scholarly journals Defining a notation for usability-oriented interaction and navigation modeling for interactive systems

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):  
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.


2011 ◽  
Vol 14 (3) ◽  
Author(s):  
Matias Lee ◽  
Pedro R. D’Argenio

An interactive system is a system that allows communication with the users. This communi- cation is modeled through input and output actions. Input actions are controllable by a user of the system, while output actions are controllable by the system. Standard semantics for sequen- tial system [1, 2] are not suitable in this context because they do not distinguish between the different kinds of actions. Applying a similar approach to the one used in [2] we define seman- tics for interactive systems. In this setting, a particular semantic is associated with a notion of observability. These notions of observability are used as parameters of a general definition of non-interference. We show that some previous versions of the non-interference property based on traces semantic, weak bisimulation and refinement, are actually instances of the observability- based non-interference property presented here. Moreover, this allows us to show some results in a general way and to provide a better understanding of the security properties.


2021 ◽  
Vol 13 (11) ◽  
pp. 5956
Author(s):  
Jelena Končar ◽  
Radenko Marić ◽  
Goran Vukmirović ◽  
Sonja Vučenović

This work aims to define the impact of different indicators on the sustainability of food placement in the retail sector, during periods of crisis and emergencies, such as the COVID-19 pandemic. An empirical survey conducted in the Western Balkans (WB) region showed that indicators such as developed infrastructure, consistency, and transparency of the supply chain, skilled workers, costs, food safety, food prices, energy consumption, and changes in consumer needs are statistically significant since they affect the sustainability of food placement in the retail sector. As food placement and the retail sector itself are inseparable from other participants in the food supply chain (FSC), an analysis was conducted at the level of all FSC sectors. The results showed some deviations viewed individually in the sectors of production, physical distribution, wholesale, and retail, and in selected Western Balkan countries. Based on the results obtained, the sustainability model of food placement in the retail sector has been defined. The model will serve as the basis for defining the set of measures and incentives that competent institutions and FSC management need to undertake, to minimize the impact of indicators that endanger sustainability. The originality of the study lies in the fact that it fills the research gap that exists in this subject matter in academic research and studies in the WB region. In addition, some indicators important for food placement have been precisely isolated, with the definition of the intensity of their impact, observed overall at the level of the entire FSC as well as by individual sectors. Guidelines and suggestions for future research are listed in the paper.


Author(s):  
Wing-Kwong Wong ◽  
Sheng-Kai Yin ◽  
Chang-Zhe Yang

<p>This paper presents a tool for drawing dynamic geometric figures by understanding the texts of geometry problems. With the tool, teachers and students can construct dynamic geometric figures on a web page by inputting a geometry problem in natural language. First we need to build the knowledge base for understanding geometry problems. With the help of the knowledge base engine InfoMap, geometric concepts are extracted from an input text. The concepts are then used to output a multistep JavaSketchpad script, which constructs the dynamic geometry figure on a web page. Finally, the system outputs the script as an HTML document that can be visualized and read with an internet browser. Furthermore, a preliminary evaluation of the tool showed that it produced correct dynamic geometric figures for over 90% of problems from textbooks. With such high accuracy, the system produced by this study can support distance learning for geometry students as well as distance learning in producing geometry content for instructors.<br /><br /></p>


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.


2020 ◽  
Vol ahead-of-print (0) ◽  
pp. 1-26
Author(s):  
Lena Gutheil

In order to react adequately to the complex, fast-changing and politicised environments in which development projects operate, donors have started adopting more adaptive project management approaches. Projects dealing with civil society actors in particular are said to benefit from adaptive management. As adaptive management largely depends on locally led and politically smart programming, it is presented as one avenue for addressing long-standing problems of civil society organisations, such as donor dependency, lack of legitimacy and accountability issues. However, the evidence base concerning the effects of adaptive management is scarce and rather anecdotal and an overarching definition of adaptive management has not been established. In order to work towards an academic research agenda for adaptive management, the article systematically reviews twenty-one case studies to generate insights into what donors and implementers consider as adaptive practices, their perceived effects, obstacles and derived recommendations. The article thus contributes to identifying which actors are driving the adaptive agenda, which practices are considered as adaptive, what we can learn from first pilot interventions and which research gaps can be derived from this analysis.


