scholarly journals Applying a User-Centered Method to Develop 3D Gestural Inputs for In-Vehicle Tasks

Author(s):  
Patrik T. Schuler ◽  
Katherina A. Jurewicz ◽  
David M. Neyens

Gestures are a natural input method for human communication and may be effective for drivers to interact with in-vehicle infotainment systems (IVIS). Most of the existing work on gesture-based human-computer interaction (HCI) in and outside of the vehicle focus on the distinguishability of computer systems. The purpose of this study was to identify gesture sets that are used for IVIS tasks and to compare task times across the different functions for gesturing and touchscreens. Task times for user-defined gestures were quicker than for a novel touchscreen. There were several functions that resulted in relatively intuitive gesture mappings (e.g., zooming in and zooming out on a map) and others that did not have strong mappings across participants (e.g., decreasing volume and playing the next song). The findings of this study suggest that user-centric gestures can be utilized to interact with IVIS systems instead of touchscreens, and future work should evaluate how to account for variability in intuitive gestures. Understanding the gesture variability among the end users can support the development of an in-vehicle gestural input system that is intuitive for all users.

2020 ◽  
Vol 7 (1) ◽  
pp. 95
Author(s):  
Endang Retnoningsih ◽  
Ari Nurul Alfian

Abstrak: Open Journal Systems (OJS) adalah aplikasi perangkat lunak open source untuk mengelola dan menerbitkan jurnal ilmiah, untuk mendukung fungsinya tersebut Open Journal Systems (OJS) secara umum memiliki fitur yang dalam perkembangan setiap versinya mengalami perbaikan dan penyesuaian dengan kebutuhan. Proses penerbitan jurnal sangat berdampak pada proses akreditasi jurnal, oleh karena itu perlu dipahami proses bisnis alur pengiriman artikel dari author menggunakan Open Journal Systems (OJS) hingga artikel di publish. Dalam sistem diperlukan pemodelan perencanaan, desain dan penggunaan interface antara pengguna dan komputer, interaksi ini dikenal sebagai interaksi antara manusia dengan komputer (Human Computer Interaction). Framework digunakan untuk memahami interaksi sistem komputer memberikan fasilitas bahasa antara bahasa user  dan bahasa sistem. Pengguna (user) dan sistem komputer (system) dapat saling berinteraksi menggunakan beberapa cara interaksi yaitu style kombinasi form fill-in dan direct manipulation. Open Journal Systems (OJS) 3.x. memiliki tampilan yang lebih ringkas, mudah dan flexible karena dibangun dengan prinsip Interaction Framework melibatkan user, input, system, output.  Kata kunci: framework, HCI, jurnal, OJS, PKP  Abstract: Open Journal Systems (OJS) is an open source software application to manage and publish scientific journals, to support this function Open Journal Systems (OJS) generally has features that in each version's development experience improvements and adjustments to the needs. The process of publishing a journal greatly affects the accreditation process of the journal, therefore it is necessary to understand the business process of sending articles from the author using Open Journal Systems (OJS) until the article is published. In the system required modeling planning, design and use of interfaces between users and computers, this interaction is known as the interaction between humans and computers (Human Computer Interaction). Framework is used to understand the interaction of computer systems to provide language facilities between the user's language and system language. Users (users) and computer systems (systems) can interact with each other using several modes of interaction, namely the combination style form fill-in and direct manipulation. Open Journal Systems (OJS) 3.x. has a more concise, easy and flexible appearance because it is built on the principle of Interaction Framework involving users, input, system, output.  Keywords: framework, HCI, journals, OJS, PKP


Author(s):  
Vassilis Kostakos ◽  
Eamonn O’Neill

In this chapter, we present existing and ongoing research within the Human-Computer Interaction group at the University of Bath into the development of novel interaction techniques. With our research, we aim to improve the way in which users interact with mobile and pervasive systems. More specifically, we present work in three broad categories of interaction: stroke interaction, kinaesthetic interaction, and text entry. Finally, we describe some of our currently ongoing work as well as planned future work.


2021 ◽  
Vol 28 (6) ◽  
pp. 1-12
Author(s):  
Audrey Desjardins ◽  
Oscar Tomico ◽  
Andrés Lucero ◽  
Marta E. Cecchinato ◽  
Carman Neustaedter

In this introduction to the special issue on First-Person Methods in (Human-Computer Interaction) HCI, we present a brief overview of first-person methods, their origin, and their use in Human-Computer Interaction. We also detail the difference between first-person methods, second-person, and third-person methods, as a way to guide the reader when engaging the special issue articles. We articulate our motivation for putting together this special issue: we wanted a collection of works that would allow HCI researchers to develop further, define, and outline practices, techniques and implications of first-person methods. We trace links between the articles in this special issue and conclude with questions and directions for future work in this methodological space: working with boundaries, risk, and accountability.


2015 ◽  
Vol 75 (3) ◽  
Author(s):  
Erman Hamid ◽  
Azizah Jaafar ◽  
Ang Mei Choo

There has been a number of researches carried out on Human-Computer Interaction (HCI) impact to home networking. Many researchers have stated that the HCI elements are the most important aspects to be considered in making user understand some of issues concerning the Home Network. This paper reviews the existing research related to Human-Computer Interaction, Home Network and Network Management. This paper seeks to identify the effectiveness of existing Network Management Tools and the importance of HCI in dealing with it. In addition, this paper looks into the potential future work that could be done in order to archive desirable goals of Home Network.


