navigation interface
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JAMIA Open ◽  
2021 ◽  
Vol 4 (4) ◽  
Author(s):  
Chrysoula Zerva ◽  
Samuel Taylor ◽  
Axel J Soto ◽  
Nhung T H Nguyen ◽  
Sophia Ananiadou

Abstract The COVID-19 pandemic resulted in an unprecedented production of scientific literature spanning several fields. To facilitate navigation of the scientific literature related to various aspects of the pandemic, we developed an exploratory search system. The system is based on automatically identified technical terms, document citations, and their visualization, accelerating identification of relevant documents. It offers a multi-view interactive search and navigation interface, bringing together unsupervised approaches of term extraction and citation analysis. We conducted a user evaluation with domain experts, including epidemiologists, biochemists, medicinal chemists, and medicine students. In general, most users were satisfied with the relevance and speed of the search results. More interestingly, participants mostly agreed on the capacity of the system to enable exploration and discovery of the search space using the graph visualization and filters. The system is updated on a weekly basis and it is publicly available at http://www.nactem.ac.uk/cord/.


2020 ◽  
Vol 19 (1) ◽  
Author(s):  
Long Chen ◽  
Fengfeng Zhang ◽  
Wei Zhan ◽  
Minfeng Gan ◽  
Lining Sun

Abstract Background The traditional navigation interface was intended only for two-dimensional observation by doctors; thus, this interface does not display the total spatial information for the lesion area. Surgical navigation systems have become essential tools that enable for doctors to accurately and safely perform complex operations. The image navigation interface is separated from the operating area, and the doctor needs to switch the field of vision between the screen and the patient’s lesion area. In this paper, augmented reality (AR) technology was applied to spinal surgery to provide more intuitive information to surgeons. The accuracy of virtual and real registration was improved via research on AR technology. During the operation, the doctor could observe the AR image and the true shape of the internal spine through the skin. Methods To improve the accuracy of virtual and real registration, a virtual and real registration technique based on an improved identification method and robot-assisted method was proposed. The experimental method was optimized by using the improved identification method. X-ray images were used to verify the effectiveness of the puncture performed by the robot. Results The final experimental results show that the average accuracy of the virtual and real registration based on the general identification method was 9.73 ± 0.46 mm (range 8.90–10.23 mm). The average accuracy of the virtual and real registration based on the improved identification method was 3.54 ± 0.13 mm (range 3.36–3.73 mm). Compared with the virtual and real registration based on the general identification method, the accuracy was improved by approximately 65%. The highest accuracy of the virtual and real registration based on the robot-assisted method was 2.39 mm. The accuracy was improved by approximately 28.5% based on the improved identification method. Conclusion The experimental results show that the two optimized methods are highly very effective. The proposed AR navigation system has high accuracy and stability. This system may have value in future spinal surgeries.


2019 ◽  
Vol 9 (16) ◽  
pp. 3242 ◽  
Author(s):  
Jiang ◽  
Guo ◽  
Chen ◽  
Tian ◽  
Lv

As an initial channel for users learning about a mobile game, the interactive experience of the navigation interface will directly affect the first impression of the users on the game and their subsequent behaviors and willingness to use. This study aims to investigate players’ visual attention mechanisms of various interactive levels of mobile games’ interfaces under free-browsing and task-oriented conditions. Eye-tracking glasses and a questionnaire were used to measure the interactive experience of mobile games. The results show that in the free-browsing condition, the fixation count, saccade count and average saccade amplitude can be used to reflect and predict the interactive experiences of mobile games’ navigation interface; while in the task-oriented condition, the fixation count, first fixation duration, dwell time ratio and saccade count can be used to reflect and predict the interactive experience of mobile games’ navigation interface. These findings suggest that apart from the different eye movement indicators, players’ motivations should also be considered during the process of the games’ navigation interface design.


Symmetry ◽  
2019 ◽  
Vol 11 (5) ◽  
pp. 710
Author(s):  
Fu Guo ◽  
Jun-Yi Jiang ◽  
Xiao-Hui Tian ◽  
Jia-Hao Chen

High-level user experience has become the key factor that one game can be successful in the game market. The home page of mobile games, especially the design of the navigation interface, has a significant impact on users’ initial experience, which is an important determent to users’ preferences and purchase decision. Hence, measuring users’ perceptual experiences of the navigation interface can help designers understand real demands from users. Previous studies primarily used self-report scales or interviews to measure gamers’ perceptual experiences. However, it may not reflect gamers’ real perceptions that they are feeling as most of time the feeling is short-lived and implicit. To fill this gap, the current study attempted to combine subjective evaluation with event-related potentials (ERP) to objectively measure gamers’ perceptual experience evoked by the navigation interface of the mobile game. The navigation interfaces of mobile games with low, medium, and high perceptual experience were developed and the ERP experiment was conducted to detect the differences in users’ electroencephalograph (EEG) components when subjects were exposed to the different design levels of navigation interface. The results showed that N1 reaction showed asymmetry in brain regions, and P2 and N2 showed symmetry, and relative to the navigation interface with low and medium perceptual experiences, the high level of navigation interface induced a larger amplitude of N2 in the anterior scalp and P2 in the frontal scalp. These EEG components can, therefore, be regarded as significant indicators reflecting gamers’ perceptions of the navigation interface. The findings benefit game companies of navigation interface designs.


2018 ◽  
Vol 3 (2) ◽  
pp. 48-54
Author(s):  
Nora Yanti Che Jan ◽  
Mohd Nasharuddin Muhammad

The purpose of this project is to develop a mobile application using NFC technology in order to assist security officers of Unit Keselamatan in UiTM Perlis branch. The main objective of the developed mobile application is to detect fake and stolen student vehicle stickers. Prior the development of the mobile application, security officers have no specific technique in detecting fake and stolen student vehicle stickers. Actions were only taken once complaints are received from the victims. NFC as defined by Vasquez-Briseno, Hirata et al. (2012) is a limited range high frequency wireless communication technology that allows the transfer of data among devices at distances lower than 10cm. NFC technology is a specialized subset within the family of RFID technology. The mobile application which is designed based on Automatic Identification Data Capture (AIDC) was later evaluated by ten security officers on its usability through questionnaire. Questions from the questionnaire are designed to evaluate several aspects including compatibility, content, navigation, interface design and general feedback. The results show that the officers are happy the developed mobile application as the application offers more than identifying stolen and fake vehicle stickers.


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