2020 ◽  
Vol 25 (2) ◽  
pp. 7-13
Author(s):  
Zhangozha A.R. ◽  

On the example of the online game Akinator, the basic principles on which programs of this type are built are considered. Effective technics have been proposed by which artificial intelligence systems can build logical inferences that allow to identify an unknown subject from its description (predicate). To confirm the considered hypotheses, the terminological analysis of definition of the program "Akinator" offered by the author is carried out. Starting from the assumptions given by the author's definition, the article complements their definitions presented by other researchers and analyzes their constituent theses. Finally, some proposals are made for the next steps in improving the program. The Akinator program, at one time, became one of the most famous online games using artificial intelligence. And although this was not directly stated, it was clear to the experts in the field of artificial intelligence that the program uses the techniques of expert systems and is built on inference rules. At the moment, expert systems have lost their positions in comparison with the direction of neural networks in the field of artificial intelligence, however, in the case considered in the article, we are talking about techniques using both directions – hybrid systems. Games for filling semantics interact with the user, expanding their semantic base (knowledge base) and use certain strategies to achieve the best result. The playful form of such semantics filling programs is beneficial for researchers by involving a large number of players. The article examines the techniques used by the Akinator program, and also suggests possible modifications to it in the future. This study, first of all, focuses on how the knowledge base of the Akinator program is built, it consists of incomplete sets, which can be filled and adjusted as a result of further iterations of the program launches. It is important to note our assumption that the order of questions used by the program during the game plays a key role, because it determines its strategy. It was identified that the program is guided by the principles of nonmonotonic logic – the assumptions constructed by the program are not final and can be rejected by it during the game. The three main approaches to acquisite semantics proposed by Jakub Šimko and Mária Bieliková are considered, namely, expert work, crowdsourcing and machine learning. Paying attention to machine learning, the Akinator program using machine learning to build an effective strategy in the game presents a class of hybrid systems that combine the principles of two main areas in artificial intelligence programs – expert systems and neural networks.


Author(s):  
Francisco V. Cipolla Ficarra

This chapter addresses the evolution of state of the art interactive systems aimed at the cultural heritage of the Mediterranean area in Europe, especially Spain and Italy. It covers the last two decades of advances in design and considers the human and technological factors in the effective use and assessment of hypertext, multimedia and hypermedia. The chapter introduces basic concepts to eliminate ambiguities and to (re)acquaint readers with the main components of audiovisual technologies that have been vital to the (r)evolution of on-line and off-line cultural heritage material. It goes on to analyze quality in the communication process between potential users and interactive systems by drawing upon essential concepts in software engineering, human-computer interaction, semiotics, interface design and communicability. The main goal is to establish metrics for the heuristic evaluation of the quality attributes that make up an interactive system, taking as a reference the intersection of the formal sciences and the factual sciences. The chapter mainly focuses on dynamic and static audiovisual media, including digital photography, video, and computer animation. Consequently, this process of diachronic study of interactive systems has allowed the author to generate a methodology—Aesthetics Cultural Heritage for Communicability Assessment (ACHCA)—for evaluating communicability in dynamic and static cultural heritage media. The chapter also includes a table for the heuristic analysis of on-line and off-line systems, based on design categories addressing content, presentation, structure, navigation, panchronism and conection of the interactive system. Finally the chapter presents the results of a study of on-line and off-line systems from the 1990s to 2010.


Author(s):  
Greg Streib

E-government developments suggest positive changes are unfolding for local government, but hopes for a technology-driven future have outpaced knowledge of how e-government opportunities can be translated into action. This chapter argues that the existing gap between the e-government rhetoric and reality is due in-part to ineffective leadership and that the CFO is an underutilized resource. Remedies are sought by examining the dynamics of local government implementation and considering ways the CFO role could be reengineered while respecting local government needs and realities. The result is a look at a largely undiscovered e-government landscape offering new opportunities for improved leadership and more desirable e-government outcomes. Recommendations are offered for improving both practice and the academic research knowledge base.


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