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Perception of affordances from dynamic displays 从动态显示中感知启示
T. Stoffregen, Y. Sheng, K. Gorday, S. Flynn
We studied perception of affordances for the actions of other persons (actors) from kinematic displays. Observers judged the maximum and preferred sitting heights of tall and short actors. Judgments were scaled in centimeters, as proportion of the observer's leg length, and as a proportion of each actor's leg length. Only when judgments were scaled by actor leg length did they reflect the actual ordinal relation between the capabilities of the actors. In addition, observers differentiated tall and short actors only when the displays contained direct information about relations between the actors and the chair. We concluded that observers can perceive affordances for the actions of actors, and that kinematic displays can be sufficient to support such percepts, if they preserve actor-environment relations that define affordances. We briefly discuss implications of these findings for display design.
我们研究了动态显示对其他人(演员)动作的可视性感知。观察人员判断高个子和矮个子演员的最大坐高和喜欢的坐高。判断以厘米为单位,作为观察者腿长和每个演员腿长的比例。只有当判断是根据演员的腿长来衡量时,它们才反映出演员能力之间的实际顺序关系。此外,只有当展示包含了演员和椅子之间关系的直接信息时,观察者才会区分高个子和矮个子演员。我们得出的结论是,观察者可以感知行为者行为的可视性,而运动学显示可以足够支持这样的感知,如果他们保持定义可视性的行为者-环境关系。我们简要地讨论了这些发现对显示设计的影响。
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引用次数: 0
Enhancing perspicuity of objects in virtual reality environments 增强虚拟现实环境中物体的清晰度
J. Herder, Michael Cohen
In an information-rich virtual reality (VR) environment, the user is immersed in a world containing many objects providing that information. Given the finite computational resources of any computer system, optimization is required to ensure that the most important information is presented to the user as clearly as possible and in a timely fashion. In particular, what is desired are means whereby the perspicuity of an object may be enhanced when appropriate. An object becomes more perspicuous when the information it provides to the user becomes more readily apparent. Additionally, if a particular object provides high-priority information, it would be advantageous to make that object obtrusive as well as highly perspicuous. An object becomes more obtrusive if it draws attention to itself (or equivalently, if it is hard to ignore). This paper describes a technique whereby objects may dynamically adapt their representation in a user's environment according to a dynamic priority evaluation of the information each object provides.
在信息丰富的虚拟现实(VR)环境中,用户沉浸在一个包含许多提供该信息的对象的世界中。由于任何计算机系统的计算资源都是有限的,因此需要进行优化,以确保尽可能清晰、及时地将最重要的信息呈现给用户。特别地,所期望的是在适当时可以增强物体的清晰度的手段。当一个对象提供给用户的信息变得更加明显时,它就变得更加清晰。此外,如果一个特定的对象提供了高优先级的信息,那么将该对象设置为突出和高度清晰将是有利的。如果一个物体吸引了人们的注意(或者同样地,如果它很难被忽视),它就会变得更加突兀。本文描述了一种技术,根据每个对象提供的信息的动态优先级评估,对象可以动态地调整其在用户环境中的表示。
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引用次数: 6
Designing the "Spatial Math Tutor": a non-symbolic, on-line environment for teaching mathematical skills to dyslexic children 设计“空间数学导师”:一个非符号的在线环境,用于教授阅读困难儿童的数学技能
W. Martens
New cognitive tools are needed to aid the human learner in overcoming barriers associated with diagnostically-identified cognitive deficits. This paper proposes the design of cognitive tools to enable more successful performance on specific mathematical tasks. The paper also considers the possible benefits of externalizing or spatializing the mental constructs underlying a cognitive task involving the concept of fractional numbers, exemplified by Noelting's (1975) juice problems. As such tools are developed and tested, they are being incorporated into an online tutoring environment targeting children with reading disabilities: the "Spatial Math Tutor" (SMT). This environment uses currently available online technology to create a computer-generated environment enabling remote access to a tutoring method that has proven successful in many cases involving face-to-face interaction. The application is straightforward: elementary school students who have been diagnosed as dyslexic have particular difficulty acquiring mathematical skills when confronted with commonly-employed symbolic notation. These students benefit from graphical presentations and from spatial manipulation of tangible objects known as "manipulatives". The SMT makes appropriate use of WWW-based interactive 3D graphics technology for hands-on, interaction tutoring, allowing students to benefit from this type of instruction via a personal computer.
