The conference objective is to provide an international forum for the dissemination and exchange of up-to-date scientific information on theoretical, generic and applied areas of Human-Computer Interaction (HCI), Universal Access, Engineering Psychology, Cognitive Ergonomics, Virtual and Mixed Reality, Internationalization, Design and Global Development, Online Communities, Social Computing, Augmented Cognition , Digital Human Modeling and Human Centered Design.
Intelligent CAI system has been developed which makes it possible to provide consistent education in plant operation and also plant behavior for professionals like shift supervisors. Satisfaction of intrinsic motivation was tried by representing instruction according to the learners' level. The student model, which is common to teaching course for presenting text knowledge of emergency procedures and the indicating course for actual plant behavior and procedures using the plant simulator, was derived from a hierarchical function model which is a goal oriented mental model of a plant operator. The understanding level of each node (element of a function) in the model is evaluated by personal history conditions calculated from both the tutoring record of the node and the understanding level of the connecting nodes.
HPES, a managerial error analysis system to investigate the types and causes of human errors in nuclear power plants (NPP), has been widely adopted in U.S. and many other countries. To make the reporting more effective, the chronological description of the incident has to include the cognitive activities of the operators, and the analysis of human errors needs to be explicitly related to the human cognitive process. This paper presents a computerized support system for the analysis of human errors in NPP based on a cognitive model. The most intelligent part of the support system interactively aids the analyst in composition of event sequences by checking possible omissions of important facts and logical deficiencies against a decision making model. It also helps the analyst to relate error classification and factor analysis parts directly to the event description. As a result, the analyst not only can conduct the analysis more easily but also can develop a report of a better quality that reveals cognitive causations among human activities and system states.
An operator training support system (OTSS) for nuclear power plants is developed based on the analysis of operator performance under simulated plant abnormal and accidental conditions at the BWR Operator Training Center. This system automatically evaluates the operation performed by trainees and provides information on the problems in trainees' operation in real-time by using evaluation logic stored in a knowledge base. The operator training support system improves the accuracy and efficiency of evaluation in training.
This paper describes an approach to the enhancement of existing software and the development of new applications based upon the premise that advanced software technology is not in itself sufficient to realise high quality usable systems. Development strategies designed to ensure quality must be accompanied by appropriate system architectures and effective implementation tools. We describe a technology and strategy that together enable the efficient development of user and task support systems in a wide variety of contexts.
This paper describes a research project of the French CEA, addressing to the evolutions in plant operation apt to bring perceptible and assessable improvement in the operational safety [1]. Many mistakes in plant operations are due to a discrepancy between the "mental representation" of the plant by the operators and the actual plant state: this is often due to lack of information provided to operators, particularly on the modifications of the plant, either temporary or definitive. This can also originate in an inconsistency between the operational procedures and the actual state of the plant, due to these modifications. The maintenance of a coherent and unique representation of the plant for all the actors (human or computerized) of plant operations is the objective of the ImagIn project [2].
A new concept CAI system for nuclear power plant operators has been developed. The main focus of the development was on operator's motivation. The system was accepted considering attractiveness with some requirements of operators extracted to improve the system. The need for voluntary learning is growing ever greater for operators to maintain their skills. We will add some functions to improve the CAI system to help elicit the operator's voluntary learning.
New methods of information presentation and interface design are changing the conditions for work in the modern nuclear power plant (NPP) control room. One area receiving considerable attention is that of Emergency Operating Procedures (EOP), which play an essential role in NPPs. This paper presents the results of a project which made consistent use of cognitive engineering and cognitive ergonomics principles to specify a prototype system for computerized procedure presentation in a NPP. The system is scheduled for completion and field evaluation in the summer of 1995.
In this paper, the On-line Operator Aid SYStem (OASYS) has been developed to support operator's decision making process and to ensure the safety of a nuclear power plant by timely providing operators with proper guidelines according to plant states. The OASYS consists of four systems such as signal validation and management system (SVMS), plant monitoring system (PMS), alarm filtering and diagnostic system (AFDS) and dynamic emergency procedure tracking system (DEPTS), and is based on a rule based expert system and fuzzy logic. The rule based expert system is used to classify the pre-defined events and track the EOPs through data processing and the fuzzy logic is used to perform the prognostic diagnosis and to evaluate the qualitative fuzzy criteria used in the EOPs. Evaluation results show that the OASYS is capable of diagnosing plant abnormal conditions and providing operators appropriate guidelines with fast response time and consistency. Currently the OASYS is installed in the real time full scope simulator for validation.
In an nuclear power plant various data are periodically collected from the installed sensors. These data are used as criteria for the safety confirmation of the plant and the replacement of machines. However, in actual practice these data are operated by the standard based on the threshold values given in the "Operation Manual," etc. On the other hand, when noise gets mixed up with these data, the control value for plant operation apparently gets increased, and is likely to cause misjudgement. Moreover, the increase in control value for operation may be giving some information regarding the plant. It has long been considered that it is possible to obtain some new information about the plant; the information not included in the "Operation Manual" by putting these collected and stored data to appropriate analysis. This information refers to the deterioration, change in condition, etc. of the machine, and is expected to contribute to higher maintenance support. However, expert as the data controller of an atomic power plant may be regarding the "Operation Manual," he is not a specialist of data analysis, so that the enormous amount of data are left almost unanalyzed. Under such background, research has been made to upgrade the maintenance support level of the atomic power plant. This report describes the concept of "maintenance support high-grade expert system," on the basis of the data analysis made by using a computer, and deals with the results obtained through application of the examples after trial-manufacture of the prototype.
We can identify just interested objects quickly even in the scene that has many objects. Selective attention is the powerful function of human visual processing for adapting changing environment. The 3-D object recognition system presented in this article has attentional mechanism that is suggested from psychological findings. Preattentive peripheral vision receives a gray-scale image low resolution, then it marks small regions to attend that have significantly larger luminance than neighbor. Attentional foveal process detects edges in the small attended area and then specifies features for retrieving object models. The object models are described by geons (Biederman, 1990) for fast flexible recognition.
A prototype user modelling module (UMM) has been designed and implemented which supports the automatic derivation of lexical level user interface adaptability rules. UMM is part of a new high level user interface development environment, currently under development, which facilitates the construction of unified interaces for interactive applications, accessible by different user groups, including people with disabilities. UMM supports the acquisition and storage of information about target users and produces a set of rules for adapting the user interface at the lexical level; this comes as a result of a three-phase process, namely reasoning about, selection of, and decision on the optimal interaction techniques and devices.
In this paper the authors show both the adaptation and the generation processes of supervision system interfaces. For the adaptation process, they take into account the operator, the task and the interaction models. For the generation process, they show how to generate interfaces automatically from the task model into a formal multi-agent representation.
An important issue to consider when applying Machine Learning (ML) in a real world task is the selection of a system, algorithm or approach which should be used. In this context coupling of the right ML approach with the task at hand is not trivial. This paper reports the preliminary results of a research which targeted to coupling ML approaches with generic intelligent tasks. Preliminary analysis makes it clear that in most of tasks application of a single ML approach is not satisfactory and that hybrid formations are necessary.
The display of human image is important for improving the user interface. It is still difficult, however, to generate realistic human images even for the advanced computer graphics of today. One of the reasons is the difficulty in shaping the specification and rendering of human hair. The specification of the shape of the object to be handled in the computer is called (geometric) modeling. The modeling of hair has relied mainly on handwork, and is very time-consuming. Here, we propose an interactive modeling technique using a 3D digitizer and an interpolation method for the generation of large amounts of hair. These methods drastically reduce the work for hair style modeling.
We present a methodology for inventing, implementing, and evaluating new interaction techniques. We illustrate use of this methodology using examples of some of the more interesting issues we encountered in developing a new interaction technique for head-coupled panning and zooming, called pre-screen projection.
Machine Learning (ML) represents an advanced technology and its effective implementation in the workplace is not a trivial task. This paper overviews areas of applications for ML and discusses management issues that are relevant to ML application development.
The analysis of the user behavior is one important function of the intelligent, user interface because, by analyzing the user behavior, it becomes possible to understand the user intention and release the user from tedious tasks which are often required to use a fast hut low-level interface. The acquisition of the user behavior model is crucial. Most studies meant to realize an intelligent interface system only analyze superficial user behaviors, from which to automate the repetitions. Their user models tend to be simple and do not reproduce the behavior well enough. This paper presents a new framework that analyzes the computational processes activated by the user commands to build the user behavior model. An important, feature of the proposed framework is the analysis of data dependency between the user commands. A user adaptive interface system, Clipboard, was developed to show the adequacy of this framework. It analyzes the I/O relationship between applications in the past, task history, selects the next application, and creates scripts which enable complex task execution by a single command.
We describe our experiences in building CAPTAINS (Crew Availability Planning and Training System) for the Royal Dutch airline company KLM. CAPTAINS is a complex application that enables a planner to maintain strategic, tactic and operational models of pilot populations. A major problem in building the short-term planning algorithms for CAPTAINS was prediction of pilot bid behavior. Twice a year pilots may express their preference for new seats (functions) and KLM is obliged to give a new seat to the most senior officer who is qualified. However in some cases the bids are not yet known for the season for which one is planning. If a pilot changes his bid, this can influence the planning substantially, so that a correct prediction of pilot bid behavior has vital importance for a good plan. Using genetic algorithms, we were able to produce rules that predict pilot bid behavior with an acceptable level of accuracy. Experience with CAPTAINS shows that information technology can realize a substantial reduction in overall manpower costs and improve the service level of the planning department. To realize planning applications of this kind, a number of heterogeneous techniques are required, including operations research, relational database management, rule-based reasoning, machine learning, graphical user interfaces and constraint handling. The development of applications of this complexity demands new project management techniques and new design tools. Here we will focus on the machine learning aspects of the CAPTAINS project.
The rapid growth of data in large databases such as text database, scientific database requires efficient computer methods for automating analyses of the data with the goal of acquiring knowledges or making discoveries. Since the analyses of data are generally so expensive, most parts in databases remains as raw, unanalyzed, primary data. Technology from machine learning theory will offer efficient tools for the intelligent analysis using "generalization" ability. Generalization is an important ability specific to inductive learning which will predict unseen data with high accuracy based on learned concepts from training examples. We will demonstrate the effectiveness of our approach where generalization ability is applied to predicting and analyzing primary data and extracting knowledges from database by presenting some our results on text database analysis and biological sequence analysis.
