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Considerations for linking seatpan and backrest angles 连接座椅和靠背角度的注意事项
Pub Date : 1995-04-01 DOI: 10.1080/10447319509526117
D. L. Gardner, L. Mark, M. Dainoff, W. Xu
Modern ergonomic chairs typically have several dimensions that can be adjusted independently of one another. Finding a desirable setting for any one dimension can depend on how other dimensions are set, thereby confronting users with a significant control problem. One design strategy for dealing with this problem has been to link changes in seatpan and backrest angles in some ratio, such that a one‐degree change in seatpan angle is associated with a two‐ or three‐degree change in backrest angle. However, there is no evidence to justify the choice of a particular ratio. This article presents data that addresses this issue. Subjects, performing either an entry or verification task, could adjust the chair to any position. Backrest and seatpan angles were plotted over time and analyzed using both graphical and statistical methods. The resulting scatter plots do not support the industry standard, 1:2 or 1:3 ratio, of changes in seatpan to backrest angles. The possibility of a variable linkage is discussed; how...
现代符合人体工程学的椅子通常有几个维度,可以相互独立调节。为任何一个维度找到理想的设置可能取决于其他维度是如何设置的,从而使用户面临一个重大的控制问题。处理这一问题的一种设计策略是以某种比例将座椅和靠背角度的变化联系起来,这样座椅角度的1度变化与靠背角度的2度或3度变化相关联。然而,没有证据证明选择一个特定的比例是合理的。本文提供了解决这个问题的数据。执行输入或验证任务的受试者可以将椅子调整到任何位置。椅背和座椅的角度随时间变化而变化,并使用图形和统计方法进行分析。由此产生的散点图不支持行业标准,即座椅与靠背角度变化的1:2或1:3比例。讨论了变量联动的可能性;如何……
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引用次数: 2
IBM computer usability satisfaction questionnaires: Psychometric evaluation and instructions for use IBM计算机可用性满意度问卷:心理测量评估和使用说明
Pub Date : 1995-01-11 DOI: 10.1080/10447319509526110
James R. Lewis
This article describes recent research in subjective usability measurement at IBM, focused on evaluating the psychometric properties of questionnaires designed for use in scenario‐based usability evaluation. The questionnaires address evaluation at both a global overall system level and at a more detailed scenario level. The primary goals of this article are to (a) discuss the psychometric characteristics of IBM questionnaires that measure user satisfaction with computer system usability, and (b) provide the questionnaires, with administration and scoring instructions. For scenario‐level measurement, the 3‐item After‐Scenario Questionnaire (ASQ) has excellent internal consistency, with coefficient alphas across a set of scenarios ranging from .90 to .96. For more global assessment, the Post‐Study System Usability Questionnaire (PSSUQ) also has excellent internal consistency, with an overall coefficient alpha of .97. Preliminary principal factor analysis of 48 PSSUQ questionnaires suggested the presence of...
本文描述了IBM在主观可用性测量方面的最新研究,重点是评估用于基于场景的可用性评估的问卷的心理测量特性。问卷在全球整体系统级别和更详细的场景级别上进行评估。本文的主要目标是(a)讨论IBM问卷的心理测量特征,这些问卷测量用户对计算机系统可用性的满意度,以及(b)提供问卷以及管理和评分说明。对于情景水平测量,3项情景后问卷(ASQ)具有出色的内部一致性,在一组情景中的alpha系数范围为0.90至0.96。对于更全面的评估,研究后系统可用性问卷(PSSUQ)也具有出色的内部一致性,总体系数为0.97。48份PSSUQ问卷的初步主因子分析表明……
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引用次数: 2340
Visualization of three-dimensional structure during computer-aided design 计算机辅助设计中三维结构的可视化
Pub Date : 1995-01-11 DOI: 10.1080/10447319509526109
M. E. Brown, J. Gallimore
The visual image presented to an engineer using a computer‐aided design (CAD) system influences design activities such as decision making, problem solving, cognizance of complex relationships, and error correction. Because of the three‐dimensional (3‐D) nature of the object being created, an important attribute of the CAD visual interface concerns the various methods of presenting depth on the display's two‐dimensional (2‐D) surface. The objective of this research is to examine the effects of stereopsis on subjects’ ability to (a) accurately transfer to, and retrieve from, long‐term memory spatial information about 3‐D objects; and (b) visualize spatial characteristics in a quick and direct manner. Subjects were instructed to memorize the shape of a 3‐D object presented on a stereoscopic CRT during a study period. Following the study period, a series of static trial stimuli were shown. Each trial stimulus was rotated (relative to the original) about the vertical axis in one of six 36° increments between 0...
