Visualising Interactions on Mobile Multimodal Sys

Author(s):  
Kristine Deray ◽  
Simeon Simoff

The purpose of this chapter is to set design guidelines on visual representations of interactions for mobile multimodal systems. The chapter looks at the features of interaction as process and how these features are exposed in the data. It presents a three layer framework for designing visual representations for mobile multimodal systems and a method that implements it. The method is based on an operationalisation of the source-target mapping from the contemporary theory of metaphors. Resultant design guidelines are grouped into (i) a set of high-level design requirements for visual representations of interactions on mobile multimodal systems; and (ii) a set of specific design requirements for the visual elements and displays for representing interactions on mobile multimodal systems. The second set then is considered subject to an additional requirement – the preservation of the beauty of the representation across the relevant modalities. The chapter is focused on the modality of the output. Though the chapter considers interaction data from human to human interactions, presented framework and designed guidelines are applicable towards interaction in general.

2017 ◽  
Vol 16 (1) ◽  
pp. es1 ◽  
Author(s):  
Erika G. Offerdahl ◽  
Jessie B. Arneson ◽  
Nicholas Byrne

The development of scientific visual literacy has been identified as critical to the training of tomorrow’s scientists and citizens alike. Within the context of the molecular life sciences in particular, visual representations frequently incorporate various components, such as discipline-specific graphical and diagrammatic features, varied levels of abstraction, and spatial arrangements of visual elements to convey information. Visual literacy is achieved when an individual understands the various ways in which a discipline uses these components to represent a particular way of knowing. Owing to the complex nature of visual representations, the activities through which visual literacy is developed have high cognitive load. Cognitive load can be reduced by first helping students to become fluent with the discrete components of visual representations before asking them to simultaneously integrate these components to extract the intended meaning of a representation. We present a taxonomy for characterizing one component of visual representations—the level of abstraction—as a first step in understanding the opportunities afforded students to develop fluency. Further, we demonstrate how our taxonomy can be used to analyze course assessments and spur discussions regarding the extent to which the development of visual literacy skills is supported by instruction within an undergraduate biochemistry curriculum.


Author(s):  
Yamini Gourishankar ◽  
Frank Weisgerber

Abstract It is observed that calculating the wind pressures on structures involves more data retrieval from the ASCE standard than any subjective reasoning on the designer’s part. Once the initial design requirements are established, the procedure involved in the computation is straightforward. This paper discusses an approach to automate the process associated with wind pressure computation on one story and multi-story buildings using a data management strategy (implemented using the ORACLE database management system). In the prototype system developed herein, the designer supplies the design requirements in the form of the structure’s exposure type, its dimensions and the nature of occupancy of the structure. Using these requirements, the program retrieves the necessary standards data from an independently maintained database, and computes the wind pressures. The final output contains the wind pressures on the main wind force resisting system, and on the components and claddings, for wind blowing parallel and perpendicular to the ridge. The knowledge encoded in the system was gained from ASCE codes, design guidelines and as a result of interviews with various experts and practitioners. Several information modeling methodologies such as the entity relationship model, IDEF 1X, etc. were employed in the system analysis and design phase of this project. The prototype is implemented on an IBM PC using the ORACLE DBMS and the ‘C’ programming language. Appendix A illustrates a sample run.


Author(s):  
Franco Mola ◽  
Antonio Migliacci ◽  
Elena Mola ◽  
Alejandro Erick Antelo ◽  
Riccardo Soffientini