Author(s):  
John Neumann ◽  
Jennifer M. Ross ◽  
Peter Terrence ◽  
Mustapha Mouloua

This report looks at the research trends over the years 1989 — 2004 as published in the International Journal of Human Computer Interaction (HCI). Over this time period, there has been a concerned focus by scholars and practitioners to bring issues such as interface design, usability engineering, human information processing, and user-centric system development into the mainstream consciousness of engineers and developers. Our research aims to provide information to both scholars and developers on the past and current trends in the growing field of HCI. Using the PsycINFO journal database, we compiled an extensive Excel workbook containing relevant information on all the articles appearing in the journal since its inception. We were then able to classify each document using the ACM SIGCHI taxonomy, developed by Hewett, et al. This taxonomy permits classification of articles based on six factors, within one of 17 possible categories. Several other dimensions were examined including year & period of publication (1989–1993; 1994–1999; 2000–2004), author affiliation, geographic location, number of empirical studies per paper, and average sample size per study. We also reported the classifications of each article as reported by PsycINFO. Besides noting the clear growth in the total number of articles published each period, our results indicate that the field of Human Computer Interaction has seen changes in research focus. Current trends point to an increase in research focusing on developmental processes, usability evaluation methods, human communication and interaction, and applications. Another trend shows a notable decrease in empirical studies using human participants over the 15-year period.


Author(s):  
Robert J. K. Jacob

The problem of human-computer interaction can be viewed as two powerful information processors (human and computer) attempting to communicate with each other via a narrow-bandwidth, highly constrained interface (Tufte, 1989). To address it, we seek faster, more natural, and more convenient means for users and computers to exchange information. The user’s side is constrained by the nature of human communication organs and abilities; the computer’s is constrained only by input/output devices and interaction techniques that we can invent. Current technology has been stronger in the computer-to-user direction than the user-to-computer, hence today’s user-computer dialogues are rather one-sided, with the bandwidth from the computer to the user far greater than that from user to computer. Using eye movements as a user-to-computer communication medium can help redress this imbalance. This chapter describes the relevant characteristics of the human eye, eye-tracking technology, how to design interaction techniques that incorporate eye movements into the user-computer dialogue in a convenient and natural way, and the relationship between eye-movement interfaces and virtual environments. As with other areas of research and design in human-computer interaction, it is helpful to build on the equipment and skills humans have acquired through evolution and experience and search for ways to apply them to communicating with a computer. Direct manipulation interfaces have enjoyed great success largely because they draw on analogies to existing human skills (pointing, grabbing, moving objects in space), rather than trained behaviors. Similarly, we try to make use of natural eye movements in designing interaction techniques for the eye. Because eye movements are so different from conventional computer inputs, our overall approach in designing interaction techniques is, wherever possible, to obtain information from a user’s natural eye movements while viewing the screen, rather than requiring the user to make specific trained eye movements to actuate the system. This requires careful attention to issues of human design, as will any successful work in virtual environments. The goal is for human-computer interaction to start with studies of the characteristics of human communication channels and skills and then develop devices, interaction techniques, and interfaces that communicate effectively to and from those channels.


1989 ◽  
Vol 18 (288) ◽  
Author(s):  
Liam J. Bannon ◽  
Susanne Bødker

This paper is written by two people who come from rather different backgrounds, yet who, at the same time, share similar concerns about the human-computer interaction (HCI) area. One of us has a background in computing and cognitive science. The other person has a background in software engineering and computer systems design. As both of us are concerned with making more useful and usable computer applications we decided to look further for frameworks to help us. In this paper we shall try to expose some of the problems that we encountered in our joint effort to understand the HCI area and contribute to it, and to discuss some of the tensions and alternative viewpoints that we met on the way. The paper does not contain a solution to the problems of HCI. Rather, it contains a dialogue with ourselves about the matters of our concern, and we invite the reader to join this dialogue: our focus is on technology in use, where we emphasize the setting in which a piece of technology is used.


Author(s):  
Shawren Singh

In this article we will examine some important issues related to human-computer interaction (HCI). This will be followed by a discussion of usability and its underlying principles and properties. The dependability of computer systems is intrinsically multi-faceted. Dependable hardware is patently of limited value unless accompanied by dependable software. Neither helps greatly if human interaction with the hardware and software system is fault-prone and the dependable socio-technical performance of an inappropriate task may cause wider damage (MacKenzie, 2000).


Information ◽  
2021 ◽  
Vol 12 (5) ◽  
pp. 213
Author(s):  
Fang You ◽  
Yi-Fan Yang ◽  
Meng-Ting Fu ◽  
Jun Zhang ◽  
Jian-Min Wang

In order to ensure the driver’s safe driving, the human–computer interaction interface of an intelligent vehicle needs to convey important information. The text is an important carrier of this kind of information. The design criteria of English characters have been widely discussed, including the color, meaning, size and length. However, design guidelines for Chinese characters in central consoles of vehicles have rarely been discussed from a human–computer interaction perspective. In this paper, we investigated the size and the length of Chinese characters in the intelligent vehicle’s central control screen, based on international design guidelines and standards. The experiment involved 30 participants performing simulated in-vehicle secondary tasks. The result from the experiments shows that the usability of characters increases and the driver’s workload decreases as the characters get larger and shorter. We also propose a set of recommended values for the size and length of Chinese characters in this context. Future work will focus on providing design guidelines for other aspects of HMI design in intelligent vehicles.


Sign in / Sign up

Export Citation Format

Share Document