使用计算机辅助设计(CAD)系统呈现给工程师的视觉图像影响设计活动,如决策制定、问题解决、复杂关系的识别和错误纠正。由于正在创建的对象具有三维(3 - D)的性质,因此CAD可视化界面的一个重要属性涉及在显示器的二维(2 - D)表面上呈现深度的各种方法。本研究的目的是研究立体视觉对受试者(a)准确转移和提取三维物体的长期记忆空间信息的能力的影响;(b)以快速直接的方式可视化空间特征。在研究期间,受试者被要求记住在立体CRT上呈现的三维物体的形状。研究结束后,展示了一系列静态试验刺激。每个试验刺激(相对于原始刺激)在0…
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引用次数: 25
The influence of performance standards and feedback on speed and accuracy in an electronically monitored data-entry task 在电子监测数据输入任务中,性能标准和反馈对速度和准确性的影响
Pub Date : 1995-01-11 DOI: 10.1080/10447319509526108
T. Galinsky, L. Schleifer, C. Pan
This study examined performance effects of using electronic performance monitoring (EPM) and feedback to induce compliance with speed and accuracy standards in a data entry task. The study focused on subjects who had difficulty meeting a preestablished data entry speed standard. Subjects performed a data‐entry task for 3 days. On the 1st (baseline) day, no performance standards were imposed, and all subjects were instructed to work at their normal speed and accuracy levels. For the 2nd and 3rd days of the experiment, subjects were assigned at random to one of two groups. In an experimental group, EPM and feedback were used to induce compliance with preestablished speed and accuracy standards. In a control group, subjects were unaware of EPM and received no feedback; they were instructed to continue working at their normal speed and accuracy levels. The introduction of EPM work management in the experimental group led to significant increases in data‐entry speed that were accompanied by significant increas...
本研究考察了使用电子绩效监测(EPM)和反馈来诱导数据输入任务中遵守速度和准确性标准的绩效影响。这项研究的重点是那些难以达到预先设定的数据输入速度标准的受试者。受试者执行为期3天的数据输入任务。在第一天(基线),没有施加任何表现标准,所有受试者都被指示以正常的速度和准确度工作。试验第2、3天,受试者随机分为两组。在实验组中,EPM和反馈用于诱导遵守预先建立的速度和准确性标准。在对照组中,受试者不知道EPM,也没有收到反馈;他们被要求继续以正常的速度和准确度工作。在实验组中引入EPM工作管理导致数据输入速度的显著提高,这伴随着显著的增加……
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引用次数: 5
Tactile feedback applied to computer mice 触觉反馈应用于电脑鼠标
Pub Date : 1995-01-11 DOI: 10.1080/10447319509526107
M. Göbel, H. Luczak, J. Springer, Volkmar Hedicke, M. Rötting
Most computer systems use a mouse as the input device for menu selection, pointing, and manipulation of screen objects. The user can get visual information from the screen only about the position of the mouse and the action that was initiated. In contrast, during the manipulation of real objects, the visual channel is only responsible for giving broader information about the action, whereas the motoric action itself is predominantly controlled by tactile information fed by interoceptive and exteroceptive sensory signals. Consequently, working with a standard computer mouse requires concentration primarily on the visual system, leading to strain reactions. Furthermore, human motor action is slower when only visual sense is used and tactile sense is ignored. In respect to this situation, it is proposed that a computer mouse be enhanced with additional tactile feedback to approximate more closely real object handling, thereby reducing strain reactions. To test this hypothesis, a standard computer mouse was e...
