scholarly journals Research on Computer Wireless Network Assisted Industrial Design in Human-Computer Interaction

2020 ◽  
Author(s):  
Shide Shao ◽  
Wei Chang

Abstract With the introduction of computer-aided industrial design into industrial design, it has brought huge economic effects to people's production and life. Especially for enterprise companies, computer-aided industrial design has shortened the cycle of enterprise research and development, and at the same time improved the quality of products. However, in the information age, effective and timely communication of information is very important. How to achieve computer-aided industrial design and human error, timely and effective communication has become a research focus and difficulty. At present, the research on computer-aided industrial design of human-computer interaction is limited to the research of interface design and virtual simulation technology, and there are few research and innovations of theoretical methods. This article will explore computer-aided industrial design in human-computer interaction technology.This paper will specifically analyze the user target drive and user behavior driven design methods and give detailed steps and methods of computer-aided industrial design based on human-computer interaction. At the same time, this paper proposes a method of adding form design to man-machine performance in the computer man-machine form design, and then proposes product shape design based on data information. At the same time, based on this, the morphological man-machine design information space is constructed. Experiments show that the design method proposed in this paper has a good performance advantage in computer-aided industrial design of human-computer interaction.

Informatics ◽  
2019 ◽  
Vol 6 (2) ◽  
pp. 24 ◽  
Author(s):  
Vincent Vandeghinste ◽  
Tom Vanallemeersch ◽  
Liesbeth Augustinus ◽  
Bram Bulté ◽  
Frank Van Eynde ◽  
...  

When using computer-aided translation systems in a typical, professional translation workflow, there are several stages at which there is room for improvement. The SCATE (Smart Computer-Aided Translation Environment) project investigated several of these aspects, both from a human-computer interaction point of view, as well as from a purely technological side. This paper describes the SCATE research with respect to improved fuzzy matching, parallel treebanks, the integration of translation memories with machine translation, quality estimation, terminology extraction from comparable texts, the use of speech recognition in the translation process, and human computer interaction and interface design for the professional translation environment. For each of these topics, we describe the experiments we performed and the conclusions drawn, providing an overview of the highlights of the entire SCATE project.


Author(s):  
Vincent Vandeghinste ◽  
Tom Vanallemeersch ◽  
Liesbeth Augustinus ◽  
Bram Bulté ◽  
Frank Van Eynde ◽  
...  

When using computer-aided translation systems in a typical, professional translation workflow, there are several stages at which there is room for improvement. The SCATE (Smart Computer-Aided Translation Environment) project investigated several of these aspects, both from a human-computer interaction point of view, as well as from a purely technological side. This paper describes the SCATE research with respect to improved fuzzy matching, parallel treebanks, the integration of translation memories with machine translation, quality estimation, terminology extraction from comparable texts, the use of speech recognition in the translation process, and human computer interaction and interface design for the professional translation environment. For each of these topics, we describe the experiments we performed and the conclusions drawn, providing an overview of the highlights of the entire SCATE project.


Author(s):  
Roger Gacula Pineda

The concept of interaction is foundational in technology interface design with its presuppositions being taken for granted. But the interaction metaphor has become ambiguous to the extent that its application to interface design contributes to misalignments between peoples' expected and actual experience with computer-enhanced actions. This chapter re-examines the presuppositions governing human-computer interaction with the motivation of strengthening weaknesses in their foundational concepts, and contributing a theoretical framework to designing for artistic as well as mundane experience. It argues for abandoning the interaction metaphor to refocus design discourse toward the intermediation and mediation roles of technology interfaces. Remediation (i.e., representation of one medium in another) is proposed as a conceptual model that more precisely describes the human-to-computer actions.


2008 ◽  
pp. 465-471
Author(s):  
E. M. Alkhalifa

The rich contributions made in the field of human computer interaction (HCI) have played a pivotal role in shifting the attention of the industry to the interaction between users and computers (Myers, 1998). However, technologies that include hypertext, multimedia, and manipulation of graphical objects were designed and presented to the users without referring to critical findings made in the field of cognitive psychology. These findings allow designers of multimedia educational systems to present knowledge in a fashion that would optimize learning.


2010 ◽  
pp. 244-253
Author(s):  
Konstantinos Chorianopoulos

Mobile TVs have been available for many years, without ever becoming very popular. Moreover, the first wave of research has been mostly concerned with technology and standards, which are necessary to ensure interoperability and market acceptance. Although, there has been a significant body of computer supported co-operative work (CSCW) and mobile human-computer interaction (HCI) research findings, there is limited investigation in the context of leisure activities, such as TV. In this chapter, the author proposes three concepts that drive the main paths for research and practice in mobile and social TV: (1) Mobile TV as a content format, (2) Mobile TV as user behavior and (3) Mobile TV as interaction terminal. Further research should elaborate on these three concepts and highlight the cultural impact of mobile TV.


2019 ◽  
Vol 17 (4) ◽  
pp. 357-381
Author(s):  
Emek Erdolu

This article serves to the larger quest for increasing our capacities as designers, researchers, and scholars in understanding and developing human-computer interaction in computer-aided design. The central question is on how to ground the related research work in input technologies and interaction techniques for computer-aided design applications, which primarily focus on technology and implementation, within the actual territories of computer-aided design processes. To discuss that, the article first reviews a collection of research studies and projects that present input technologies and interaction techniques developed as alternative or complimentary to the mouse as used in computer-aided design applications. Based on the mode of interaction, these studies and projects are traced in four categories: hand-mediated systems that involve gesture- and touch-based techniques, multimodal systems that combine various ways of interaction including speech-based techniques, experimental systems such as brain-computer interaction and emotive-based techniques, and explorations in virtual reality- and augmented reality-based systems. The article then critically examines the limitations of these alternative systems related to the ways they have been envisioned, designed, and situated in studies as well as of the two existing research bases in human-computer interaction in which these studies could potentially be grounded and improved. The substance of examination is what is conceptualized as “frameworks of thought”—on variables and interrelations as elements of consideration within these efforts. Building upon the existing frameworks of thought, the final part discusses an alternative as a vehicle for incorporating layers of the material cultures of computer-aided design in designing, analyzing, and evaluating computer-aided design-geared input technologies and interaction techniques. The alternative framework offers the potential to help generate richer questions, considerations, and avenues of investigation.


1995 ◽  
Vol 8 (1) ◽  
pp. 36-47
Author(s):  
Paul Stiff

This article begins by describing a recent argument in print about interface design in human-computer interaction. The argument was provoked by published illustrations of some prototypes of dialogue boxes. It was about the methods used in designing for 'culturally diverse' users, about testing and intuition, usability and style, and about the undeclared assumptions and biases of designers. The account of the argument is followed by a commentary which raises questions about the positions taken by both sides; some of these questions have already arisen in the design of print 'interfaces'. The article concludes by pointing to wider questions which arise in designing for cultural diversity - questions which come up against the limits of designing.


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