Intelligent assistant systems provide an adequate organization of human computer interaction for complex problem solving. Machine learning methods can provide significant support for assistant systems. The learning apprentice system COSIMA is presented that acquires knowledge about single problem solving steps.
This paper discusses a possible learning architecture for human-robot interaction. Intelligent robots need to share knowledge with human beings for flexible interaction. However, the gap between low-level sensory data and abstract human knowledge makes it difficult to pre-encode the robot behavior against the human's various complex demands. To avoid this problem, robots should have a learning mechanism which is applicable to sensory/perceptual information. In order to overcome the gap between the low-level sensory data and higher-level concept description, we developed a learning system, called ACORN-II. ACORN-II uses a method called feature abstraction, which dynamically defines abstract sensors from primitive sensory devices and makes it possible to learn appropriate sensory-motor constraints. The paper demonstrates ACORN-II with some experimental results and discusses the future direction of human-robot interaction.
In this paper, the concept of mental model transfer is introduced to overcome the problem of accurate transfer from system developers to end users and that of reducing the software developing time. In addition, mental model will be classified into "model in mental world" and "model of mental world". The former model is introduced to design user interface of a shell for diagnostic system. This paper describes how to transfer designer's mental to maintenance engineer. The effect of this method is discussed.
An empirical study was conducted to provide design guidelines for the user interface (UI) of a computer-based tele-radiology workstation, MIDAS (Medical Image Display and Archiving System). Under eight task-scenarios, subject performances such as completion time, error and user interactions were recorded by auto-logging method. After the each test session, subjective satisfactions were also asked using a questionnaire. Considering the collected data, current design defects on screen layouts, wordings, operational procedures were analyzed. Also, distinctive types of errors were classified and the causation of error was analyzed with regard to the UI attributes. The performance metrics showed that the doctors (novice in computers) require twice as much time as the college students (expert in computers) to acquainted with the new workstation. Finally, UI design guidelines for a tele-radiology workstation were suggested for the better design of a future system.
This paper introduces the architecture of an Adaptive Intelligent On line Help System (AIOHS). Five constructive components are needed to create such system: (1) interface manager; (2) knowledge base; (3) inference engine; (4) knowledge checker; and (5) help information base. An AIOHS to be applied to some portion of text editor is constructed in this research. This proposed help system is designed to provide help to different classes of users. One strength of the system is the knowledge base and inference engine which can detect errors and identify the object user want to get. Another strength is the knowledge checker which generates different help strategies determined by the level of the user's operating performance. An experiment is conducted to verify the AIOHS, the results indicates that AIOHS has good efficiency in problem solving.
In this paper a representation scheme for the specification of the users of an interactive system and its functionality in a declarative as well as procedural way is introduced. According to this scheme a design methodology is given that does not end with the isolated treatment of interface components but rather provides a sound integration strategy.
A system designed to help engineers define and manage product engineering data is called an Engineering Data Management system (EDMS). Although a lot of CAD tools for 3-D design applications are capable of modeling objects using personal computers, there are still obstacles to manage huge existing product engineering data or define a new product comprehensively and efficiently. Further, these CAD systems often have functional limitation for specialized applications. This paper will develop an EDMS to manage existing products data and define new products. We focus on the development of a user-friendly interface for EDMS in order to achieve the objective of a user-oriented design and engineering environment.
Text-to-speech synthesis is widely used in the interfaces of phone-based services such as telephone ordering systems and computer interfaces such as read-out and collate systems for text edited by word-processors [1]. However, since synthetic speech is generated automatically by fixed acoustic and linguistic processes with average values, it is monotonous and not sufficiently intelligible. Although some speech synthesis systems can control the speaking speed and fundamental frequency, it is difficult for users who are unfamiliar with speech technology to synthesize the desired speech quality. In some applications, information providers using text-to-speech synthesis want to change the speech style to match their intention. For example, they may want to emphasize specific words that are important to the listener. This indicates the necessity of developing a simple user-interface that makes it unnecessary for the user to directly control the physical speech parameters; the interface mediates between the user and the control of the parameters. The purpose of our research is to develop simple interfaces that allow the user to create synthetic speech using terms clear to the user such as "strong emphasis" and "more slowly". This paper introduces an enhanced graphical user interface (GUI) for altering the prosodic features of synthetic speech. We also describe the design procedure used and the design results of simple interfaces for modifying speech style in terms of users intensive direction.
This paper presents recent HCI research at Siemens for an intelligent Home Assistant. It presents an example for product development emphasizing man machine communication with more intelligence. Goals and strategies of Siemens research towards intelligent human computer interfaces are outlined.
Metaphors are one tool which designers have used to bridge the gap between technology and the novice user. While metaphors work in theory, often the metaphor falls apart or breaks down during seemingly logical procedures. It would stand to reason that a metaphor which approximates the human-environment interaction, and remains consistent in the analogy, would be a more valid test of the benefits of a metaphor. In this study, novice and expert subjects were given a set of four computer-based, editing tasks, each of which was composed of six subtasks. The dependent variable was time to complete the task. It was found that novice subjects significantly benefited from the use of the realistic desktop design, while there were no significant differences in the performance of expert users.
A new concept of "dynamic font" and its generation method [1] were proposed. The dynamic font was generated by intersecting some virtual writing implement with some virtual plane and moving the implement continuously in both space and time subject to the designed writing-motion. The writing-motion was defined by using the concept of "unit motions" [2] and this made possible a local and dynamic generation of motions and the fonts as if human wrote such fonts in real time [3]. In order to build various motions and the fonts, a notion of operations on motions [2] was also contained. They included spatial operations such as scaling, translating, rotating, and tilting a motion. Structural operations of joining two motions and separating a motion into two enabled to generate any sequence of continuously connected cursive fonts. The writing-motion was represented formally as a sequence of the weighting coefficients for unit motions [2]. The sequence formed a "control polygon" geometrically and was used effectively to design the motion as well as the dynamic font. Several simulation examples were demonstrated by using an elliptic cone and a simple planar plane respectively as examples of the virtual writing implement and the plane for writing on. The figures showed fonts of really different typefaces were generated from similar control polygons except the rates and timings of putting the implements up and/or down and the shapes of the implements.
Geographical information systems (GISs) are now used extensively in the analysis of environmental data, due to their capability to manage, manipulate, and display spatial data. However, most of the GIS applications (such as facility management system) possess data management structures that deal with only 2 dimensional space. The 3D system that enables users to explore the 3D space interactively and examine 3D spatial views of the environments would be very useful. In this paper, we propose a spatial data management method for a 3D graphical facility management system. Using this method, we have developed prototype 3D graphical management system that offers interactive operations with the 3D virtual city environments.
Conventional password checking schemes have a disadvantage that an attacker who has correctly observed an input password can perfectly impersonate the corresponding user. To overcome it there have been proposed schemes such that a human prover knowing a secret key is asked a question by a machine verifier, who then checks if an answer from the prover matches the question with respect to the key. This paper presents practical interactive human identification schemes with novel ideas of displaying questions.
This paper described an automatic adjustment mechanism for a drawing system employing a handwriting (pen) interface with stationery metaphors. With this mechanism the computer automatically carries out adjustments of the position or size of stationery metaphors at the stage of drawing. By including this adjustment mechanism in the drawing system it is possible to support the time-consuming task of making adjustments, and thus improve efficiency of the users.
Observing users working with a system is essential for better user interface design. One of popular observation methods is logging users' operations, i.e., having the system collect the users' operations automatically. However, it is known that operation logs, particularly the ones collected in the systems with graphical user interfaces (GUI), can be very large and difficult to extract meaningful information. We developed a set of tools, collectively named SimUI, to log and analyze users' operations on applications with GUI. SimUI's analysis tool uses a technique, named multi-step matching, to detect differences between two sets of operation logs. This paper describes the use of multi-step matching in a experiment, in which the subjects are asked to learn to use a bitmap editor. In the experiment, we observed that the 'matching rate,' measured by multi-step matching, can indicate various type of skill acquisition, compared to statistics about the task completion time and the frequency of command use.
One reason why the video conference system has not yet widely used is the lack of the evidence that will convince us its cost-performance compared to the face-to-face meeting. Reality is a key concept to describe the performance of the system. Previous researches on the video conference system had a tendency to focus on the hardware and software aspects of the system. But few of them studied the human side of the system, i.e. how the reality can be measured or how physical parameters may affect the degree of the reality. In this study, we tried to fix the independent and dependent variables relating to the reality and performed a psychological experiment on some of these variables.
This paper proposes an efficient method for scattered range data re-sampling using uniform segmentation in 3-D space. The method combines the techniques of uniform cube-based segmentation, patch formation, and lattice points generation. After analyzing the scattered range data which formed by optical measuring machine, a preliminary processing is carried out by making the cross section in 3-D object space to form a group of cubes. Based on the cubes from preliminary processing, we generate lattice points in each cube. So using fewer re-sampling points, it is possible to reconstruct a smooth and complete 3-D object with parametric surface equations.
Many aesthetically appealing curves can be generated by using epicycloid and spirographic parametric curve equations. The difficulty in obtaining an interesting and appealing curve comes from having to choose good values for the coefficients in these equations. If a poor choice of coefficients is made the curve generated will have little regularity and a high amount of confusion. Since these curve types involve up to ten real coefficients the set of aesthetic curves is a set of measure zero on the infinite coefficient space. Rather than making random searches through coefficient space another approach which proved to be far more productive in discovering curves of aesthetic appeal was investigated. In this approach we looked at the Fourier Transform of the curves and performed editing on the coefficients in Fourier space. This approach is especially suited to the epicycloid and spirographic curve types which turn out to be simply low-order harmonic functions after suitable filtering and a rotation. As a result, curves can now be defined by free-form input and then cleaned up by this method to yield the nearest epicycle or spirograph.
Solid user interface (SUI) is a term coined in Japan to distinguish the user interface of products with embedded microprocessors like video cassette recorders, photocopiers and cellular phones from the Graphical User Interfaces (GUIs) of computer applications. SUIs are a neglected area in HCI research despite the substantial revenue earned from sales in both industrial and consumer applications. The great potential of SUIs that are easy to use is evident from the success of products such as the VideoPlus (VCRPlus) programmer, which has reduced the mystery of video programming in households world-wide. Despite the trend towards integrating products with SUIs and computer systems, we believe the distinction between GUIs and SUIs is worth preserving because user interaction with SUIs differs significantly from interaction with GUIs. And for many industrial and commercial applications SUIs offer distinct advantages over GUIs The objectives of this paper are to encourage increased attention to SUIs in the research community. We will identify characteristics that differentiate SUIs from GUIs and highlight the different methods for analysis, design and testing that SUIs require.