需要新的认知工具来帮助人类学习者克服与诊断识别的认知缺陷相关的障碍。本文提出了认知工具的设计,使更成功的表现在特定的数学任务。本文还考虑了将涉及分数概念的认知任务的心理结构外化或空间化可能带来的好处,以Noelting(1975)的果汁问题为例。随着这些工具的开发和测试,它们正被纳入一个针对阅读障碍儿童的在线辅导环境:“空间数学导师”(SMT)。该环境使用当前可用的在线技术来创建计算机生成的环境,使远程访问辅导方法成为可能,这种方法在许多涉及面对面互动的情况下已被证明是成功的。应用很简单:被诊断为阅读困难的小学生在面对常用的符号符号时,在获得数学技能方面有特别的困难。这些学生受益于图形演示和被称为“操纵性”的有形物体的空间操作。SMT适当地利用基于www的交互式3D图形技术进行动手,互动辅导,使学生能够通过个人电脑从这种类型的教学中受益。
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引用次数: 7
Cognition, situatedness, and situated design 认知,情境性和情境设计
Christopher P. Lueg, R. Pfeifer
In the rationalistic perspective, the human expert is seen as a data processing system having properties similar to computers. As a consequence, the design of man machine interfaces, workplaces, and organizational procedures has been mainly driven by technological advances, focusing on replacing humans rather than supporting their actual needs. A more appropriate explanation of human cognition is based on the notion of situatedness: human cognition is considered to be emergent from the interaction of the human with the environment, i.e., the current situation the human is involved in. More generally, the system environment coupling is a prerequisite of cognition and cannot be abstracted away. We summarize the rationalistic perspective, its pitfalls, and its (undesirable) influences on design. As an alternative, we propose "situated design", a design methodology capitalizing on the notion of the human as a situated agent. We demonstrate how "situated design" can be applied to workplace design and computer system design, and we outline a situated perspective on man machine interface design supporting humans in coping with the so called "information overload" phenomenon.
从理性主义的角度来看,人类专家被视为一个数据处理系统,具有与计算机类似的属性。因此,人机界面、工作场所和组织程序的设计主要是由技术进步驱动的,重点是取代人类,而不是支持他们的实际需求。对人类认知的一个更合适的解释是基于情境性的概念:人类认知被认为是从人类与环境的相互作用中产生的,也就是说,人类所处的当前情境。更一般地说,系统环境耦合是认知的先决条件,不能抽象掉。我们总结了理性主义的观点,它的缺陷,以及它对设计的(不良)影响。作为替代方案,我们提出“情境设计”,这是一种利用人类作为情境代理的概念的设计方法。我们展示了“情境设计”如何应用于工作场所设计和计算机系统设计,并概述了人机界面设计的情境视角,以支持人类应对所谓的“信息过载”现象。
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引用次数: 44
Action and reaction: computer-mediated dialogues as a model for natural interfaces 行动与反应:作为自然界面模型的计算机媒介对话
Jocelyn C. Riseberg, Renee Berkowitz, Joseph Cunningham
We describe a study which examined the relationship between certain textual/discursive cues during computer mediated dialogues and correlations of these cues with two measures of impression formation: 1) a global positivity of impressions questionnaire; and 2) perceptions of six personality dimensions. The study also examined discourse phenomena emergent in the conversations. Undergraduates participated in same and mixed sex dyadic, forced turn, computer mediated dialogues and were asked to report impressions of their conversational partners. Results indicated that relative amounts of words per turn, negative disclosure, and evaluative disclosure have significant effects on impression formation. Results also suggest that number of words per turn, number of questions, and evaluative disclosure are emergent in the discourse, and naturally equalize between partners. No gender differences were detected. These findings suggest a new methodology for examining online interaction and concomitant impression formation. Suggestions are made for how this new methodology might be incorporated into autonomous conversational systems.