大多数计算机系统使用鼠标作为菜单选择、指向和操作屏幕对象的输入设备。用户只能从屏幕上获得关于鼠标位置和所发起的操作的视觉信息。相比之下,在操作真实物体时,视觉通道只负责提供有关动作的更广泛的信息,而运动动作本身主要由内感受性和外感受性感官信号提供的触觉信息控制。因此,使用标准的电脑鼠标需要将注意力主要集中在视觉系统上,从而导致紧张反应。此外,当只使用视觉而忽略触觉时,人类的运动动作会变慢。在这种情况下,我们建议用额外的触觉反馈来增强电脑鼠标,以更接近真实的物体处理,从而减少应变反应。为了验证这一假设,我们使用了一个标准的电脑鼠标……
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引用次数: 30
Applying bifocal displays to topological maps 将双焦点显示应用于拓扑图
Pub Date : 1995-01-11 DOI: 10.1080/10447319509526111
Y. Leung, R. Spence, M. Apperley
Presentation techniques for topological networks can be broadly classified as distortion‐oriented and nondistortion‐oriented. Although there has been a growing interest in applying various distortion‐oriented techniques, the application of an earlier example, the bifocal display, has so far been underexploited. This article describes a number of human‐computer interface techniques potentially relevant to the presentation and navigation of topological networks associated with transport systems, and describes a preliminary experimental study of a number of techniques for presenting the London Underground map as part of a real‐time information system for travelers.
拓扑网络的表示技术可以大致分为面向扭曲和面向非扭曲。尽管人们对应用各种面向畸变的技术越来越感兴趣,但较早的例子双焦点显示的应用迄今尚未得到充分开发。本文描述了与交通系统相关的拓扑网络的呈现和导航可能相关的一些人机界面技术,并描述了将伦敦地铁地图呈现为旅行者实时信息系统的一部分的一些技术的初步实验研究。
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引用次数: 19
An empirical evaluation of knowledge, cognitive style, and structure upon the performance of a hypertext task 对超文本任务的知识、认知风格和结构进行实证评估
Pub Date : 1994-10-01 DOI: 10.1080/10447319409526102
Ralph D. Korthauer, R. Koubek
In an effort to reduce navigation difficulties, recent research suggests that user characteristics need to be considered when designing a hypertext document. This study evaluated the effects of an individual's cognitive characteristics in conjunction with the nature of the hypertext task. Subjects of varying levels of knowledge and cognitive style, specifically field independence/field dependence, utilized a hypertext document to answer explicitly and inherently structured questions. Among other findings, experienced field‐dependent subjects’ performance was less than that of experienced field‐independent subjects’, specifically when explicit structure was provided. The results suggest that the existing knowledge structure of experienced field‐dependent subjects may conflict with explicitly structured hypertext. Implications for the appropriate design of hypertext systems are discussed.
为了减少导航困难,最近的研究表明,在设计超文本文档时需要考虑用户特征。本研究评估了个体的认知特征与超文本任务性质的影响。不同知识水平和认知风格的受试者,特别是领域独立性/领域依赖性,使用超文本文档来回答明确和固有结构化的问题。在其他研究结果中,经验丰富的领域依赖型受试者的表现低于经验丰富的领域独立型受试者,特别是在提供显性结构时。结果表明,有经验的领域依赖主体的现有知识结构可能与明确结构化的超文本相冲突。讨论了超文本系统合理设计的意义。
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引用次数: 65
Parallel use of hand gestures and force-input device for interacting with 3d and virtual reality environments 平行使用手势和力输入设备与3d和虚拟现实环境进行交互
Pub Date : 1994-10-01 DOI: 10.1080/10447319409526103
M. Bordegoni
User interfaces of current 3D and virtual reality environments require highly interactive input/output (I/O) techniques and appropriate input devices, providing users with natural and intuitive ways of interacting. This paper presents an interaction model, some techniques, and some ways of using novel input devices for 3D user interfaces. The interaction model is based on a tool‐object syntax, where the interaction structure syntactically simulates an action sequence typical of a human's everyday life: One picks up a tool and then uses it on an object. Instead of using a conventional mouse, actions are input through two novel input devices, a hand‐ and a force‐input device. The devices can be used simultaneously or in sequence, and the information they convey can be processed in a combined or in an independent way by the system. The use of a hand‐input device allows the recognition of static poses and dynamic gestures performed by a user's hand. Hand gestures are used for selecting, or acting as, tools an...