This paper presents a vision-based human interface system that enables a user to give 3D positioning commands by moving his hand. The user can choose either the world-fixed frame or the human-centered frame for the reference frame with which the system interprets his motion. If he uses the latter, he can move the object forward by moving his hand forward even if he changes his body position. The key for the realization of the system with this capability is vision algorithms based on the multiple view affine invariance theory. We demonstrate an experimental system as well as the vision algorithms. Appropriate uses for both frame cases are discussed.
Understanding how users recognize an icon is as complex as understanding visual perception itself Because the cognitive factors that affect the evaluation of icons have not been properly analyzed, the comprehension of pictorial symbols is typically ill-defined. The fuzzy approach seems to be a better way to provide a possible solution to this methodological problem. To remedy the disadvantage of the conventional approach, and to use the full potential of the computer as an aid to icon design, the purpose of this study is to propose a fuzzy graphic rating as a technique for evaluating the icon design. Although a fuzzy rating can be conducted using a pencil and paper technique, analysis is a difficult part through obtaining the rating in a pencil and paper method. In addition, iconic interface design is a highly graphic-oriented, so the graphic is playing an important role in design process. Therefore, based on the CAD technology and the fuzzy graphic rating as an approach to iconic interface design, this paper is intended to propose a more systematic treatment of iconic interface design than has hitherto been made. In this paper, a FUZRID (FUZzy Reasoning in Icon Design) system was implemented to provide designers with the predictive information using the fuzzy reasoning approach.
This paper presents a new approach to inferring graphical constraints in graphical editors. In our approach, users modify graphical objects interactively so that the objects have approximate geometric relations, and relevant graphical constraints are automatically inferred by comparing the states before and after the modification. This approach can grasp users' intention more accurately than existing approaches that infer constraints only from a single state of drawings.
Folding is an effective means to overcome the inherent problem associated with displaying a large information space on a small computer screen. This technique has been successfully deployed in a variety of application domains, ranging from text editors and spreadsheets to information spaces with a tree structure hierarchy. However, this paper argues that the folding facilities currently available in many commercial products could be improved. It further proposes a number of features which may be used to enhance folding to enrich the human-computer interaction.
User friendly interfaces are essential for interactive theorem proving to be practical. We have argued that proofs can be naturally modelled as having graph structures. As such, diagrammatic presentation is seen as a natural medium for communicating proofs between the user and the theorem proving engine. In this paper, we present an approach to providing diagram user interfaces for interactive theorem proving.
The majority of public domain software tools is endowed with programmer-oriented interfaces and, as a consequence, they are mainly devoted to "hackers" or specialized programmers. This paper concerns the development of an active interface used to make the utilization of a free software for filtering e-mail messages easy. A multi-agent implementation of an interface is proposed that from one side allows the user to easily specify his needs and from another actively reasons on the user's choices to improve the performance of the filtering process.
This paper describes the concept of "Real Object Interface (ROI)" and "Transferred Object Interface (TOI)". This idea is to create a virtual world that corresponds to a real world, and manage a computer by a real object by making one-to-one correspondence between the real object in the real world and the virtual object in the virtual world. Then we would test these concepts by making two application examples on a simple prototype system called "OuterDesk" and describe the result. Lastly, we discuss on its impact to new computer application areas.
In this paper, we propose a user identification system in human-robot interaction, and design and implement the system. The identification system consists of transmitters called identification pendants and receivers equipped on personal robots. For signaling between pendants and receivers, we use infrared signals. With the system, a robot can identify users who are near the robot. Considering the issue of a user identification, we can design more convenient applications.
Robots for personal use like current personal computers will appear in an office or at home in the near future. We call these robots personal robots. As of today, a personal robot can be thought as a small general-purpose autonomous mobile robot. For a personal robot interface, we have already proposed a new user interface concept: Active Interface. Active Interface does not only wait for users' explicit input but also tries to get information from users' implicit input and external environment. Based on the gathered information, it acts spontaneously and keeps the system in an advantageous condition for users. In this paper, we apply personal robots and Active Interface concept to a video conference system. The system should be made flexible and user-friendly. In brief, we design and implement a self-movable, flexible and user-friendly video conference system.
To facilitate the specification of robotic systems in a natural, incremental and systematic way, a graphical user interface (GUI) for the extended object-oriented model which supports the visual specification and modeling of the robotic systems as well as the computation of robot kinematics is described in this paper. This GUI provides an interactive environment from robot kinematics (low level) to robot activities (high level) in more user-friendly way when compared with most of the existing modeling tools.
This paper discusses why traditional GUI is not adequate to support highly portable computers, and proposes a new HCI style called Augmented Interaction, which is concentraining on the user's real world activities. Situation awareness and implicit interaction are the two key ideas of this concept. We also report on the prototype system called NaviCam, which is based on the idea of Augmented Interaction.
InfoBinder is a new wireless pointing device that provides an information-binding function in a virtual reality environment. Each device has a unique ID number and is mapped to an object such as a telephone directory in the computer system.
Despite the recent progress in the domain of Man-Machine Interface engineering, several problems concerning the incompatibility between the information presentation to the user and his cognitive representation remain. This paper presents a new Task Object Oriented Description methodology (TOOD), especially adapted to the taking into account of the human factors for the specification of the Man-Machine Interfaces (MMI). A concrete application of this methodology was presented in the air traffic control context.
In this paper we focus on tools and environments for visual interface development that have been proposed recently. The aim is to introduce Whizz'Ed, an experimental editor for construction of highly interactive or animated applications in order to highlight the original contribution of the Whizz'Ed approach. Whizz'Ed provide an easy-to-use environment using elementary components for visual design and development of an highly interactive interface, allowing rapid constructions by non-programmer users.
The purpose of this study is to clarify the framework for understanding the relationship between human and advanced, large-scale information systems by analyzing the empirical data gathered using questionnaire. As the result, three axes of 'goodness of relationship between human and information system', 'attitude of organization toward the information system', 'stress felt by individuals in the information system' were found out. A new image of 'an advanced information-based organization' was obtained from these axes. It was also observed that such 'an advanced information-based organization' has been already realized in some organizations.
In this paper, we will design a function which evaluates the cost of user interaction that resolves the semantic ambiguity in natural language processing system. Through user interaction, the system shows some example sentences that express each meaning to let the user select one from them. We define the evaluation function based on semantic and syntactic features of verbs.
This paper describes an investigation of the user-interfaces to high-energy physics experiments at CERN, Geneva. As part of this project a study of existing interfaces was carried out together with an analysis of operator characteristics and responsibilities. The results of this study are presented together with recommendations for the design of future user-interfaces for High-Energy Physics experiments.
This study discusses whether we can evaluate procedural usability by checking only guidance. Four experimental systems were developed: The systems consist of same sequence but the guidance is designed differently. Human errors are compared among the systems. Based on the results of the experiments, the effects of guidance on procedural usability are to be discussed.
Method of competitive priority was proposed to evaluate quality of speech and images. Speech coded by ADPCM showed some priority to the one by PCM under competitive situations. The image quality was evaluated by presenting two speech words associated with talking head image of one of the two speeches. The effect of image presentation was compared with normal, ISDN (64 kbps) and the stop motion image. The effect was low with ISDN image. Some people were found insensible to ISDN or the stop motion image.
The fundamental differences in operator control strategies in a complex task were evaluated in two training scenarios: in-the-loop training and out-of-the-loop training. Verbal protocols and performance measures revealed four types of complex control mechanisms dependent upon these two training approaches. The four types were display based control, open loop input control, closed loop input control, and an input-display control mix. Performance differences favored in-the-loop training, and led to the development of an open loop input control strategy. The overall results indicate that performance improvements may be achieved with operator training on the system dynamics and optimization aspects rather than operator training directed only at the optimization aspects. A "sitting by Nellie" approach such as watching an expert or watching an algorithm perform a task may be disastrous if the system dynamics are poorly understood. This study also suggests how operator strategies can be effectively used to design user-friendly aids which improve operator performance in complex control tasks.
For safe operations and works, it is important that human error not be made. So we strengthen equipment and educate workers for safety. It is necessary to provide a methodical education system and to take trouble data. So we need to make an integrated information system on human error and equipment troubles for supporting human error reduction activities in the field.
Usability analysis has to be cost-effective. In this paper we discuss the role of video analysis in usability engineering, outlining an approach for making it easier and less time consuming. After reviewing the various approaches to usability analysis, the role of video in iterative design and evaluation is discussed. A method is proposed for simplifying video analysis by automating clip segmentation based on sound analysis and other techniques. This is followed by a brief description of a direct manipulation video editor that we are developing for usability engineers.
This paper has shown that the availability of guideline knowledge is not enough in order to provide helpful and efficient information to the agents involved in the design process of an interactive application. By showing the different points of view of those agents towards the UI we have explained why it is so difficult to provide relevant and easy to use information. Two different projects addressing this question are presented. The first one aims at evaluating and proposing solutions for the improvement of the interactive applications previously developed, while the second one aims at providing a set of tools for the automated design of interactive applications taking into account guidelines for user interface design. This paper has tried to give an answer at the question included in the title: without appropriate tools supporting both design and evaluation, it is no more allowed to follow the numerous guidelines currently available. Those tools are a necessary condition but of course not a sufficient one as the craft knowledge of user interface designers and ergonomists is far to be not worthy. User Interface evaluation: is it ever usable?
In this article we propose a review of some different techniques and methods to evaluate the usability of user interfaces (UI). So far, the evaluation process has been mostly based on "craft techniques" [Long 89], but as we will demonstrate, formalisation is possible, and a few software packages in this domain will be presented. The models and techniques we will consider are: * general guidelines such as those proposed by [Smith 86, Nielsen 90, Bastien 93], * the Cognitive Walkthrough [Lewis 90], * metrics [Whiteside 85, Bevan 94], * usability labs [Hammontree 92, Weiler 93], * predictive models [Young 90, Barnard 87], * automatic monitoring systems [Siochi 91, Balbo 94] and * critics [Lowgren 90, Kolsky 89]. We will present these methods and techniques around a taxonomy developed by Joelle Coutaz in [Coutaz 94], taxonomy designed to help in the choice of a method to evaluate UI. As well, we will highlight the role played by software tools for evaluating the usability of UI.
