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Dynamic timelines: visualizing the history of photography 动态时间线:视觉化摄影的历史
Pub Date : 1996-04-18 DOI: 10.1145/257089.257388
Robin L. Kullberg
This research reinvents the traditional timeline as a dynamic, three-dimensional framework for the interactive presentation of historical information. An experimental visualization of the history of photography uses visual techniques such as infinite zoom, translucency, and animation to present a database of over 200 annotated photographs from the collection of the George Eastman House. Dynamic, interactive design solutions address the communicative goals of allowing seamless micro and macro readings of information at several levels of detail and from multiple points of view.
本研究将传统的时间轴重新定义为一个动态的、三维的框架,用于历史信息的交互式呈现。摄影历史的实验性可视化使用了视觉技术,如无限变焦、半透明和动画,展示了来自乔治伊士曼之家收藏的200多张照片的数据库。动态的、交互的设计解决方案解决了交流的目标,允许从多个细节层次和多个角度无缝地微观和宏观阅读信息。
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引用次数: 27
Efficacy of a predictive display, steering device, and vehicle body representation in the operation of a lunar vehicle 预测显示、转向装置和车体在月球飞行器运行中的效能
Pub Date : 1996-04-18 DOI: 10.1145/257089.257147
S. Mathan, Arnold G. Hyndman, K. Fischer, Jeremiah Blatz, D. Brams
Time delayed teleoperation exacts a high toll on human cognitive resources. High error rates and poor performance times are typical consequences of operating a vehicle under such conditions. This paper describes the usability effects of simple enhancements to the interface for a teleoperated lunar vehicle. Experimental results suggest that simple interface elements such as a predictive display, steering wheel, and vehicle body representation can dramatically reduce errors and task performance times during time delayed teleoperation by inexperienced lunar vehicle operators.
延时远程操作对人的认知资源造成了巨大的消耗。高错误率和较差的性能时间是在这种条件下操作车辆的典型后果。本文描述了对远程操作月球飞行器的界面进行简单增强后的可用性效果。实验结果表明,简单的界面元素,如预测显示、方向盘和车身表示,可以显着减少错误和任务执行时间,在时间延迟远程操作的经验不足的月球车辆操作员。
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引用次数: 14
The WebBook and the Web Forager: video use scenarios for a World-Wide Web information workspace WebBook和Web Forager:用于全球Web信息工作区的视频使用场景
Pub Date : 1996-04-18 DOI: 10.1145/257089.257407
S. Card, G. Robertson, W. York
The World-Wide Web has achieved global connectivity stimulating the transition of computers from knowledge processors to knowledge sources, but the Web and its client software are seriously deficient for supporting user interactive use of this information. In particular, there is no support for the concept of a user workspace. This video presents the Web Forager and the WebBook, an information workspace that enables rapid interaction with materials gleaned from the Web.
万维网实现了全球互联,促进了计算机从知识处理器向知识来源的转变,但万维网及其客户端软件在支持用户对这些信息的交互使用方面存在严重不足。特别是,不支持用户工作区的概念。本视频介绍了网络觅食者和WebBook,这是一种信息工作区,可以与从网络收集的材料进行快速交互。
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引用次数: 31
Formal modelling of task interruptions 任务中断的正式建模
Pub Date : 1996-04-18 DOI: 10.1145/257089.257128
F. Jambon
My doctoral research is concerned with the formal modelling of task interruptions. Although interruptions are significant events in human activities, current models and notations do not support their expression appropriately. My contribution to this problem is twofold: the ISAU model which makes explicit the general structure of an intermptiow and a UAN-based formal notation that would force designers to consider the right questions when developing a system. ISAU will be assessedusing a real-world exemplar: the Data-Link system that supports communications between pilots fmm diiTerent airmaft’s and air tmftlc eontmllem
我的博士研究是关于任务中断的形式化建模。虽然中断是人类活动中的重要事件,但当前的模型和符号并不能适当地支持它们的表达。我对这个问题的贡献是双重的:ISAU模型明确了交互的一般结构,以及基于ua的正式符号,它将迫使设计人员在开发系统时考虑正确的问题。ISAU将使用一个现实世界的范例进行评估:数据链系统,该系统支持不同飞机的飞行员和航空公司之间的通信
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引用次数: 13
A fisheye text editor for relaxed-WYSIWIS groupware 用于松弛的wysiwis群件的鱼眼文本编辑器
Pub Date : 1996-04-18 DOI: 10.1145/257089.257285
S. Greenberg
Participants in a real-time groupware conference require a sense of awareness about other people’s interactions within a large shared workspace. Fisheye views can afford this awareness by assigning a focal point to each participant. The fisheye effect around these multiple focal points provides peripheral awareness by showing people’s location in the global context, and by magnifying the area around their work to highlight interaction details. An adjustable magnification function lets people customize the awareness information to fit their collaboration needs. A fisheye text editor illustrates how this can be accomplished.