我们描述了一项研究,该研究考察了计算机介导对话中某些文本/话语线索之间的关系,以及这些线索与两种印象形成措施之间的相关性:1)印象的整体积极性问卷;2)对六个人格维度的感知。研究还考察了对话中出现的话语现象。大学生们参与了同性和两性二元、强迫翻转、电脑媒介的对话,并被要求报告对对话对象的印象。结果表明,每回合相对字数、负面披露和评价披露对印象形成有显著影响。结果还表明,每回合的单词数量、问题数量和评价性披露是话语中出现的,并且在合作伙伴之间自然平衡。没有发现性别差异。这些发现提出了一种新的方法来检查在线互动和伴随的印象形成。对如何将这种新方法纳入自主对话系统提出了建议。
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引用次数: 1
Cooperative learning in a virtual university 虚拟大学中的合作学习
M. Yazdani, D. Bligh
The computer-assisted learning and communication facilities of the Internet have resulted in a great deal of promise for the establishment of virtual universities worldwide. This paper reflects our vision of a future scenario for adult learners based around cooperative learning. We propose a way forward based around identifying teaching or learning problems and looking at the technology for a possible solution.
互联网的计算机辅助学习和通信设施为在世界范围内建立虚拟大学带来了很大的希望。这篇论文反映了我们对基于合作学习的成人学习者的未来情景的看法。我们提出了一种基于识别教学或学习问题并寻找可能解决方案的技术的方法。
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引用次数: 10
Integrated cognitive engineering at the interface: a tool mediation perspective 接口上的集成认知工程:工具中介视角
C. Belisle, R. Zeiliger, T. Cerratto Pargman
Because human experience accumulates in the structural properties of tools, the design and use of tools is a means by which social knowledge is transmitted. What happens then when a new tool, for which no widespread practices exist, is in the process of being iteratively designed? We present a case study of integrated system design and cognitive engineering of an innovative Web navigator named NESTOR. Working within a tool mediation perspective, and following an integrated design methodology, we present user needs and problems with hyperspace navigation, then we review briefly the relevant proactive scientific knowledge with concerns for both the technological advances and the cognitive issues. We then discuss the results obtained with a first prototype based on the production by learners of graphical representations of their own navigational experience. We argue that this 'production' helps learners to better understand their own experience while developing mastery of cognitive tools.
因为人类的经验是在工具的结构特性中积累起来的,所以工具的设计和使用是社会知识传播的一种手段。当一个没有广泛实践的新工具处于迭代设计过程中时,会发生什么?我们提出了一个集成系统设计和认知工程的案例研究,一个创新的网络导航器叫做NESTOR。在工具中介的视角下工作,遵循集成的设计方法,我们提出了超空间导航的用户需求和问题,然后我们简要回顾了相关的前瞻性科学知识,并关注了技术进步和认知问题。然后,我们讨论了基于学习者自己的导航经验的图形表示产生的第一个原型所获得的结果。我们认为,这种“生产”有助于学习者更好地理解自己的经验,同时发展对认知工具的掌握。
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引用次数: 9
Making internal processes external for constructive collaboration 将内部流程外部化以实现建设性的协作
N. Miyake
Information technology has the potential to promote joint creation of new ideas. It has become widely recognized that the workings of human cognitive processes heavily rely on physical externalisation of the interaction of those processes with outside environments, including other people in those environments. Such externalization takes various forms, from conversation, written texts, sketches and memos to simple physical "records" of actions taken in the world. For example, the mere location of a tool recently used can be interpreted, for instance, as a sign of the progress of the work. Externalized records are useful because they serve as sharable and concretely manipulable objects for constructive collaboration. Recently developed information technology can help people keep better records of such externalizations, reflect upon them for making changes and restore them when necessary. Altogether, these records and operations feed into constructive collaboration. The author gives examples of collaborative externalization of cognitive processes and show how they lead to deeper levels of understanding and creation of new ideas.