One evaluation method for human-computer interfaces, usually called expert-based evaluation, is defined as an informal method of usability analysis consisting of an analytic examination of a specified, prototyped or existing interface, with the goal of identifying ergonomic design flaws. It relies either on the evaluators' expertise (be they human factors specialists, system designers, software engineers, etc.) and/or on some human factors knowledge as available in documents such as general design guides [1], sets of guidelines [2, 3], checklists [4], standards (e.g., AFNOR, ISO, etc.), and heuristics [5, 6] or criteria [7, 8]. All of these documents have been developed for the purpose of good human-computer interface design. Paradoxically, only a few of these documents have been evaluated in terms of their validity, thoroughness, reliability, effectiveness, and their ease of use by their potential users. The paper presents available data on these issues and research work focusing on the assessment of ergonomic criteria. The aforementioned issues are then discussed together with the research needed to develop a set of ergonomic criteria [8] into a full evaluation method.
In a paper at HCI International 1991, Bevan et al (1991) asked "What is usability?", and distinguished between broad and narrow approaches to usability. This paper builds on that distinction, identifying the broad approach to usability with the higher level quality objective of "quality of use" (Bevan, 1995a). Quality of use should be the major design objective for an interactive product: does the product enable the intended users to achieve the intended tasks? This relates usability to business objectives and elevates usability from an optional extra to the prime design goal. The narrow approach is complementary and is concerned with the design of features of the product which are a pre-requisite for quality of use. The two different interpretations of usability lead to two approaches to the specification and evaluation of usability.
We present an integrated set of activities for development of both user interface and non-interface components in an interactive system. Within the context of these activities for both software and user interface engineering, we present several types of techniques for evaluation of usability. For each technique, we give examples, strengths and weaknesses, and results of its use at appropriate stages in the software engineering process.
There is an increasing need for practical and comprehensive evaluation methods and tools for conformance testing with standards. Practical means that the amount of time and resources must be manageable in software projects. Comprehensive means that the context of use has to be considered during the evaluation of user interfaces. The evaluation approach EVADIS III is such a practical and comprehensive one. In particular, it takes the context of use into consideration and provides computer support for the use of the evaluation procedure. It supports the evaluator during the evaluation process with detailed instructions. The first version of EVADIS III should be available at the end of 1995.
Heuristic Evaluation is a well established method for evaluating a user interface (UI) of an interactive application [1]. This method belongs to the class of informal evaluation methods since the evaluation is performed on the basis of evaluator expertise and knowledge. One characteristic of heuristic evaluation is to guide evaluators by providing them a small set of predefined heuristics rather than a long list of general guidelines. Evaluators are given a widely applicable description of these heuristics so that they are general and largely applicable [2]. In evaluation by ergonomic criteria [3], heuristics that have been judged too general are replaced by a taxonomy of eight main ergonomic criteria (i.e., guidance, workload, explicit control, adaptability, error management, consistency, significance of code, compatibility). These criteria could be decomposed into sub-criteria leading to eighteen elementary (sub-)criteria. These criteria present at least three advantages: 1. they are precisely defined, especially when distinguishing between concurrent criteria; 2. they have been experimentally tested and validated; 3. they could be directly linked to useful ergonomic rules (or guidelines). In this paper, we introduce the evaluation by linguistic ergonomic criteria which is an extension of the latter method. First, the reasons that motivated this extension are presented by showing their definition. Second, first steps toward a complete evaluation method are outlined. Third, we exemplify this approach by detailing a UI evaluation report. Finally, we discuss our experience with this work in progress.
In this paper, we propose a teaching method as an alternative to the concurrent think-aloud (CTA) method for usability evaluation. In the teaching method, the test participant, after becoming familiar with the system, demonstrates it to a seemingly naive user (a confederate) and describes how to accomplish certain tasks. In a study that compared the teaching and the CTA methods for evaluating usability of human-computer interactive tasks, the results indicated that the number of verbalizations elicited using the teaching method far exceeded those elicited using the CTA method. Also, the concurrent verbalizations were dominated by the participants' interactive behavior and provided little insight into the participants' thought processes or search strategies, which were easily captured using the teaching method.
A computer-aided iterative design environment is proposed. A usability testing tool "UI-tester" and a user interface design tool "OST" are integrated so that iterative design programs can be effectively implemented in the early stage of product development without usability expertise. A feasibility study being conducted on an ongoing facsimile product development project in this environment gives data showing that common erroneous pattern extraction functions of UI-tester are applicable for identifying user interface problems, and that user interface redesigns are completed without additional delays in the product development cycle.
A methodology for formulating a composite measure of interface usability is provided. The measure integrates multiple usability criteria into a single measure by which designs can be directly compared. The primary advantages of the proposed approach are the ability to consider multiple criteria and to weight the importance of these criteria according to a particular company's priorities and requirements.
The provision of alternative, non-visual interaction techniques is necessary in order to enhance non-visual interaction possibilities in a graphical environment, and fulfil the needs and preferences of blind users. This paper addresses issues related to the non-visual reproduction of a graphical environment and describes a dialogue configuration system (CONFIG) for tailoring non-visual interaction on the basis of individual blind user's needs and preferences, through 'easy-to-use' interactive facilities.
Two sets of prototype screens for a complex, computerized analysis tool were evaluated using a series of usability analysis techniques. The empirical, or experimental usability method identified more interface design problems of a severe nature than the other methods and gave a clear indication of which prototype design to choose for the final development process. While the individual walkthrough evaluation identified the most design problems overall, many of the problems tended to be of a less severe nature than were identified by the experimental method. The implications for selecting appropriate usability techniques and using them collectively, as a process, are discussed.
High quality of Human-Computer Interaction (HCI) in terms of usability, users' acceptance and job satisfaction becomes more and more critical along with the increasing complexity of automation, requirements to its safety, quality, ecological friendliness and technology transfer (Johannsen, 1994, Shneiderman, 1992). This in its turn demands more sophisticated and systematic approaches to the quality control of HCI during all phases of systems' interfaces life cycle, i.e., from conceptual design to the development, evaluation, operation and possible redesign/reuse (Averbukh and Johannsen, 1994, Katai et al, 1991). This paper presents an integrated approach to the quality control of HCI and focuses mainly on the problems of so-called "in-process inspection" of the quality of human behaviour during interaction with the computer. From the integrative point of view both interface development tools and interface software systems themselves are persistent subjects of quality control and adaptation, as it is schematically shown in Fig.1. Modern Human-Machine Interfaces (HMI) are designed as distributed knowledge-based systems which contain * knowledge about the users, i.e. User Model, * knowledge about application domain, that is, e.g., in industrial control applications Technical System (TES) Model, * knowledge about their interaction (Averbukh et al, 1994). Different strategies for increasing the usability of interfaces by both on-line and off-line adaptation and further management of these knowledge structures which consider specific users' needs and expectations in concrete task situations (Averbukh, 1994). The functionalities embedded into the HMI which support this adaptation are also depicted in Fig.1. Several advanced architectural design paradigms for effective implementation of such "in-process inspection" functionalities are discussed. For this purpose, the appropriate criteria of their effectiveness are formulated. The multidimensionality and the dominant role of the User Modelling functionality in the frame of usability and quality control is analysed and discussed. Concrete options and interface quality control strategies based on User and Situation Modelling are specified. The application examples are given for supervisory control of technical systems, particularly for the chemical industry.
In this paper, we propose a retrieval system for detecting color coordination that matches with a current state of user's mind. First, the user selects a few keywords such as wild and vivid, and the system extracts the initial candidates of color coordination from design database which correspond to keywords. Next, these initial candidates are narrowed down to candidates adapting to the state of user's mind. Remained candidates usually suit user's color preference. Thus it is not easy for the user to select one from these candidates. Therefore, finally, by changing the balance of color coordination, the user can find the favorite design of the color coordination with great satisfaction.
In this report, we describe a quantitative method to evaluate human-computer interaction (HCI) for the direct prescription order entry system in the hospitals. This method is based on a GOMS-like cognitive model for the interaction and the model is represented by a tree structure of five layers on goal-task hierarchies. Three different interfaces at university hospitals were compared by this method and the differences (similarity) among them were measured.
We apply the multilevel means-end model of Rasmussen to explain the intentions behind design choices of industrial systems. We have extended a design tool, the Design++ environment, to capture higher level knowledge about the artefact under design and to explain this knowledge to the users. Means-end knowledge is encoded through relations added on top of the existing part-of and subclass hierarchies in the tool. Explanations are encoded as structured text in the objects and design rules. We have tested the explanations with a power plant application. Although still very primitive, this research prototype has confirmed that means-end information can be effectively used both to capture and explain design knowledge. We adopt a simplified view to design processes and decisions, placing our main emphasis in artefact modelling and explanation techniques.
This paper proposes a procedure for designing ecological interfaces suitable for interactive diagnosis support systems based on the perspectives of work analysis and interface design proposed by Rasmussen [1, 2]. Several of the perspectives proposed by Rasmussen are chosen and concrete transformation paths are created for them. The effectiveness of the proposed procedure is confirmed by designing and testing a support system for interactive diagnosis.
The present paper consists of a description of correlation between the level of creative abilities of a person and his self-esteem. The relationship is demonstrated between creative thinking level parameters and the self-esteem level. These dependencies may be used for the different mental groups comparison.
New methods of testing of creative thinking are considered. They based on a mathematical model of thinking processes described in [1, 2]. This study consists more general consideration of computer testing programs structure. We have shown that there is a possibility of measuring of creative thinking parameters by using of computer testing problems based on different logical schemes.
To support the human factors engineer in designing a good interactive system a method has been developed to analyze the empirical data of the interactive decision behaviour described in a finite discrete state space. The sequences of decisions and actions produced by users contain much information about the mental model of this user, the individual problem solution strategies for a given task and the underlying decision structure. We distinguish between (1) the logical structure, (2) the sequential goal structure, and (3) the temporal structure. The analysing tool AMME can handle the recorded decision and action sequences and come up automatically with an extracted net description of the task dependent decision model (the logical structure). This basis model was filled up with additional elements to reconstruct one empirical action sequence of an expert user. Four different models are presented and their predictive power discussed.
A UNIX shell that maintains the history of not only command-lines but also "generalized command-lines" is proposed. A generalized command-line consists of a command name and argument symbols, and represents the syntax of a command. The system can detect an erroneous command-line and correct it, even if the system designer does not give such syntactic data to the system in advance. Moreover, by analyzing the history of generalized command-lines, the system can get information useful for command-line prediction and thus achieve better prediction.