<p>The problems concerning the design, construction and use of buildings in a city environment or even other, less dense, environments, constitute a complex scenario in which various different disciplines are called to give their contribution: energy efficiency, reduction of the footprint, comfort, affordability and new living standards all play a key role in the design of new housing solutions. In the present paper, a new design idea is presented for the construction of buildings, capable of guaranteeing a high level of comfort for the users while safeguarding the surrounding territory. The proposed system, named GEODE, consists of a 120m diameter spherical steel or concrete structure with internal cores acting as shear-resistant elements. The shell contains five decks supported by mega-beams, on which 5-story high buildings can be erected, following design guidelines that have as a primary objective the preservation of high livability conditions. Among the defining characteristics of the system are its enhanced performance with respect to buildings of equal volume but different shape and the possibility of building the spherical shell using two different structural materials. These are distinctive features, which allow for the construction of small self-sufficient cities that synergically interact with their surrounding environment. In the present paper, an initial feasibility study is presented while the performance of different possible structural solutions, i.e. using R.C. or steel elements, are compared.</p>


Author(s):  
Hector Chimeremeze Okere ◽  
Suziah Sulaiman ◽  
Dayang Rohaya Awang Rambli ◽  
Oi-Mean Foong

The proliferation of multimodal interaction research have presented numerous advantages which include enhancement of realism, increased efficiency in user task performance and the achievement of an interactivity that is relatively identical to the conventional human to human interactions. Haptic, visual, and aural interactions have been widely utilized and applied in various domains ranging from military and scientific visualization realms into more multidisciplinary areas, such as art and culture, education, archeology, and complementary medicine. In Virtual reality stress therapy application particularly in the proliferation towards the virtualization and simulation of the traditional foot reflexology therapy, little is understood on the haptic, visual and aural interactive nature of the therapy and to what extent they contribute in the patients' relaxation and stress relief, which hinders the system developers from obtaining the appropriate system design requirements for foot reflexology virtual stress therapy applications. This paper presents an exploratory study that examines from both the patients' and practitioners' perspective, the haptic, visual and aural interactive nature in foot reflexology domain since the practices promote relaxation and stress relief. The study explored 2 traditional foot reflexology sessions; audio recorded semi-structured interview was used to collect data from the participant's while the session was going on for analysis. The study findings presented the haptic, visual and aural interactive nature involved from the patients' and practitioners' perspective, and a higher level design requirements for the haptic, aural, visual and general interactivity extracted from the study findings as well as from literature. Implications for future research are also discussed.


Author(s):  
Alonso H. Vera ◽  
Richard Lewis

Most complex human-device interactions that arise in realistic applied settings are heterogeneous along several dimensions that significantly restrict the scope and effectiveness of traditional modeling tools. In particular, different subcomponents of the same overall task may vary significantly with respect to practice level and speed-accuracy tradeoffs. The goal of this paper is to lay out the path toward a set of technologies and underlying psychological theory that will permit rapid modeling of such heterogeneous tasks, and therefore rapid evaluation of proposed interface and task structure designs. It will be critical to make progress toward the goal in three specific ways: (1) Development of simple, high-level languages that permit the rapid specification of new tasks composed hierarchically from existing task and cognitive architectural building blocks; (2) Development of the technology and underlying psychological theory that will permit the system engineers to specify the degree of learning or skill associated with separate subcomponents of the overall task, and derive the behavioral consequences of those skill assumptions without simulating the learning process itself; and (3) Develop the technology and theory that will permit the system designers and engineers to specify speed-accuracy tradeoffs separately for subcomponents of the overall task, and derive the behavioral consequences of those assumptions in concert with the skill assumptions. The outcome of such efforts will support the development of modeling tools and design guidelines for mission systems based on common skill sets and allow prediction of learning and performance time for such systems. Directly supporting two central Human-Systems Integration themes, this paper will focus on modeling tools and models needed to support prediction of degrading human performance over the duration of reference missions toward informing the design of systems to mitigate these effects.


Author(s):  
Michael L. Bernard ◽  
Patrick Xavier ◽  
Paul Wolfenbarger ◽  
Derek Hart ◽  
Russel Waymire ◽  
...  