信息技术具有促进共同创造新思想的潜力。人们已经广泛认识到,人类认知过程的运作严重依赖于这些过程与外部环境(包括这些环境中的其他人)相互作用的物理外化。这种外化有多种形式,从对话、书面文本、草图和备忘录到简单的物理“记录”世界上所采取的行动。例如,最近使用的工具的位置可以被解释为工作进展的标志。外部化记录是有用的,因为它们可以作为建设性协作的可共享和具体可操作的对象。最近发展的信息技术可以帮助人们更好地记录这些外化,反思它们以做出改变,并在必要时恢复它们。总之,这些记录和操作有助于建设性的合作。作者给出了认知过程的协作外化的例子,并展示了它们如何导致更深层次的理解和新想法的创造。
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引用次数: 13
Hominization of cognition, hominization of computer 认知的人性化,计算机的人性化
S. Okuyama
Hominization of the brain is the evolution of the human brain traits that discriminate the genus Homo from its primate ancestors. In the human's cognition, one of the characteristics of hominization is an evolutionary hierarchy of the information centers. Its ascending limbs consist of: the primary sensory cortices, higher order sensory cortical areas, the association cortices; and its descending limbs consist of: higher order motor cortices that feed the primary motor cortices. We may intervene in the processing, especially that taking place in the association cortices. We monitor and manipulate the processing by retrieving, modifying, storing or replaying the informational material: thinking whatever at all. Here we have a virtual experience. This ability expands to processing even in the substantial absence of any perceivable objects, enabling us to communicate with verbal words and with symbols and letters. We can train ourselves to better operate computers, in an adaptation of the human being to the machinery. However, shall we be "sensed" and "cognized" when we engage in selected jobs and our ever-changing intention is deciphered by the computers? If so, will the computers manipulate and control machinery and fulfill jobs on our behalf? Or, are we to evolve ourselves to the needs of the computer technology? If so, can we efficiently monitor our own errors and have the errors promptly corrected?.
大脑的人源化是人类大脑特征的进化,这些特征将人与其灵长类祖先区分开来。在人类的认知中,人格化的特征之一是信息中心的进化层次。其上行分支包括:初级感觉皮层、高级感觉皮层、关联皮层;它的下行分支由高级运动皮层组成,高级运动皮层为初级运动皮层提供食物。我们可能会干预处理过程,尤其是发生在联合皮层的处理过程。我们通过检索、修改、存储或重放信息材料来监控和操纵信息处理过程:思考任何事情。这里我们有一个虚拟的体验。这种能力扩展到即使在没有任何可感知物体的情况下也能进行处理,使我们能够用口头语言、符号和字母进行交流。我们可以训练自己更好地操作计算机,使人类适应机器。然而,当我们从事选定的工作,我们千变万化的意图被计算机破译时,我们会被“感知”和“认知”吗?如果是这样,计算机会代替我们操纵和控制机器并完成工作吗?或者,我们要进化自己以适应计算机技术的需要吗?如果是这样,我们能否有效地监控自己的错误,并及时纠正错误?
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引用次数: 1
The prosthesis as partner: pragmatics and the human-computer interface 以义肢为伙伴:语用学与人机界面
R. Janney
The computer can be regarded as a type of prosthesis: a device that extends the range of action of the human mind or can partly replace certain functions of an impaired human nervous system. Like other prostheses, however, computers are never fully equivalent replacements for human functions. It is argued that present computers extend our cognitive 'reach', at the cost of partly paralyzing our emotional 'grasp' of things. They promote contact without a sense of touch. The problem suggested, lies at the human computer interface: in the user's need to communicate with the computer in order to use it, and in certain pragmatic deficits of computers that make natural communication with them impossible. As a partner, the computer tends to resemble a schizophrenic suffering from severe 'intrapsychic ataxia'-the psychiatric term for a radical separation of cognition from emotion. Its flame of reference, like that of the schizophrenic, is detached, rigid, and self reflexive. Interacting in accordance with the requirements of its programs, the computer, like the schizophrenic, forces us to empathize one sidedly with it and communicate with it on its own terms. And the suspicion arises that the better we can do this, the more like it we become.
计算机可以被看作是一种假肢:一种扩展人类思维活动范围的装置,或者可以部分取代受损的人类神经系统的某些功能。然而,像其他假肢一样,计算机永远不能完全取代人类的功能。有人认为,现在的计算机扩展了我们的认知“范围”,代价是部分地麻痹了我们对事物的情感“把握”。它们在没有触觉的情况下促进接触。问题在于人机界面:用户需要与计算机进行交流才能使用它,以及计算机的某些实用缺陷,这些缺陷使与计算机的自然交流成为不可能。作为伴侣,电脑往往像患有严重“心理内共济失调”的精神分裂症患者——精神病学术语,指认知与情感的彻底分离。它的参照之火,就像精神分裂症患者的参照之火一样,是超然的、僵化的、自我反思的。电脑按照程序的要求进行互动,就像精神分裂症患者一样,迫使我们片面地与它产生共鸣,并按照它自己的方式与它交流。于是怀疑就产生了,我们在这方面做得越好,我们就会变得越像它。
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引用次数: 7
期刊
Proceedings Second International Conference on Cognitive Technology Humanizing the Information Age
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