Effective human control of a complex system depends in part on the design of decision aids that have (high-level) models of human mental processes. Since the human operator utilizes the computer as a medium of interaction with the task environment, it is important that tightly coupled and interoperable human mental models be incorporated into HCI. This paper reports on a pilot study of simulating mental task performance in a desk top HCI platform.
The interface design is one of significant components which the successful creation of computer testing programs depends from. This is especially important for children's creative thinking testing. A new approach to this problem that takes into account modern tendencies in interfaces design and the Language of Ternary Description [1] is supposed.
This paper describes the context of use of a software tool aiming to provide assistance for the ergonomic design of man-machine interfaces as well as to facilitate usability engineering. The tool is currently being developed by SIEM Ltd and constitutes one of the company's lines of activities towards innovative solutions in the area of user interface design and evaluation. The novelty of the tool being described is that it relies upon encoded knowledge of the human operator (user profile, mental model) and the tasks to be performed, to construct prototypical implementations of alternative potential designs. These, subsequently become subject to evaluation and usability testing.
This paper presents and discusses an approach of user modeling. A set of neural networks is utilized to store, maintain and infer users' task-related characteristics. Such networks function as associative memories that can capture the causal relationships among users' characteristics for the system adaptation. It is suggested that this approach can be expected to overcome some inherent problems of the conventional stereotyping approaches in terms of pattern recognition and classification. It can also avoid the complexity of truth maintenance in default reasoning that is required in previously known stereotyping approaches.
To understand and explain our world, we often resort to "anthropomorphism," attributing human characteristics to things that are not human. For example, intelligence and friendliness are often perceived -- in varying degrees and by various definitions -- in computers and other machines. This perception of human traits in nonhumans can be interpreted as "artificial personality." Because anthropomorphic systems have proven controversial, more research is required to give us the insights needed to develop more compatible and effective artificial personalities. The purpose of this paper is to introduce the concept of "personality engineering" to enable us to better understand artificial personalities and ultimately to improve the interaction between human and artificial personalities. To accomplish this, personality psychology is recommended as a framework within which to design, develop, and evaluate any system or product. A brief example is given to illustrate how one human personality theory could be adapted for the study of artificial personalities.
This paper describes the application of a formal modelling technique within human computer interface design. The model described is termed the template model which is a system based model which explicitly identifies system abstractions (known as template abstractions) that have a defined relation to intended task and users' capabilities [4]. Using template abstractions is it possible to express and analyse general interface usability properties within a formal framework. We describe the application of the template model in the analysis of a wysiwyg-style word processor. In this way we are able to demonstrate the potential role of the model and the impact of formal analysis with a familiar yet non-trivial application. In the case of the word processor analysed, we are able to characterise system constraints that determine what user tasks are supported. In general, we argue that employing the template model helps explicate assumptions about interface requirements.
In this paper we have proposed a way for translating from a UAN description to a Petri net one. For every UAN construct, we have proposed a Petri nets which interpretation is the same as the one of the UAN description. Lastly, we have shown how those sub-Petri nets can be merged in order to model complex task models. This approach provides significant advantages: * the ambiguities of the task models are solved during the translation process. This process, while automated to a certain extend, is interactive as it asks the designers of the task models to make more precise their specification if needed. Afterwards, the task models can be mathematically validated by analysis the Petri net model; * as we use Petri nets for modeling the interactive application, cooperation between the model of the tasks and the model of the system can be mathematically checked, in order to ensure before implementation that the system will be able to perform all the user's requests included in the task models; * as the model of the system is embedded at run time, it can be used to provide contextual help about the behavior of the system, as described in [10]. When the task model is also embedded within the same formalism, the help may be given not only with respect to the system behavior but also with respect to the user's task and goal.
A scenario-based formal specification of interaction metaphors is proposed, which assists designers to develop interaction dialogues at a high-level of abstraction. A formalism has been developed which provides means for describing both application and metaphor semantics, as well as a descriptive model for the specification of interaction scenarios. The proposed approach has been applied for the construction of application scenarios in the domain of special education (i.e. supporting students with learning difficulties), so that different user interaction requirements and cognitive abilities are addressed.
One of important and interesting phenomena in sophisticated human communications is the cocktail party effect: that even at a crowded party, one can attend one conversation and then switch to another one. To model it in a computer implementation, we need a mechanism for understanding general sounds, and Computational Auditory Scene Analysis (CASA) is a novel framework for manipulating sounds. We use it to model the cocktail party effect as follows -- sound streams are first extracted from a mixture of sounds, and then some sound stream is selected by focusing attention on it. Because sound stream segregation is an essential primary processing for the cocktail party effect, in this paper, we present a multi-agent approach for sound stream segregation. The resulting system can segregate a man's voice stream, a woman's voice stream, and a noise stream from a mixture of these sounds.
Recently the development of information equipment including computers has advanced rapidly. Accompanying it, the opportunity of using the man-machine interface using CRT display has increased. It is considered that in the case of the works that are carried out by reading the information displayed on a CRT, the easiness of observing the displayed information exerts large influence to the accuracy and efficiency of the works, fatigue and others. In the works accompanied by danger, its mistaken cognition may sometimes be linked with serious accidents. Accordingly, the easiness of its cognition is an important subject in view of safety. The easiness of recognizing the information displayed on CRTs has been reported regarding the color, shape, size and so on of display [1]. Besides, investigation has been carried out on the information processing by humans after reading display, especially on the maintenance of short-term memory [2-3]. In order to take proper judgment and action after reading displayed information, it is necessary to make information easy to be maintained in short-term memory. As its means, there is rehearsal, and it has been said that it is effective for maintaining information. Also in real scene, in the case of the works accompanied by danger, the confirmation of information by voicing has been frequently carried out. Therefore, this study aims at quantitatively investigating the following items by experiment. (1) The effect that rehearsal exerts to the time interval of presentation. (2) The effect of the rehearsal carried but by voicing in the case of continuously presenting information on CRTs.
We have propose a computation model for human communication which has both dynamism and variety. And we propose a possibility to represent human communications as a figure of communication. This makes the computation model enable to model a dynamism in human communication smoothly. We design a programming language based on the computation model.
We compiled a style guide that includes checklists and methods based on our experience of speech interface design. These have been applied in user trials and field evaluations throughout the development of Call Minder, a network-based telephone call answering service. Numerous improvements were made to the usability of the service as a result.
While user interface toolkits and managers facilitate prototyping by programmers, few systems allow nonprogrammers to create their own applications. In this paper, we report some techniques that bring prototyping to nonprogramming domain experts, namely professional test developers at Educational Testing Service. The Free-Response Authoring and Delivery System (FRADS) allows professional test developers to create dynamic, working prototypes of computer-based test questions. FRADS was designed to leverage nonprogrammers' experience with commercial graphics packages. Test developers create questions by importing graphics and other user-interface objects, choosing the tools to provide to students in responding to the question, and delineating -- via dialog boxes and specially designed graphical objects -- how the tools and provided interface objects interact. With FRADS, we explore how much "programming power" can be obtained by using direct, graphical specification of applications.
This paper presents a practical application of speech recognition technology, a voice-accessible or voice-activated dictionary, which is undertaken by the VOICEDIC project at our laboratory. The paper will show an outline of VOICEDIC as well as its advantages. We will also describe implementational issues required to attain high speech recognition performance.
Address input is one of the most important processes in business. This process is needed for managing customer information and the delivery of commodities. In order to reduce the time necessary for address input, we have developed an address input system that employs speech recognition. Users of this system can input addresses by using not only a keyboard and a mouse but also speech. The input time was measured for 25 adult novice users in order to test whether or not the speech recognition function is useful. The results revealed that speech recognition reduces the time required for address input. This paper describes the system outline and the experiment measuring input time.
This paper describes a man-machine spoken dialog system that integrates speech recognition and menu-based natural language understanding technique. One of the difficulties in speech recognition is that the recognition rate is inversely proportional to the size of the set of acceptable sentences in the recognition system. That is, there is a serious tradeoff between the recognition precision and coverage. To resolve this problem, we employ a menu-based natural language understanding technique as the guide for spoken input. We developed the preliminary system and evaluated it. The experiment shows that the menu-based spoken dialog system is suitable for novice users.
This paper describes a new approach of taking good images for the face recognition such as the extraction of facial expression. The face like parts in an input image are first extracted by comparing the skin color regions and the hair regions detected from the image with several pre-defined 2-dimensional face pattern models using the fuzzy pattern matching method. The 3 dimensional pose of the extracted face relative to the camera is estimated using the area and the center of the gravity of the skin color region and the ones of the hair region on the face, which is then used to guide an active camera changing its view point in order to taking the image where the face will appear in the desired pose.
The present study investigated the relationships between physical characteristics and perceived impressions of human faces, namely fierceness and gentleness of the face. The study demonstrated that the spatial properties and configurations of facial parts that distinguish between fierce and gentle faces can be identified. Such information on physical characteristics of the face may be useful to interface designers who wish to incorporate faces into human interface in order to improve the intelligibility and/or perceived friendliness of human-computer communication.
This paper deals with the realtime response face robot to demonstrate the integration of three functions of active human interface (AHI) that realizes interactive human-computer communication through an anthropomorphic modality of face robot. As the 1st function of AHI, the face robot recognizes the existence of a human being in her view by using his/her face image data and measures the distance between human being and herself, as the 2nd function of AHI, according to the distance obtained above, the face robot determines the facial expression to be displayed, and as the 3rd function of AHL the face robot realizes the facial expression on her face. The experiment accomplishes the realtime response of the face robot in terms of her facial expression to the distance recognized in 80ms per one recognition.
To cope with individual requirements of user interface (UI) from various classes of users, it is desirable to have UI development support environment which allows end users to develop UIs without designer's helps. The support of conventional methods and tools, however, focuses on expert of UI development. In this paper, we propose a UI development environment for end users, named CUIDE (Case-based UI Development Environment) in order to support UI development by end users, who have never developed any UI. CUIDE utilizes the case base of design and the case base of parts to make up for their lack of knowledge and experience of UI development.
This paper describes a Tasks Evaluation and Analysis Method (TEAM) seen as a framework for user participation. It focuses on the selection of tasks that need support and on giving the users a positive attitude towards their new tool, thereby increasing the chance for the tool to be accepted and effectively used. TEAM has been used for case studies in advanced manufacturing systems.
User interface design (UID) is a complex task, any account of which is likely to be multi-faceted. This paper focuses on one part of UID, the choice between design alternatives, termed Trade-off Decision Making (ToDM). Firstly, ToDM is defined and exemplified. Secondly, a model of ToDM, based on extensive verbal protocol studies of real world UID, is presented discussed.
