides the distribution channel. Risking their intellectual property (IP) rights, many major e-content providers are relying on DRM to not only protect the packaged digital products, but also to promote the e-content market over the Internet. As a multidisciplinary technology, DRM has advanced innovative research and development in various fields such as biometrics, watermarking, security protocols, smart-card technology, forgery detection, and secure collaboration and data sharing. Commercially, DRM provides the e-content market with a significant impetus to grow, where secure e-content distribution is essential. Despite its short history, many DRM tools have already been developed by IBM, Sony, Real Networks, Intertrust, and Thomson. These products need be compatible with existing standards for contents, consumer electronics, and often times, different DRM systems. Standardization efforts in industry are ongoing to ensure the interoperability of DRM products and services. Another important impetus is the legal and regulatory framework. Technical measures provide an effective hurdle for limiting abuse, but legal actions against violators can prevent organized piracy from infringing. With a properly integrated legal, technological, and commercial framework, we expect that the DRM products and services will greatly foster the growth of the e-content market that is eagerly awaited by content providers and consumers. Without proper DRM technologies and laws, the creative industries that create digital products such as DVDs, business software, music recordings, theatrical films, and digital TV programs will suffer from piracy and would be reluctant to support Web-based commerce. The socioeconomic impact of DRM is huge. In this article, DRM techniques using cryptography, data hiding, and biometrics are discussed. Also covered are the standardization issues, emerging trends, and challenges in DRM-related technologies, commerce, and legislative regulations.


Author(s):  
Marc L Resnick

Digital Rights Management (DRM) is a means through which copyrights can be protected using technology rather than the legal system. It is controversial because it allows content creators to control the level of access that users have to content they have purchased to a much greater degree than ever before. In additional to preventing illegal piracy, DRM allows content creators to prohibit the “Fair Uses” that the legal system has consistently protected. Human factors practitioners involved in the design of electronic devices that use copyrighted media, including computers, music players, gaming systems, cell phones, digital video recorders, and others, must recognize the effects of DRM on consumer product design. When analyzing user requirements, the interaction between DRM software and user behaviors must be considered. User interfaces should be designed to make the constraints imposed by DRM and the access that is supported easily visible. Including a consideration of DRM and its interactions with interface design will increase the likelihood that consumer electronics are successful.


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