当前3D和虚拟现实环境的用户界面需要高度交互性的输入/输出(I/O)技术和合适的输入设备,为用户提供自然、直观的交互方式。本文提出了一种交互模型、一些技术和一些使用新型输入设备的方法。交互模型基于工具-对象语法,其中交互结构在语法上模拟了人类日常生活的典型动作序列:一个人拿起一个工具,然后在一个对象上使用它。而不是使用传统的鼠标,动作输入通过两个新颖的输入设备,一个手-和一个力-输入设备。这些设备可以同时使用,也可以按顺序使用,它们所传递的信息可以由系统以组合或独立的方式进行处理。使用手输入设备可以识别用户手的静态姿势和动态手势。手势用于选择或充当工具和……
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引用次数: 4
Error training: Replication and the function of exploratory behavior 错误训练:复制和探索性行为的功能
Pub Date : 1994-10-01 DOI: 10.1080/10447319409526101
Tanja Dormann, M. Frese
A study of 30 psychology students replicated and extended the findings of Frese et al. (1991) on the superiority of error training, a procedure in which trainees are exposed to many errors. The hypothesis was that error training would lead to exploration and this would increase performance. The error training group performed better than the group that received training in which they were not allowed to make any errors. Students in both the error training and the error avoidant groups performed better if they explored. Exploration was done in contrast to the instruction in the error avoidant group. The data suggest that it is necessary to look into the question of whether errors instigate exploration.
一项针对30名心理学专业学生的研究重复并扩展了Frese等人(1991)关于错误训练的优越性的研究结果,在错误训练中,受训者会接触到许多错误。假设错误训练将导致探索,这将提高性能。错误训练组比接受不允许犯任何错误训练的那组表现得更好。错误训练组和避免错误组的学生都表现得更好。探索的方式与避免错误组的指导方式相反。这些数据表明,有必要研究一下错误是否会引发勘探的问题。
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引用次数: 126
Human processing of two-dimensional graphics: Information-volume concepts and effects in graph-task fit anchoring frameworks 二维图形的人工处理:图形任务匹配锚定框架中的信息量概念和效果
Pub Date : 1994-10-01 DOI: 10.1080/10447319409526104
Joseph K. Tan
This report discusses the findings from three related experiments on the effects of information volume in graph‐task fit anchoring frameworks reported in the literature. Information volume is operationally defined as the size of a data matrix (SDM), that is, the total number of points in a graphical display. The anchoring frameworks specify that an extraction task has high or low x‐value anchoring depending on whether or not the x‐component is represented in the question (as a given or unknown value). A total within‐subject repeated measure experimental design was used to test the effects of SDM on speed and accuracy of data extraction. These experiments also integrated different frameworks to relate the information‐volume effects. Results indicated that increased SDM adversely affected only data extraction time, not accuracy. A significant graph format by information volume interaction was observed; and training did reduce perceived information complexity, especially for high data volume displays. Also, ...
本报告讨论了三个相关实验的结果,这些实验是关于文献中报道的图任务拟合锚定框架中信息量的影响。信息量在操作上被定义为数据矩阵(SDM)的大小,即图形显示中的点总数。锚定框架指定一个提取任务具有高或低的x值锚定,这取决于该x组件是否在问题中表示(作为给定值或未知值)。采用全受试者重复测量实验设计来检验SDM对数据提取速度和准确性的影响。这些实验还整合了不同的框架来关联信息量效应。结果表明,SDM的增加只会对数据提取时间产生不利影响,而不会影响准确性。通过信息量交互作用观察到显著的图形格式;训练确实降低了感知信息的复杂性,特别是对于高数据量的显示。此外,……
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引用次数: 9
期刊
Int. J. Hum. Comput. Interact.
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