Despite these advantages, the touch screen as gained limited application because of the relative difficulty users have in accurately selecting small targets. Various researchers and interface designers have proposed methods for increasing touch screen accuracy, making it possible, for example, for users to reliably select targets as small as one pixel.
A review of the advantages and disadvantages of alternative cursor positioning input devices will be presented, along with an analysis of the touch screen selection accuracy problem. A proposal will then be presented for research comparing alternative means of improving selection accuracy and assessing the relative performance of these methods under various user and task conditions.
The experimental apparatus used in this study will consist of a computer program that simulates movement and a navigator program that will present navigational information to the driver. The movement simulator program will be programmed in VREAM (a virtual reality software package) to look like a city; it requires participants to start at one point and, with the help of navigational information, end at the desired destination. The navigator program will present the navigational information to the participant in a variety of ways: text-based on computer screen, graphic on computer screen, text-based on HUD, graphic on HUD, aurally, or a combination of these. This navigational information will be presented on either a separate computer screen, a reserved area at the bottom of the main computer screen (for the HUD), or through speakers.
Our hypothesis is that the user can have the ability to identify usability problems that may impact usage of any application and report them to a "remote observer", an observer in a remote location. We believe that the user can be trained quickly to identify problems on the design of the user interface. Any missing functionality, usability problem or specific comment should be reported immediately before it is forgotten.
Several tools or mechanisms could be used to report any usability problem to a "remote observer". First, the developer can provide a notepad where the user can write any general comments about the interface. The user can press a SEND button to transfer the information to the "remote observer". The developers could also create a window for a group of screens to handle specific information. Another way to evaluate a user interface is using video cameras (video-teleconference). Finally, another method to report any design problem could be the use of Mosaic and the World Wide Web. We believe that providing such mechanisms would gather enough data for the developers to identify usability problems on a user interface and help them take the corresponding actions to improve it.
Research has demonstrated the potential of virtual reality for training. The data suggest that skills learned in a virtual environment transfer to the real world. However, questions about the transferability of simulated interface evaluation results to the real world remain unanswered. There remains the possibility that particular interface designs may prove successful in artificial environments but fail in their intended use environment.
The purpose of the proposed research is to evaluate various levels of reality to determine how results from a user-interface design evaluation are affected, if at all. Levels of reality would include the "real" world, fully immersive VR, motion platform simulation, fixed-base simulation, and desk-top VR. A user interface design would be evaluated under each level of reality. Results from the user interface design evaluation would be compared for each level of artificial reality to the results derived from the "real" world testing condition. Information gained may prove useful in decisions of whether to test user interfaces in real or artificial environments.
Commercial development of the World-Wide Web is proceeding on a variety of paths, such as publishing, maintaining libraries of information or electronic goods, developing catalogs of material goods that must be shipped by traditional mail, and advertising. Currently I am investigating the issues involved in developing on the World-Wide Web, focusing on three possible business ventures: maintaining WWW home pages for customers, developing a consignment library that could be used to disseminate software components for reuse by developers, and developing a consignment library that could be used to disseminate programs that would otherwise be sold as shareware.
My Master's thesis research is to analyze the issues involved in developing such a commercial Web site. The research (admittedly much broader in scope than is the norm) includes evaluating security concerns and solutions, library retrieval methods, and reuse and componentware theory, then developing a working prototype of such a system.
The second stage will involve the development of a communication task taxonomy to understand how different formats (persuasion, information gathering, information sharing) are executed by potential users and what cognitive models they employ.
The third stage will be to test critical social issues (group configuration, group size, social status) and technical variables (frame rate, resolution, image size, video view, and camera control). Both objective measures such as conversational analysis, and subjective measures will be used to measure the effects of the various communication influences. One possibility is to test different communication modalities and compare them to the video-mediated modality. Sequential experimentation techniques may prove useful in reducing the experimental space of the study.
The final stage will be to synthesize the findings into a comprehensive framework for evaluating communication through networked multimedia. The most appropriate evaluation techniques will be discussed as well as critical levels of socio-technical variables.
Roscoe's theory of transfer effectiveness related to costs can be considered in a broader setting. Effectiveness of a training program can be evaluated in terms of all costs relevant to the program. The proposed study would evaluate the effectiveness of three drowsiness detection training programs which are:
Costs to be evaluated are development, dissemination, performance measures, time to reach criterion performance levels, and reliability. Furthermore, individual differences will be evaluated for impact on cost. The practical implication is that training may be more effective for individuals who do or do not possess certain skills.
At first, it would seem the usage of icons, accommodating number, date, and time formats of each country, and direct translation would solve the problem. Unfortunately, this is not the case. Icons and color connotations are not universal. What might be familiar or neutral in one country might be puzzling and insulting in another. Thus, as companies become more global, they will need to think about how their products will be used throughout the world. This global design of software has important implications on usability testing and its impact on the product development cycle.
This project's ultimate goal is to design and develop a multi-media design history of the BEV. The final product will be an interesting "browse mode" tool to learn about the BEV, as well as a powerful tool for analysis of the factors that helped shape the project.
There are many problems to be solved in this project. One is the selection or the development of a user interface. Because of popularity of the World Wide Web (WWW), one possible interface may be Mosaic or another Web browser. This way project information could be desimminated to the world via the WWW. Will this type of interface be sufficient or should we design a new one?
Other problems revolve around the large numbers and types of documents related to the BEV. What is the best way to organize the hundreds of documents and thousands of email messages? What type of indexing and searching techniques should be used? Should we use algorithms to automatically create hypertext links within and among the documents?
This will be done using the psychophysical technique of paired comparisons in a sequential experimentation paradigm. Sequential experimentation will be used because of the large number of VR system parameters investigated. Yet to be determined are the users' task(s), associated performance measures, and the identity of the various VR system parameters to be manipulated. Tentatively, three experiments are proposed: a display parameters experiment, a system parameters experiment, and an environmental parameters experiment. All experiments would likely employ fractional factorial designs because of the difficulty in interpreting higher-order interactions and the need for efficient collection of data. Variables under consideration for inclusion in the display parameters experiment are field of view, visual display resolution, stereopsis, and color. Variables under consideration for inclusion in the system parameters experiment are scene update rate, texture-mapping, head-tracking, and sound. Variables under consideration for inclusion in the environmental parameters experiment are environmental complexity (number of objects in the environment), representation of the user within the environment, time spent within the environment, and the presence of another user within the environment. The final determination of which variables will be included and what task(s) will be performed awaits the completion of a literature review.
Various new methodology and technology will be integrated in the design and implementation. A task-oriented interface with self-designing facility will be designed to fit user's specific needs; Real-time operating system and networking protocol support for distributed multimedia will provide a suitable transport mechanism to convey and synchronize multimedia information between workstations in a distributed system; Advanced ISR methods will make it possible to have intelligent search among large collection of hypertext information. Resource in the database will be carefully selected to meet the particular educational purpose. Both professors and students would take advantage of the environment to improve the education quality.
Over time the user develops a mental map (or a perception) of the different locations (that she/he happens to visit frequently) and route(s) between these locations . Even these mental maps may not be accurate enough to make the user take the shortest route between any two locations. A wheel chair bound handicapped user cannot traverse most of the routes a normal user can. Also such a user can have access only to departments or laboratories or other places that have elevators or special ramps.
My Master's thesis research will focus on,