A decision support system (DSS) for unstructured decision problem is presented in this study. The major part of this system is the knowledge base which is created by means of system analysis and expertise, and the working system of the DSS is the promotion system which is a part of marketing system. Moreover, an experiment was conducted with two group (with/without a DSS), and each group was asked to solve some decision problems. The result revealed that the performance of the group with a DSS was significantly better than the group without a DSS.
This paper gives preliminary information on the methodology for developing an advice system based on a knowledge-based system for planners that want to start new businesses such as supermarkets.
This paper presents evidence for differences in the nature of programmers' information externalisation strategies. Two experiments are reported which suggest that experts rely much more upon the use of external memory sources in situations where the device they use to construct the program hinders the utilisation of a display. Experts tend to externalise low level information, mainly to aid simulation, whereas novice's develop higher level representations which might be characterised as transformations or re-representations of the program. Moreover, in the case of experts the nature of externalised information appears to depend upon whether they are generating a program or comprehending it. These results provide support for a display-based view of problem solving and address strategic differences in the externalisation of information.
This paper explores the relationship between knowledge structure and organisation and the development of expertise in programming. A study is reported which provides support for a model of knowledge organisation in programming that stresses the importance of knowledge restructuring processes in the development of expertise. This is contrasted with existing models which have tended to place emphasis on schemata acquisition as the fundamental mode of learning associated with skill development in programming. In particular, this paper emphasizes the interaction between a programmer's knowledge structure and salient syntactic elements contained within the code. It is suggested that previous models of programming have tended to consider one or other of these factors in isolation without examining their interaction. Finally, the implications of this model for theories of debugging and for the design of programming environments are briefly discussed.
The authors have been developing a dialogue-based user support system which assists a novice computer user in performing computer tasks. If a user gets into some trouble while using a computer, the system can provide help through natural language dialogue. The system understands a user's utterance and generates an appropriate response. The e-mail handling program XMH is used as target software. The system records each of XMH operations by the user, and maintains XMH information. To answer user questions, the system consults the current XMH state, and operational history of the user.
This paper reports a study of the use of card sorts in the categorisation of fragments of object-oriented programs. We are interested in the way in which programmer's think about code so that we might attempt to provide support for browsing and reuse within object-oriented environments. Hence, we have been exploring the use of knowledge acquisition techniques in order to elicit programmer's knowledge about code. Our results showed that experts tended to focus upon the functional relationships between the code fragments, and that the novice group were much more concerned with objects and inheritance. We discuss these results in terms of claims that have been made about the naturalness of conceiving the world in terms of objects and their relationships.
We have developed an editor for specifications, which enables a user to facilitate natural and efficient interactions with the software development support system. In this paper, we describe two functions required in the editor. First, we describe a function for preserving the document structure of the specification, enabling the system to maintain consistency of document structure with the user's edit operations. We have developed a document structure editor to implement this function. Second, we describe a function for preserving the correspondence between a specification document and the result of analysis that enables a user to create documents more efficiently. We propose a method, in which we introduce an identifier that is assigned to each sentence in the document, and the editor calculates minimal structural changes made by the operation as the range for analysis. Then, we implemented an editor for specifications, and we describe the result of experiments on our editor. Our editor enables the user to cut character input by 13% and analysis time by 86%.
Software development is essentially a human activity. As a result, factors affecting the behavior of those involved in the development process are of great importance to the software community. We identify three levels at which behavioral factors associated with software development can be investigated: individual behavior, team behavior and organizational behavior. Analysis of studies on individual and team behavior in software development environments reveals the failure of existing tools in supporting team-based software development. Our survey on team practices among software professionals also confirms this fact. To address this situation we propose a software development environment based on a blackboard architecture that supports multi-agent, opportunistic problem-solving. We expect that this architecture holds promise for the next generation software tools by providing a kernel for team-based software development.
This paper describes a specification acquisition method used in PlantBASE, an automatic software design system for plant control. In this method, a plant model is first provided with the knowledge about behaviors and functions of each machine composing a target plant. By referring to this knowledge, PlantBASE recognizes the physical structure of the target plant from the specifications given in the form of tables and diagrams and generates a flowchart of machine operations, thereby reducing the cost of describing the control sequence for the plant.
In this paper, we describe a basic framework of the narrative generation system that we have developed and its use as a creative interface tool. Actually, because narrative has the useful characteristics for supporting human creative tasks, for example, the function generates a new meaning from fragmentary information, aesthetic representation function, virtual reality function and the function comprehensively represents various knowledge, we can utilize the narrative generation system as a kind of creative interface tool by realizing in the system these functions. Based on this basic idea, we explain the methodology our general narrative generation system and we describe our approach to the idea of creative interface through an experimental attempt, namely, an application of above narrative generation system to marketing/advertising activities, especially scenario generation of TV commercial message.
We have built a system for assisting creative research activity. Its main function is to visualize the semantic relation between viewpoints of information. The system is applied to assisting researchers in the field of science and technology in their creative activities, communication / group work and information retrieval (IR). We have carried out several experiments and confirmed that the system is effective for these applications.
The multimedia application system based on the card-handling and its extension which makes us be able to access information resources on the Internet are described. We considered the multimedia utility and its suitability for card-handling, and developed a card-handling tool KJ-Editor which supports the multimedia data and Internet resource accessing.
A thinking support system D-ABDUCTOR is evaluated from operational points of view. A novel, well-designed and rigorous method, called LCRM is developed to design tasks for evaluation experiments. An experiment using LCRM was made by five subjects, and 245 tasks were performed in total. Results of the experiment show efficiency of D-ABDUCTOR.
Augmentation of creativity has recently become an important aspect in the design of computer-supported work. In this paper, we propose a methodology for stimulating analysts to formulate new ideas. In particular, we shed light on a process for discovering previously unknown relationships among existing ideas. To support the methodology, we have developed an experimental system that is intended to provide an intelligent support environment. This system is based on the Genetic Algorithm. This methodology was effective for stimulating analysts to expand their perspectives on the central issues. Analysts tried to formulate new ideas by discovering previously unknown combinations of ideas. One unique feature of the methodology is a process whereby analysts and a computer system can develop new ideas collaboratively.
This paper presents a formal approach to specify the human-computer interaction, especially the information exchanged between a computer and a user, using a notion derived from Denotational Semantics [8], which is originally developed for the formal description of the semantics of programming languages. As a first step, we applied the specification technique to existing application programs, and successfully obtained brief and concise specification of the meaning of user's input symbols to the system.
Current research on database systems breaks the problem into two halves -- formulating a query and presenting the results. This paper suggests that there is a third "half" which deserves attention in its own right: sustaining the interaction.
This paper presents the user interface of the CORE shell system and reports on the effort to build a Query Interface Assistant (QIA) to a formal database query language such as SQL. The CORE shell system addresses the domain of Assistive Technology and aims to provide a useful tool for information seeking actors who may not be particularly aware of the organisation or structure of data residing on existing information sources. To this end, a cooperative QIA to the SQL formal database query language has been developed, which guides the user's query formulation, both conceptually and syntactically. At present, a prototypical implementation of the QIA is used to provide access to a selected number of databases, which hold data relevant to the Assistive Technology domain.
The conventional image retrieval system has assumed that the retriever has pre-conceived image before retrieval. Therefore, the retriever has great difficulty when he or she has no clear target image. We propose a new image retrieval system where the user can retrieve an ambiguous target image through an interactive process. The system displays candidates according to the image in the user's brain. The usability and efficiency of the system were confirmed by experiments.
Recently, the technique of Case-Based Reasoning [1,2] has attracted considerable attention in the field of Artificial Intelligence. One of the most important concerns when using Case-Based Reasoning is the identification of a basic similarity between sample data and input data. A calculation of the similarities between words is usually necessary. In previously published work, word distance has been calculated using a word thesaurus [3]. However, such challenges as how to treat words that have more than one meaning or concept, and how to calculate the similarities between two words that belong to two different languages remain largely unsolved. The approach utilizing syntactic features to correct the distortion contained in semantic hierarchies [4] may serve in solving some problems, but it is limited to cases where the syntactic features of words are definite and different. The calculation of the proximity scores by the overlap or intersection of actual examples for two words [5] is also a useful approach because the co-occurrence relation roughly includes various factors related to similarity. However, this approach requires a very large text database and is unwieldy to use in a real application situation, because the entire body of data needs to be searched to answer every query. In this paper, we will introduce an approach to calculate the similarities between two words based on the concepts of the words; each word concept is treated not only as one of word sense, but also as an element of a concept set. Our method will be introduced in the latter part of this paper with an experiment using the EDR Electronic Dictionary [6].
Human-computer interaction models are integrated and enhanced to model the process of query writing, where users write queries to retrieve data from databases. A GOMS model detailing goals and operations is developed for the process of query writing using the query language SQL. Through protocol analysis, the model is compared with subjects' actual query retrieval processes.
Codes used to design interfaces in bus traffic control tasks may influence anticipatory behavior. Former studies showed that there is a very wide variety of interfaces in work situations. In order to study anticipatory behavior under different coding conditions, a bus traffic simulator was developed. The experiment conducted used four different interfaces. Results found for three different tasks performed with these interfaces were analyzed in terms of reaction time, nature of responses and precision in drawing future situations. They revealed significant differences between the interface types.
Now, Car Navigation System that is becoming widespread in Japan is not so usable. In this study three experiments examined how Car Navigation System support the human cognition or not. We investigated the reason of a person lost his way (experiment 1), whether Car Navigation System and voice guide function had a effect for supporting the human cognition (experiment 2), what was the reason of difficulty of operating Car Navigation System (experiment 3). In this study, we pointed out the reason that a person lost his way was that he had a wrong present position caused by failure of finding a landmark or a node, and he got out the situation by U-turn not by detour, Car Navigation System was quite effective for detecting to lose his way, the interface of Car Navigation System was opened for improvement.
Air traffic controlling has always been, and will always be, the key to flight protection. So the goal of this work is to study the implementation of a new air traffic control system in order to improve work conditions. The flight controllers are the main element of decision, even with the complete automation. With the implementation of a new system, there is the impact of the technological change: the controllers have to work with computers all the time.
This paper focuses on the design principles and the realization of an intelligent, knowledge-based, on-board pilot assistant system for aircraft operation under instrument flight rules. The system has undergone a flight test campaign in summer 94. The tests and the results of the campaign are presented.
