Designing Pervasive and Multimodal Interactive Systems

Author(s):  
Barbara R. Barricelli ◽  
Andrea Marcante ◽  
Piero Mussio ◽  
Loredana Parasiliti Provenza ◽  
Marco Padula

This chapter presents a participatory and evolutionary methodology for pervasive and multimodal interactive systems design that is being developed capitalizing experiences from different target applicative domains. The methodology supports collaborative and evolutionary design of an interactive system; it considers usability problems that users face during the interaction; it is based on a network of software environments, conceived in analogy with the workshop of an artisan, each one customizable to and tailorable by users belonging to different cultures. The requirements, design issues, and a proposal of the architecture of the software environment will be discussed highlighting their pervasiveness, multimodality, and interactivity, the ability offered to users to coordinate desktop and mobile devices, and to access a shared knowledge base. The architecture has been defined and revised exploiting experience gained from different case studies that will be illustrated. The novelty of the approach is that the methodology sprang from empirical experience got by handling problems faced on the field. In the chapter, specific aspects of the presented approach are discussed in relation to the state of the art.

2017 ◽  
Vol 8 (2) ◽  
pp. 1 ◽  
Author(s):  
Anna Beatriz Marques ◽  
Simone Diniz Junqueira Barbosa ◽  
Tayana Uchôa Conte

Modeling the interaction and navigation of an interactive system can assist designers in making decisions about how the users will be able to achieve their interaction goals. However, there is a lack of proposals to: (1) deal with interaction and navigation in an integrated way and (2) deal with usability features in interaction and navigation modeling. In this paper, we propose a usability-oriented interaction and navigation model to improve the quality in use of interactive systems. We evaluate the feasibility of the model through a study with three participants with experience in using models in industry, teaching models and carrying out academic research about models. Our main contributions are: (1) a knowledge base about the existing solutions for the problem, (2) the USINN (Usability-oriented Interaction and Navigation) model, (3) a preliminary evaluation about the feasibility of USINN, (4) the evolution of the USINN notation based on the results of the feasibility study, and (5) the definition of the USINN metamodel.


Author(s):  
Junyi Hou ◽  
Lei Yu ◽  
Yifan Fang ◽  
Shumin Fei

Aiming at the problem that the mixed noise interference caused by the mixed projection noise system is not accurate and the real-time performance is poor, this article proposes an adaptive system switching filtering method based on Bayesian estimation switching rules. The method chooses joint bilateral filtering and improved adaptive median filtering as the filtering subsystems and selects the sub-filtering system suitable for the noise by switching rules to achieve the purpose of effectively removing noise. The simulation experiment was carried out by the self-developed human–computer interactive projection image system platform. Through the subjective evaluation, objective evaluation, and running time comparison analysis, a better filtering effect was achieved, and the balance between the filtering precision and the real-time performance of the interactive system was well obtained. Therefore, the proposed method can be widely applied to various human–computer interactive image filtering systems.


Author(s):  
Simon Biggs

This paper discusses the immersive full body motion tracking installation Dark Matter, developed by the author and completed in early 2016. The paper outlines the conceptual focus of the project, including the use of the metaphor of dark matter to explore questions around interactive systems and assemblage. The primary technical considerations involved in the project are also outlined. ‘Co-reading' is proposed as a framework for a generative ontology, within the context of assemblage theory, deployed within a multimodal multi-agent interactive system.


IEEE Network ◽  
2017 ◽  
Vol 31 (3) ◽  
pp. 80-89 ◽  
Author(s):  
Glaucio H.S. Carvalho ◽  
Isaac Woungang ◽  
Alagan Anpalagan ◽  
Muhammad Jaseemuddin ◽  
Ekram Hossain

2021 ◽  
Author(s):  
Michael Reichold ◽  
Miriam Hess ◽  
Peter L. Kolominsky-Rabas ◽  
Elmar Gräßel ◽  
Hans-Ulrich Prokosch

BACKGROUND Digital registries have shown to provide an efficient way better to understand the clinical complexity and long-term progression of diseases. The paperless way of electronic data collection during a patient interview saves both: time and resources. In the prospective multicenter 'Digital Dementia Registry Bavaria - digiDEM Bayern', interviews are also conducted on-site in rural areas with unreliable internet connectivity. It must be ensured that electronic data collection can still be performed there, and it is no need to fall back on paper-based questionnaires. Therefore, the EDC system REDCap offers, in addition to a web-based data collection solution, the option to collect data offline via an app and synchronize it afterward. OBJECTIVE This study evaluates the usability of the REDCap app as an offline electronic data collection option for a lay user group and examines the necessary technology acceptance using mobile devices for data collection. Thereby, the feasibility of the app-based offline data collection in the dementia registry project was evaluated before going live. METHODS The study was conducted with an exploratory mixed-method in the form of an on-site usability test with the 'Thinking Aloud' method combined with a tailored semi-standardized online questionnaire including System Usability Score (SUS). The acceptance of mobile devices for the data collection was surveyed based on the technology acceptance model (TAM) with five categories. RESULTS Using the Thinking Aloud method, usability problems were identified and solutions were derived therefore. The evaluation of the REDCap app resulted in a SUS score of 74, which represents 'good' usability. After evaluating the technology acceptance questionnaire, it can be stated that the lay user group is open to mobile devices as interview tools. CONCLUSIONS The usability evaluation results show that a lay user group like the data collecting partners in the digiDEM project can handle the REDCap app well overall. The usability test provided statements about positive aspects and was able to identify usability problems of the REDCap app. In addition, the current technology acceptance in the sample showed that heterogeneous groups of different ages with different experiences in handling mobile devices are also ready for the use of app-based EDC systems. Based on the results, it can be assumed that the offline use of an app-based EDC system on mobile devices is a viable solution to collect data in a registry-based research project.


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