实时群件会议的参与者需要了解大型共享工作空间中其他人的交互情况。通过为每个参与者分配一个焦点,鱼眼视图可以提供这种意识。这些多个焦点周围的鱼眼效应通过显示人们在全局环境中的位置,并通过放大他们工作周围的区域来突出交互细节,从而提供外围感知。一个可调节的放大功能允许人们自定义感知信息,以满足他们的协作需求。鱼眼文本编辑器演示了如何实现这一点。
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引用次数: 37
Structural issues in multimedia design 多媒体设计中的结构问题
Pub Date : 1996-04-18 DOI: 10.1145/257089.257385
Linn Marks Collins
This tutorial addresses the structural issues that emerge in the context of designing and developing a range of interactive multimedia applications, from those with basic navigational structures, such as branching and elaboration, to those with complex discourse structures, such as interactive narratives and interactive essays. Topics include basic interactive structures; complex interactive discourse structures; and the kinds of global representations of content, or conceptual macrostructures [1], that are appropriate for various kinds of content and applications. Concepts are illustrated with examples from the World Wide Web, commercial products, and research prototypes.
本教程将讨论在设计和开发一系列交互式多媒体应用程序时出现的结构问题,从具有基本导航结构(如分支和细化)的应用程序到具有复杂话语结构(如交互式叙述和交互式文章)的应用程序。主题包括基本的互动结构;复杂的互动话语结构;以及各种内容的全局表示,或概念宏观结构[1],它们适用于各种内容和应用程序。概念用万维网、商业产品和研究原型的例子来说明。
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引用次数: 1
An interface design tool based on explicit task models 一个基于显式任务模型的界面设计工具
Pub Date : 1996-04-18 DOI: 10.1145/257089.257316
T. Hinrichs, R. Bareiss, L. Birnbaum, G. Collins
Producing high-quality, comprehensible human interfaces is a difficult, labor-intensive process that requires experience and judgment. In this paper, we describe an approach to assisting this process by using explicit models of the user’s task to drive the interface design and to serve as a functional component of the interface itself. The task model helps to ensure that the resulting interface directly and transpru-ently supports the user in performing his task, and serves as a scaffolding for providing in-context help and advice. By crafting a library of standardized, reusable tasks and interface constructs, we believe it is possible to capture some of the design expertise and to amortize much of the labor required for building effective user interfaces.
生产高质量的、可理解的人机界面是一个困难的、劳动密集型的过程,需要经验和判断力。在本文中,我们描述了一种方法,通过使用用户任务的显式模型来驱动界面设计,并作为界面本身的功能组件来帮助这一过程。任务模型有助于确保生成的界面直接、透明地支持用户执行任务,并充当脚手架,提供上下文中的帮助和建议。通过制作标准化的、可重用的任务和接口构造的库,我们相信有可能获得一些设计专业知识,并分摊构建有效用户界面所需的大部分劳动。
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引用次数: 8
The group elicitation method for participatory design and usability testing 参与式设计和可用性测试的小组启发方法
Pub Date : 1996-04-18 DOI: 10.1145/245129.245132
G. Boy
This short paper presents the Group Elicitation Method (GEM), a brainwriting technique augmented by a decision support system for participatory design and usability testing. GEM has been successfully used in four industrial projects to elicit knowledge from users, management and designers. In particular, in three of them it was used to elicit end-users' knowledge for the design of new user interfaces. This short paper discusses the properties of such a method and the lessons learned.
这篇短文介绍了小组启发法(GEM),这是一种由参与式设计和可用性测试的决策支持系统增强的脑力写作技术。GEM已成功应用于四个工业项目,从用户、管理层和设计师那里获得知识。特别是,在其中的三个案例中,它被用来引出最终用户的知识,以设计新的用户界面。这篇短文讨论了这种方法的性质和经验教训。
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引用次数: 72
TIME: three-dimensional input, modification and evaluation 时间:三维输入、修改和评价
Pub Date : 1996-04-18 DOI: 10.1145/257089.257903
M. Gribnau, Gert Pasman
Simple intuitive manipulation of three-dimensional objects is needed for the conceptualizing phase of design. Present CAD systems do not allow for the quick and interactive generation and development of objects, which are based more on free-form ideas than on hard numerical input. This video presents a prototype envisiomnent that uses intuitive 3D sketch input with two hands.
在设计的概念化阶段,需要对三维物体进行简单直观的操作。目前的CAD系统不允许快速和交互式的生成和开发对象,这些对象更多地基于自由形式的想法,而不是硬数字输入。这个视频提出了一个原型设想,使用直观的3D草图输入与两只手。
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引用次数: 5
Task elaboration or label following: an empirical study of representation in human-computer interaction 任务阐述或标签以下:人机交互中表征的实证研究
Pub Date : 1996-04-18 DOI: 10.1145/257089.257280
R. B. Terwilliger, P. Polson
A study measured the time experienced Macintosh users took to create a graph from pre-existing daa including the assignment of vtiables to axes in a dialog box. The study revealed that the task took less time when the items in the dialog box were labeled in terms of one problem representation, even when the instructions were written in terms of another. The Kitajima and Poison model explains this as resulting from the problem representation being elaborated with task-speeific schemata during the instruction comprehension process.
一项研究测量了有经验的麦金塔用户从已有数据(包括在对话框中为坐标轴分配变量)创建图表所花费的时间。研究表明,当对话框中的项目以一种问题的形式被标记时,即使是用另一种形式写的说明,任务花费的时间也更少。Kitajima和Poison模型解释说,这是由于在指令理解过程中,特定任务的模式详细阐述了问题表征。
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引用次数: 2
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Conference Companion on Human Factors in Computing Systems
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