The intent of Sandia National Laboratories' Human Interactions (HI) project is to demonstrate initial virtual human interaction modeling capability. To accomplish this, we have begun the process of simulating human behavior in a manner that produces life-like characteristics and movement, as well as creating the framework for models that are based on the most current experimental research in cognition, perception, physiology, and cognitive modeling. Currently the simulated human models can sense each other, react to each other, and move about in a simulated 3D environment. A preliminary action generation or motor-level cognition model, which transforms abstract actions generated by high-level cognition to actions that can be carried out by a simulated physical human model, has also been developed. Our work has yielded models of perceptual, spatial, and motor functioning and memory that will be embedded in upgrades to the cognitive framework.


Author(s):  
Y. S. Kim ◽  
M. K. Kim ◽  
S. W. Lee ◽  
C. S. Lee ◽  
C. H. Lee ◽  
...  

Interior design of space is somewhat different from product design in view of followings: the space should afford the multiple users at the same time and afford appropriate interactions with human and objects which exist inside the space. This paper presents a case study of interior design of a conference room based on affordance concept. We analyzed all of users’ tasks in a conference room based on the human activities that are divided into human-object and human-human interactions. Function decomposition of an every object in conference room was conducted. The concept of a high-level function is used such as “configure the space” to satisfy the given condition of the number of humans, the types of conference, and so forth. The Function-Task Interaction (FTI) method was enhanced to analyze the interactions between functions and user tasks. Many low-level affordances were extracted, and high-level affordances such as enter/exitability, prepare-ability, present-ability, discuss-ability and conclude-ability were also extracted by grouping low-level affordances in the enhanced FTI matrix. In addition, the benchmarking simulation was conducted for several existing conference rooms and the results confirmed that the extracted affordances can be used for checklist and also for good guidance on interior design process.


2020 ◽  
Vol 2020 ◽  
pp. 1-14
Author(s):  
Jinghua Yu ◽  
Feng Luo

With the increasing connectivity of modern vehicles, protecting systems from attacks on cyber is becoming crucial and urgent. Meanwhile, a vehicle should guarantee a safe and comfortable trip for users. Therefore, how to design a cybersecurity-critical system in vehicles with safety and user experience (UX) considerations is increasingly essential. However, most co-design methods focus on safety engineering with attack concerns and do not discuss conflicts and integration, and few contain the UX aspect. Besides, most existing approaches are abstract at a high level without practical guidelines. This paper presents a literature review of existing safety and security design approaches and proposes a systematic approach for cybersecurity design of in-vehicle network systems based on the guideline in SAE J3061. The trade-off analysis is performed by using association keys and the proposed affecting map. The design process of an example Diagnostic on Internet Protocol (DoIP) system is reported to show how the approach works. Compared with the existing approaches, the proposed one considers safety, cybersecurity, and UX simultaneously, solves conflicts qualitatively or quantitatively, and obtains trade-off design requirements. This approach is applicable to the cybersecurity-driven design of in-vehicle network systems in the early stage with safety and UX considerations.


2017 ◽  
Author(s):  
Noam Roth ◽  
Nicole C. Rust

AbstractFinding a sought visual target object requires combining visual information about a scene with a remembered representation of the target to create a “target match” signal that indicates when a target is in view. Target match signals have been reported to exist within high-level visual brain areas including inferotemporal cortex (IT), where they are mixed with representations of image and object identity. However, these signals are not well understood, particularly in the context of the real-world challenge that the objects we search for typically appear at different positions, sizes, and within different background contexts. To investigate these signals, we recorded neural responses in IT as two rhesus monkeys performed a delayed-match-to-sample object search task in which target objects could appear at a variety of identity-preserving transformations. Consistent with the existence of behaviorally-relevant target match signals in IT, we found that IT contained a linearly separable target match representation that reflected behavioral confusions on trials in which the monkeys made errors. Additionally, target match signals were highly distributed across the IT population, and while a small fraction of units reflected target match signals as target match suppression, most units reflected target match signals as target match enhancement. Finally, we found that the potentially detrimental impact of target match signals on visual representations was mitigated by target match modulation that was approximately (albeit imperfectly) multiplicative. Together, these results support the existence of a robust, behaviorally-relevant target match representation in IT that is configured to minimally interfere with IT visual representations.


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