Figuratively Semantic Support of Human-Computer Interactions

This chapter focuses on one more mental phenomenon – mental imagination that provides simulating the activity of human senses in conditions of interactions with a computerized environment. Constructive using of this phenomenon helps to represent possible situations discloses states of a life cycle of any new task that is important for study described in this book. Moreover, such possibility helps to predict the course of events in design process or in reality. For constructive work with mental imagery, we have developed a complex of means that provides figuratively semantic support of design thinking in work with a new task. A kernel of this complex is a set of interactive visual models of pictured, declarative and conceptually algorithmic types with a system of transformations defined on this set. Transformations help to build necessary (program) forms of visualization for any typical steps of design thinking based on conceptual experimenting.

2019 ◽  
Vol 7 (3) ◽  
pp. 919-925
Author(s):  
Kelvin Wambani Siovi ◽  
Cheruiyot Willison Kipruto ◽  
Agnes Mindila

In the real-time design, conceptual solving any new task is impossible without analytical reasoning of designers who interact with natural experience and its models among which important place occupies models of precedents. Moreover, the work with new tasks is a source of such useful models. The quality of applied reasoning essentially depends on the constructive use of appropriate language and its effective models. In the version of conceptual activity described in this book, the use of language means is realized as an ontological support of design thinking that is aimed at solving a new task and creating a model of corresponding precedent. The ontological support provides controlled using the lexis, extracting the questions for managing the analysis, revealing the cause-and effects regularities and achieving the sufficient understanding. Designers fulfill all these actions in interactions with the project ontology that can be developed by manual or programmed way in work with the task.


1989 ◽  
Vol 18 (290) ◽  
Author(s):  
Liam J. Bannon

This essay discusses some problems and prospects for the field of human factors or ergonomics, specifically the more recent, and diversified field of human-computer interaction. Its main aim is to develop awareness of how an often unarticulated, though dominant perspective in the field can blind us to other more fruitful conceptions of human-computer interactions, and to emphasize the importance of shifting perspectives in the design process.


2021 ◽  
Vol 25 (4) ◽  
pp. 1031-1045
Author(s):  
Helang Lai ◽  
Keke Wu ◽  
Lingli Li

Emotion recognition in conversations is crucial as there is an urgent need to improve the overall experience of human-computer interactions. A promising improvement in this field is to develop a model that can effectively extract adequate contexts of a test utterance. We introduce a novel model, termed hierarchical memory networks (HMN), to address the issues of recognizing utterance level emotions. HMN divides the contexts into different aspects and employs different step lengths to represent the weights of these aspects. To model the self dependencies, HMN takes independent local memory networks to model these aspects. Further, to capture the interpersonal dependencies, HMN employs global memory networks to integrate the local outputs into global storages. Such storages can generate contextual summaries and help to find the emotional dependent utterance that is most relevant to the test utterance. With an attention-based multi-hops scheme, these storages are then merged with the test utterance using an addition operation in the iterations. Experiments on the IEMOCAP dataset show our model outperforms the compared methods with accuracy improvement.


2021 ◽  
Vol 5 (3) ◽  
pp. 13
Author(s):  
Heting Wang ◽  
Vidya Gaddy ◽  
James Ross Beveridge ◽  
Francisco R. Ortega

The role of affect has been long studied in human–computer interactions. Unlike previous studies that focused on seven basic emotions, an avatar named Diana was introduced who expresses a higher level of emotional intelligence. To adapt to the users various affects during interaction, Diana simulates emotions with dynamic facial expressions. When two people collaborated to build blocks, their affects were recognized and labeled using the Affdex SDK and a descriptive analysis was provided. When participants turned to collaborate with Diana, their subjective responses were collected and the length of completion was recorded. Three modes of Diana were involved: a flat-faced Diana, a Diana that used mimicry facial expressions, and a Diana that used emotionally responsive facial expressions. Twenty-one responses were collected through a five-point Likert scale questionnaire and the NASA TLX. Results from questionnaires were not statistically different. However, the emotionally responsive Diana obtained more positive responses, and people spent the longest time with the mimicry Diana. In post-study comments, most participants perceived facial expressions on Diana’s face as natural, four mentioned uncomfortable feelings caused by the Uncanny Valley effect.


2021 ◽  
Vol 26 ◽  
pp. 709-728

Art of animation as an analysis of movement is based on the theory that the vision remains on the eye after the disappearance of the actual image, and this scientific theory is the same that the film industry was built upon. Recently, various techniques and ideas have entered the print design process as a means of expressing a phenomenon subject to the human will to change and elevate our aesthetic awareness and feelings, which rise in various forms of designs that reveal themselves in design work and are embodied in animation films. The design artwork falls within a group of intertwined elements fused with each other, reflecting the peculiarity of this work, as it is innovation and creating new and interesting things, so that the design is suitable for the desired purpose and beautifully. Perhaps the simplest type of optical illusion that can clarify to us the idea of the impression of the existence of an image that does not actually exist is represented in the decree paper. Key words: Design thinking, Typography, Animation films


Author(s):  
Dileep V. Khadilkar ◽  
John A. Gershenson ◽  
Larry A. Stauffer

Abstract We developed a new database tool to manage information during the product definition process. This tool is a result of an ongoing research program to coordinate marketing and design engineering efforts in new product developments, and consider the related life cycle issues early in the design process. The database tool facilitates a methodology that integrates customer and design information, and allows reuse of this information during redesign problems. This paper presents the development, implementation, and an example use of the database tool.


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