Cognitive engineering modeling provides guidelines for designing aiding tools that are "users" driven rather than "technology" driven. Following a cognitive task analysis of the air traffic controller's, an integrated decision support system has been designed. ERATO (En Route Air Traffic Organizer) includes a series of functions to assist controllers during the management of air traffic scenarios. The most important is the information filtering function. It is the basic support of the expert system in that it "highlights" those aircraft that need to be considered when dealing with a selected traffic problem. For a number of predetermined portions of air traffic scenarios controllers were asked to indicate all of the aircraft relevant to the flight of selected airplanes. The differences between ERATO and the controllers' output were taken into account to modify the working principles of the algorithm. Furthermore, the controllers' answers provided further understanding of the knowledge brought into bear to identify traffic problems. Finally, a taxonomy of the knowledge revealed by the controllers is being validated and used to further define the scope of the decision support system.
In this paper, we describe a method and a system to support a creative design process. This method is characterized by its ability to infer the designer's intention based on case-based reasoning (CBR) methodology, so that the system can provide more useful and cooperative information on the current design.
Technical changes like the introduction of CA-techniques are an opportunity to change work organization. However, in general, the introduction of CA-techniques does not go hand in hand with such a restructuring. Empirical case studies in mechanical design departments showed the following problems: the staff was not well qualified to use CAD-systems, CAD was used as an electronic drawing board and the work organization within the design departments had not changed at all. Neither was there a change towards cooperation with other departments like the production planning department [1,2,3]. A lack of efficiency and a suboptimal task distribution to individuals were results of this kind of CAD practice. No positive impact on the length of the run of these projects was achieved.
It is only through understanding how designers think and how they act that user-friendly computer-aided design tools can be developed. If they are linked to research in engineering design, psychological research and its findings on human thought and action thus can contribute to a better understanding of the design process and help improving it. Asked to describe their ways of having dealt with an engineering design problem, designers often report the use of mental images. Scientists also emphasize the importance of mental imagery ability for the design process. Frieling & Hilbig [1] as well as Frick & Muller [2] state that, in this point, the invention of new technologies like CAD-systems will not cause any substantial changes. This paper purports a characterization of mental images. Secondly, their importance for problem solving and especially for engineering design will be outlined. Finally, suggestions for the development of CAD-systems will be developed.
To cope with dynamics of a changing environment, organizations have to be able to react flexibly. To support organizational change we present the concept of integrated organization and technology development. This approach offers a framework to deal with organizational and technological change jointly in an evolutionary and participative way. We will apply this approach to the introduction of a shared CAD-system which supports users in discussing design problems bridging spatial barriers.
This paper proposes a human-computer cooperative method of supporting and facilitating expert researchers' problem solving in R & D, which has been scarcely proposed. The proposed method consists of the following two sub-methods; the one is for providing the guides which enable users to create new target concepts by changing users' viewpoints and by making much use of tacit knowledge (CCCV method), and the other is for retrieving concrete methods of realizing the new target concepts from a case-base on the basis of analogical knowledge association by utilizing Multi-Dimensional Scaling (KADS method). The CCCV method is designed based on the analysis of the interview protocols on changing viewpoints in actual scientific problem solving, which approach is important for constructing a useful supporting method in R & D.
A broadband communication network (Tuscany MAN) is described. Advanced services experiments are presented regarding telemedicine, teleenvironment, teleeducation, remote access to Museum and communication aids for disabled people.
Julia is an intelligent system to reduce user frustration and improve personal communications. It allows an human machine interaction by voice while the speech understanding system is based on a set of keywords. The system is able to draw inference from a known domain and execute some reasoning and answering tasks in response to the user requests. A large collection of sentences is used to address questions to the user when the reasoning process cannot go on. The sentences are selected in order to obtain a natural, not repetitive dialog between the user and the machine. An intelligent graphical interface learns the user skill degree and matches its help level to the user needs.
Computer-supported human-to-human interaction as a means of advanced interpersonal communication is investigated. General aspects and basic concepts are outlined and a straightforward method of using specific computerized tools in the support of human-to-human communication is suggested. The primary goal of the contribution is to motivate and inspire future research into the challenging area of how machines may aid in one of the most subjective human activities, interpersonal communication. It is shown that the introduction of specific and intentional computer-based processing of human messages highly enhances the probability of error-free and adequate human-to-human message transfer. By introducing an intelligent machine into the interpersonal discourse, distortion of the factual content in the messages is eliminated or at least drastically reduced.
Technology makes remarkable progress and people are asked to learn their unfamiliar domain knowledge in a short period. We propose a computer environment which supports learning processes of novice workers who try to learn their unfamiliar domain knowledge, especially abstract knowledge systems, such as computer operating (OS) systems. In this paper, we first review the psychological studies about the learning process of the novices in section 2. We propose a learning support environment which considers the learning process in section 3. In section 4, our analogy-based learning environment is explained. We show the software architecture of our system which realizes our framework on the engineering workstation in section 5.
Over the last several years we have developed many new constructed-response items types. Part of our efforts in this process has been to develop, in conjunction with the item types, automatic or semi-automatic means for scoring these items. The development of scoring processes feeds directly back to the interface design process. Because creating complex intelligent applications to analyze a particular item can be time consuming, costly, and result in a process that cannot be generally applied, this approach to scoring these items is not a viable approach. An alternative to this is to constrain the item interface in such a way as to assist the scoring process while at the same time leaving the task realistic. We have shown two item types for which this type of development process took place. The first is a graphical task for architects. Rather than allow an architect to develop a completely open-ended solution, the item interface collects the same information while constraining the activities of the architect. Similarly, the second item, in the domain of writing, constrains the activities of the writer while collecting information like that which would be produced in a completely open-ended writing task.
In this paper, we present a system which explicitly helps a student structurize his/her knowledge in history, a subject in most cases learned by rote. In this system, we use two strategies to help the student: Knowledge-Structuring by Visualization (KSV) and Knowledge-Structuring by Reasoning (KSR). The former enables a student to communicate with the system smoothly by using a visualization tool. The latter enables him/her to firmly grasp knowledge by acquiring it through his/her own reasoning. We have implemented our system on a Sun SPARCstation10, and asked ten subjects to learn history with the system. With the result that seven of them reporting that the system contributed to a deeper understanding of history on his/ her part.
We expect that students can reinforce their understanding and that they can stabilize knowledge of algorithm, by solving fill-in-blank program problems. In this paper, we propose how to make fill-in-blank problems. We confirm that the relation between blanks affects student's cognitive load heaviness by an experiment. Also, a prototype system to produce fill-in-blank problems and an interactive tutoring system are developed based on the result of the experiment.
It is important to find variable cause of composition errors in the composition training for the beginner of Korean language. This paper describes a new intelligent computer assisted instruction (ICAI) system for Japanese beginners to learn Korean composition. Our system supports to clarify the problems caused from the grammatical differences and makes effective learning based on the grammatical similarities. Experimental test was performed to evaluate the practical learning effects and educational effectiveness by this ICAI system, the results of evaluation experiments show the effectiveness of this system.
AlgoArena is a simulation game of sumo wrestling which provides an effective environment for facilitating the cooperative learning of software programming skills. Its design principles are based on a theory of situated learning which claims that learning is accomplished by participation in a practice community. AlgoArena allows students to form a practice community. The authors have developed a prototype version and implemented it in a pilot experiment with junior high school students. Results indicate the system to be a productive environment in which shared goals and active social interaction among students contributed to the effectiveness of their cooperative learning.
Research in hypermedia electronic books is a relatively new field that addresses the problem of creating new effective learning environments. However, the lack of well-defined criteria for evaluation and the somewhat marginal effort devoted to the design of multimedia interfaces, has often resulted in the development of a set of multimedia/hypermedia applications which are of dubious value. Studies in HCI and user-centred design can help in the design of hypermedia systems in education. A well-defined set of guidelines, derived from user-interface evaluation principles, can support and guide the design phase and show how to implement the didactic functions effectively. The knowledge domain and tutoring strategy components are then integrated within this framework. The effectiveness of this approach has been successfully tested in the design of our hypermedia system SIDI.
The current literature emphasizes critical aspects of learning and cognition involved in human-computer interaction. We present a conceptualization for designing interfaces for learning and thinking through the use of modern ideas for building educational software. We address the construction of Hyperstories as a metaphor for enhancing thought and reasoning skills. The advantages of using multimedia for building this type of software, as well as the complexities involved are analyzed and discussed.
This paper presents a model of learning agent and demonstrates how this model will provide a foundation of building the knowledge of a community. The knowledge of a community serves as the repositories for all the accumulated knowledge, and provides a knowledge world for users to explore, to work with, and to discover new knowledge. By learning the structure of knowledge resource distribution patterns as well as users' interests and preferences during system usage, the learning agent customizes knowledge resource retrievals for each user. We also discuss a methodology of building personalized working environments on the knowledge of a community, where, people at physically distributed location, can work together sharing the common knowledge resources.
The purpose of this paper is to describe a conceptual framework, called MUGICLE (Collaboration Learning Environment through Multi-Group Interaction), for learning the inflection of a declinable-word and expression of Hangul (Korean language) sentences for Japanese. In this paper we focus primarily on the construction of the system and processing of behavior, the structure of the knowledge base, the knowledge representation, and domain knowledge generation processes. A word class vocabulary for the system has been extracted from standard word sets presented in primary school and the national language textbook of junior high school. This concurrent constructed vocabulary is a set of dictionary of verbs, adjectives, nouns, and so on, all composing 4,000 words. The knowledge base is of a lower rank category of a semantic classification into a word class vocabulary of each, composed of a combination of relations between a semantic network and the semantic categories. Our framework is composed of four components: instructional strategy module, student module, domain knowledge module, and collaborative learning module.
This paper aims at designing an instructional system that teaches recursive programming to a novice programmer. In order to reduce a cognitive load which the novice bears in constructing algorithms in recursive programming, we propose the algorithm and solution for constructing the algorithm. The algorithm represents simple recursion as two iterations. We had an experiment to confirm if the instruction based on the solution is more effective than a programming textbook. As a result, the instruction had a significant effect. We have also designed an instructional system which helps the novice adaptively acquire the solution.
In this paper we present the basic issues in the modelling of a mediator agent in a computer-supported collaborative learning environment. The mediator agent is an intelligent software agent that has been designed based on ideas from agent modelling in distributed artificial intelligence [1] and social learning [2]. Mediator agents in collaborative environments support user interaction based on the communication of the learners' capabilities, goals and commitments. Mediator agents cooperate in the search of learning possibilities for the learners, in order to enhance the relevant collaboration and progress of a networked community of practice.
