An XML Multi-Tier Pattern Dissemination System

Author(s):  
Ashraf Gaffar ◽  
Ahmed Seffah

Patterns are widely used in several domains and are rapidly growing in numbers as an effective way of communicating knowledge between designers (Erickson, 2000). Currently, there are hundreds of HCI (human-computer interaction) patterns that are published in books and on the Internet (HCI Patterns, 2003). The sheer number of HCI patterns and the lack of a delivery system can confuse and overwhelm a novice pattern user, even when they are meant to help novice users in the first place.

Author(s):  
Carl Smith

The contribution of this research is to argue that truly creative patterns for interaction within cultural heritage contexts must create situations and concepts that could not have been realised without the intervention of those interaction patterns. New forms of human-computer interaction and therefore new tools for navigation must be designed that unite the strengths, features, and possibilities of both the physical and the virtual space. The human-computer interaction techniques and mixed reality methodologies formulated during this research are intended to enhance spatial cognition while implicitly improving pattern recognition. This research reports on the current state of location-based technology including Mobile Augmented Reality (MAR) and GPS. The focus is on its application for use within cultural heritage as an educational and outreach tool. The key questions and areas to be investigated include: What are the requirements for effective digital intervention within the cultural heritage sector? What are the affordances of mixed and augmented reality? What mobile technology is currently being utilised to explore cultural heritage? What are the key projects? Finally, through a series of case studies designed and implemented by the author, some broad design guidelines are outlined. The chapter concludes with an overview of the main issues to consider when (re)engineering cultural heritage contexts.


Author(s):  
Francisco V. Cipolla-Ficarra ◽  
Alejandra Quiroga ◽  
Valeria M. Ficarra

The possibility that millions of users have a free access to a website to send and receive multimedia messages has contributed to the democratization of the Internet since 1995 in the south of Europe. We present how those websites in the second decade of the new millennium tend to a radial and vertical structure of online services. A heuristic and diachronical analysis of the main design categories of Yahoo Spain has been carried out in a human-computer interaction lab whose results are presented in the current research work. The informative aspects of the dynamic and/or static media have also been analyzed, especially in the content and also in the presentation of the online information, on the PC and tablet screens.


2017 ◽  
Vol 11 (3) ◽  
pp. 177
Author(s):  
Brav Deva Bernadhi ◽  
Singgih Saptadi

Pertumbuhan akses informasi pada saat sekarang ini berjalan secara pesat. Masyarakat atau user untuk mendapatkan data atau informasi yang akurat, aktual, serta cepat dan mudah sekarang bukanlah hal sulit. Perkembangan internet pada saat ini semakin pesat dan tidak dapat dipisahkan dari dunia pendidikan. Terdapatnya sistem informasi dan internet yang terus berkembang, maka diciptakan suatu cara penyampaian pendidikan secara elektronik dengan bantuan internet. Sistem informasi yang dimaksud pada saat sekarang lebih dikenal dengan istilah elektronik learning (e-learning). E-learning adalah suatu sistem informasi yang membantu pembelajaran manual menjadi pembelajaran secara elektronik. Pada dunia pendidikan untuk membantu dosen dan mahasiswa untuk memanajemen mata kuliah, saat sekarang ini terdapat Sistem Informasi Akademik yang lebih disingkat dengan SIA. SIA adalah suatu sistem informasi yang mengelola dan mengolah semua data-data akademik yang berada di bidang akademik. KRS online yang berada di SIA berhubungan erat dengan mata kuliah yang akan terisi pada e-learning. Dari pandangan kebutuhan tersebut, ada baiknya kedua sistem informasi tersebut digabungkan sehingga dengan user mengisi SIA, maka sistem e-learning yang berhubungan dengan mata kuliah yang diikuti akan terupdate dengan sendirinya dan perlu didesain sedemikian rupa agar kedua sistem informasi tersebut dapat berjalan dengan baik dan dapat digunakan oleh para user. Pendekatan ergonomis yang diperlukan untuk sistem tersebut adalah Human Computer Interaction (HCI) sehingga sistem yang dikembangkan akan nyaman, mudah dan aman digunakan oleh user atau dengan kata lain adalah user friendly. Jurnal ini disusun dengan tujuan untuk mengembangkan suatu sistem integrasi SIA dengan e-learning sehingga dapat membantu dan mempermudah aktifitas pembelajaran di Perguruan Tinggi.   ABSTRACT Growth of access to information at the present time is running fast. Public or the user to obtain data or information that is accurate, current, and a quick and easy right now is not difficult. The development of the Internet in today's increasingly rapidly and can not be separated from the world of education. Presence information systems and the Internet continues to grow, then created a way of delivering education electronically with the help of internet. The information system is at present better known as electronic learning (e-learning). E-learning is an information system that helps instructional manual to electronic learning. In the world of education to enable faculty and students to manage course, nowadays there are more Academic Information System shortened by SIA. SIA is an information system that manages and processes all the data of academic residing in the academic field. KRS SIA online that are closely related to the subjects that will be filled in e-learning. From the view of these needs, it helps both information systems are combined so that the user fills in SIA, the e-learning systems relating to subjects who follow will update itself and needs to be designed so that both the information system can run well and can used by the user. Ergonomic approach is needed for these systems is the Human Computer Interaction (HCI) so that the developed system will be convenient, easy and safe to use by the user, or in      other words is user friendly. These journals are intended to develop a system AIS integration with e-learning in order to assist and facilitate the activities of learning in Higher Education.


Webology ◽  
2021 ◽  
Vol 18 (2) ◽  
pp. 261-272
Author(s):  
Erlina Puspitaloka Mahadewi ◽  
Sudar mo ◽  
Elkana Timotius ◽  
Doharman Lumban Tungkup ◽  
Chairul Insani Ilham

The paper's aim was to further understand the human-computer interaction complexities of past and future advances that have profoundly altered the human development period. After doing a detailed review of many international journals on a similar subject, we decided to take this method. We depend on current data gleaned from Google Scholar searches performed between the years 2-010 and 2021 to resolve this problem. Then we investigate it using a phenomenological approach, beginning with coding, calculation, and interpretation to arrive at precise and reliable final findings. We may infer from the data review that human-computer contact is a sequence of protocols, dialogues, and actions that humans participate in in order to communicate with machines, all of which include input and guidance via a gui in order to obtain the desired outcome.


2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Kang Wang

With the development of science and technology, human-computer interaction technology has also been more applied. This article aims to use the Internet of Things technology to apply human-computer interaction technology to smart car products to improve the realism and immersion of the user's human-computer interaction experience. This paper deeply studies the concept of networking technology and frame composition and analyzes the intelligent vehicle product development strengths and weaknesses. Then, from the perspective of human-computer interaction design, the training response and training learning situation of human-computer interaction are proposed, and the human-computer interaction system of intelligent vehicle-mounted products based on the Internet of Things is constructed. The user experience is improved from this perspective, and the breadth of applications is increased. This article first analyzes and predicts the market size of smart car products and then analyzes the scene elements of car products. When designing car products, the driver's control range should be fully considered. Finally, the user's human-computer interaction experience analysis for smart car products is analyzed. In the execution of navigation and telephone tasks, there is no significant difference in user satisfaction with tasks and the P values are all less than 0.05.


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