ANATOM-TUTOR is an anatomy tutoring system for use at university level, combining ITS (intelligent tutoring system) and hypermedia technology. The aim has been to produce a tutoring system which can a) reduce the workload on university staff by automating the presentation of basic knowledge, and b) improve the effectiveness of student study by allowing the system to respond in an individual way to problems encountered by the learner, a feature lacking in the currently widely used drill-and-practice teaching programs. ANATOM-TUTOR is suitable for use both as a reference work and as an active hypertext-based teaching aid, and its self correcting modelling productions enable it to adapt rapidly to the individual user. Its knowledge domain is a section of brain anatomy including the visual system, the pupillary light reflex system and the accommodation reflex system.
The subject of this paper is the remote control of multimedia applications, using a personal digital assistant (PDA) as a hand held remote control device. Application specific, context dependent user interfaces are transmitted to the PDA for display on its LCD screen. The user interacts with the touch sensitive screen and the input commands are transmitted back to the application. This approach results in a sophisticated and flexible interface which is at the same time easy to use.
This paper aims at bringing up a practical methodology for Human Computer Interaction (HCI) design and a formalism for HCI description which have been successfully used in Air Traffic Management (ATM) field, namely for: * the French PHIDIAS programme developing the next generation of Air Traffic Controller Working Position to be installed in 1997 (Ref 1; Ref 2; Ref 3); * the European SWIFT project launched by the European Commission (DGVII/EURET1.5) (Ref 4; Ref 5). This so called WMH (What, Means & How) methodology is not tremendously innovative but it works and its usability by both operational and technical people has been proved. Due to a pressing need for better methods and tools in this part of system design, we think that what we see as a successful experience deserves to be made known to a wider circle of HCI design experts.
In this paper we describe the design of a command language software using expert database. The language structure is contextual and is implemented using a GURU expert system shell. The expert database that drives the operability of the command language utilizes knowledge of mining tasks; and the dialog properties are designed around user intentions and task behaviors.
The paper outlines the methodology and knowledge engineering approach to the development of an interactive inventory management system for use in a manufacturing company in the U.K. The prototype system developed with an artificial intelligent (AI) language provides a linkage between management and computer-integrated manufacturing (CIM), and is comprised of four major modules and has a feed back loop which can be used for comparing the actual and estimated values, and automatically updating the inventory records. To test the industrial applicability of the system, data from manufacturing industries have been used. The interactive system which uses a hierarchical decision rules for inventory control domain and uses goal oriented interaction and backtracking interface procedures, has the potential benefits of: better resources planning and management, reduced inventory levels and production lead times, and consistency in maintaining record integrity.
The replacement of conventional analog control and instrumentation systems by digital communication networks is in progress in various industrial large scale systems. The rapid spread of Internet is another trend of public digital communication networks. One of significant features of these communication networks is that each console terminal, network router, sensor, actuator and component in the networks has its own information processing node in form of distributed systems. Each node can perform highly intelligent functions, e.g., self-diagnosis and operation logging, not only its original functions [1]. This architecture has become economically feasible due to the drastic cost reduction of reliable hardware and software of the nodes, and is expected to provide a fundamental structure of future large scale systems. The mutual interactions and interferences among parallel operations of the nodes frequently induce complicated situations in the distributed architecture, while they provide efficient and flexible information processing. The conventional centralized and heavily loaded method to control the entire system may not be suitable to manage those situations efficiently. Recently, autonomous software robots (softbot) staying within a node [2] and worm programs able to move among different nodes [3,4] have been proposed for the achievement of efficient and flexible management of the network. These architectures enable detailed network management without load concentration, efficient use of distributed computation resources, and reduction of communication load. However, the generic and efficient architecture to support their high autonomies, adaptability and flexibility has not been established yet, and the studies on the architectures have been limited in some specific applications, e.g., e-mail agents [2,5], diagnostic agents [3,4] and database agents [6]. The primary objective of this paper is to propose a generic and practical architecture of agents and their network to provide the various types of highly autonomous softbots and worms in terms of man-machine systems. It supports rational operations of agents and their appropriate self-organization under resource bounded conditions. The second objective is to demonstrate the efficient performance of this architecture in some practical applications of control, diagnosis and message exchange providing a new environment of large scale systems for human operators.
An integrated software system has been under development with aims at analyzing and evaluating the effectiveness of man-machine system design, by computer simulations from various viewpoints of human-factors. In this paper, the configuration of a distributed simulation system is first introduced, followed by an explanation of how the operator simulator model is organized by a Petri net model. Also presented is an example simulation of a plant anomaly diagnoses procedure using the Petri net model in its current state of development in the initial phase of software development.
A prototype version of computer simulation system has been developed at JAERI (Japan Atomic Energy Research Institute) to provide analysts with detailed information on cognitive process of operator in accidental situation of NPP (Nuclear Power Plant). The simulation system consists of a plant model and an operator model. A model of operator cognitive behavior is based on the decision ladder model of Rasmussen, and is implemented using AI-technique of a distributed cooperative inference method with a so-called blackboard architecture. Rule-based behavior is simulated using If-Then type of rules. Knowledge-based behavior is simulated using knowledge representation with Multilevel Flow Model (MFM) and qualitative reasoning method. Some trial simulations of incident have been performed to verify the modeling of operator cognitive behavior in NPP accident.
Human-machine system can only be understood correctly when it is treated as a joint system. Neither humans nor machine can determine its performance in isolation. It is the interplay between humans and machines that determines the performance. Hence, it is a prerequisite to look into context-driven interactions between humans and machines when attempting to evaluate human-machine systems. Because of the dynamic nature of the interactions, experimental approaches have widely been used for the analysis of the interactions. However, they tend to be associated with a number of practical constraints that sometimes make them difficult to apply. As a supplemental means, simulated human models can be utilized as a useful tool for analyzing the interactions. Cognitive and Action Modeling of Erring Operator (CAMEO) is such a human model which features its ability to simulate some typical erroneous tendencies associated with cognitively demanding tasks such as nuclear power plant operation. This paper describes the technical foundation of CAMEO.
Experimental study on the operators' cognitive activities had been performed using nuclear power plant simulator. The specific feature of the present study is that the state of the operator during the interaction through the man-machine interface is analyzed based on the diverse information; 1) Estimated cognitive state, 2) Estimated mental work load, 3) Operational sequence history, 4) Questionnaire and 5) Video record. These informations are integrated and graphically represented on the form of Chronological Diagram, by which the operators' dynamic cognitive behavior can be analyzed. Results of the simulator experiments, in which three expert operator participated, demonstrated that the present method can provide the valuable information concerning the operators' cognitive behavior during the task of anomaly diagnosis.
Computer simulation was performed on a cognitive experiment of abnormal event identification in a nuclear power plant. The process of identification has been modeled as similarity matching of symptomatic patterns and hypothesis validation by symptom observation. As a result of comparison, the simulation could explain behaviors of the subjects generally well, and some characteristics of operator's cognitive processes have been revealed.
Despite the recent progress in the domain of Man-Machine Interface engineering, several problems concerning the incompatibility between the information presentation to the user and his cognitive representation are still present. This paper presents a new Task Object Oriented Description methodology (TOOD), specially adapted to the taking into account of the human factors for the specification of the Man-Machine Interfaces (MMI). A concrete application of this methodology was presented in the air traffic control context.
In this paper, we presented the recognition model of self explanation. Self explanation consists of the reflection and the explanation production. By giving a self explanation, the understanding of the learner's problem-solving process progresses. We showed the necessity of the environment to make the self explanation lively. Then, according the way of supporting a self explanation, the learner who does agood to explanation is seem to understand an object well. We described construction of the self-explanation environment, 1) the explanation transformation module, 2) the evaluation module, 3) the planning explanation support module, 4) the advice control module 5) the interface module. And we described way to refine an explanation, 1) the insertion of the partial explanation, 2) the deletion of the partial explanation and 3) the division of the partial explanation. We proposed the graphic explanation environment. The graphic environment helps the understanding of the learner. Also, the environment of our system integrates the conventional ITS and the environmental CAI [7-9].
This paper describes the principles of human-centred automation from the point of view of cognitive systems engineering. Five main aspects of automation are identified: level of automation, interface, computer support, training, and task allocation. A matrix is proposed which describes the dependencies between these five aspects, thus maintaining the joint systems perspective.
It has increasingly been recognized that operators working in a highly automated large-scale human-machine system may be exposed to cognitively demanding situations in unanticipated emergency. A new display design called ecological interface design (EID) is proposed by several researchers, which they claim is supportive especially in such difficult situations. The EID features model-based parameter selection and graphic presentation, which fit the cognitive characteristics of operators. This paper presents the results of a comparative evaluation of an EID display.
This study aims at developing a methodology for interfaces specification which is most concerned with different working situations that the operator could deal with. For each situation, a task model is constructed. We distinguish two parts: one draws up the goals that the operator tends to reach as a response to a specific situation, the other, draws up the different actions that the operator has to trigger in order to satisfy the former requirement. The description of these two parts is done using object oriented Petri nets (OPN).
Application of the ecological interface design to nuclear power plants is presented and the method for its evaluation is discussed. Starting from a concept for intelligent man-machine systems, the ecological interface is introduced as the concept's major ingredient and application to the plant shutdown is described. It is desirable for the evaluation of complex man-machine systems to be concurrent with the design of such systems. A hybrid evaluation, i.e., a combination of an analytic and an empirical evaluation seems promising. The taxonomy for work analysis by Rasmussen provides a good framework for this evaluation.
The traditional single-sensor-single indicator display is poorly matched to the cognitive abilities of operators, especially for large and complex systems. Our research aims to provide direct perception displays which will greatly reduce the cognitive load on the operator and allow the use of perceptual rather than cognitive mechanisms to support start-up, state diagnosis and fault management. In particular we describe a system of displays which supports movement by the operator up the abstraction hierarchy as the plant is brought on line. The aim is to minimise the cognitive load on the operator by providing information only at the level at which the operator is currently thinking, while at the same time showing how close the system is to operational limits.
Give us your opinion! Do you have any comments/additions that you would like other visitors to see?
Yousay:
Mar 22nd, 2010
#1
Be the first to add a thoughtful note to this page !
Changes to this page (conference)
29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited
29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited 29 Jun 2007: Conference Proceedings was edited
Page maintainer: The Editorial Team How to cite/reference this page
URL: http://www.interaction-design.org/references/conferences/proceedings_of_the_sixth_international_conference_on_human-computer_interaction.html