In contrast to the pioneers of multimodal interaction, e.g. Richard Bolt in the late seventies, today’s researchers can benefit from various existing hardware devices and software toolkits. Although ...these development tools are available, using them is still a great challenge, particularly in terms of their usability and their appropriateness to the actual design and research process. We present a three-part approach to supporting interaction designers and researchers in designing, developing, and evaluating novel interaction modalities including multimodal interfaces. First, we present a software architecture that enables the unification of a great variety of very heterogeneous device drivers and special-purpose toolkits in a common interaction library named “Squidy”. Second, we introduce a visual design environment that minimizes the threshold for its usage (ease-of-use) but scales well with increasing complexity (ceiling) by combining the concepts of semantic zooming with visual dataflow programming. Third, we not only support the interactive design and rapid prototyping of multimodal interfaces but also provide advanced development and debugging techniques to improve technical and conceptual solutions. In addition, we offer a test platform for controlled comparative evaluation studies as well as standard logging and analysis techniques for informing the subsequent design iteration. Squidy therefore supports the entire development lifecycle of multimodal interaction design, in both industry and research.
Human beings perceive their surroundings based on sensory information from diverse channels. However, for human–computer interaction we mostly restrict the user on visual perception. In this paper, ...we contribute to the investigation of tactile feedback as an additional perception modality. Therefore, we will first discuss existing user studies and provide a classification scheme for tactile feedback techniques. We will then present and discuss a comparative evaluation study based on the ISO 9241-9 Ergonomic requirements for office work with visual display terminals (VDTs) – Part 9: requirements for non-keyboard input devices, 2000. The 20 participants performed horizontal and vertical one-directional tapping tasks with hand gesture input with and without tactile feedback in front of a large, high-resolution display. In contrast to previous research, we cannot confirm a benefit of tactile feedback on user performance. Our results show no significant effect in terms of throughput (effective index of performance (IPe)) and even a significant higher error rate for horizontal target alignment when using tactile feedback. Based on these results, we suggest that tactile feedback can interfere with other senses in a negative way, resulting in the observed higher error rate for horizontal targets. Therefore, more systematic research is needed to clarify the influencing factors on the usefulness of tactile feedback. Besides these results, we found a significant difference in favor of the horizontal target alignment compared with the vertical one in terms of the effective index of performance (IPe), confirming the work by Dennerlein et al. Force feedback improves performance for steering and combined steering–targeting tasks, in: CHI ’00: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, ACM, New York, NY, USA, 2000, pp. 423–429.
Zoombare Benutzerschnittstellen (ZUIs) sind in der Mensch-Computer Interaktion eine gereifte Idee. Dennoch konnte sich bislang kein “reines” ZUI als Oberflächenkonzept durchsetzen. Was sich aber ...beobachten lässt, ist die Tatsache, dass heutige Tablets und Touch Geräte im allgemeinen sehr viele Facetten von ZUIs aufgreifen und integrieren. In diesem Artikel präsentieren wir mit smartPerform ein zoombares Präsentationstoolkit, welches basierend auf den Forschungsarbeiten an der Universität Konstanz im Zusammenhang mit ZUIs kommerziell entwickelt wurde. Anhand von “bestpractice” Beispielen unserer Kunden zeigen wir das Potential von ZUIs im Zusammenhang mit interaktiven Oberflächen auf, insbesondere auch im Kontext von Distributed-Display Environments.
Zoomable User Interfaces (ZUIs) are a well-established idea for the design of human-computer interfaces. While the vision of a “true” ZUI in its stricter sense has not become reality yet, today’s tablets and touch devices feature many facets of zoomable user interfaces. In this article, we will present smartPerform, a zoomable presentation toolkit which has been commercially developed based on academic research on ZUIs at the University of Konstanz. By illustrating best practices from our customers, we will show that ZUIs are a particularly promising in combination with interactive surfaces and distributed display environments.
Der Beitrag referiert Forschungsstand, Behandlung und Bewertung von standardsprachlich regionalen Aussprachevarianten in der Duden-Grammatik, dem Duden-Aussprachewörterbuch sowie dem ...Aussprachewörterbuch von Siebs. Weiter werden Regionalismen der Standardsprache, an Beispielen aus dem Atlas zur Aussprache des Schriftdeutschen (mit Karten), dargestellt. Abgeschlossen werden die Ausführungen durch einen Vorschlag zur Integration der vorhandenen Forschungsergebnisse in den Unterricht Deutsch als Fremdsprache: „Ausgangssprachenorientierte Lehrnormen”, d.h. Ausrichtung der Lehrnormen an den tatsächlich vorhandenen Ausspracheformen von gebildeten deutschen Sprechern bei gleichzeitiger Berücksichtigung der Fähigkeiten und der bei den Lernern vorhandenen Artikulationsweisen.
Intraoperative imaging in low-grade glioma (LGG) surgery can facilitate residual tumor control and improve surgical outcome. The aim of the study was to evaluate the ideal application and typical ...interactions of intraoperative MRI (iMRI), conventional low-frequency intraoperative ultrasound (cioUS), and high-frequency linear array intraoperative ultrasound (lioUS) to optimize surgical workflow.
Prospectively, we included 11 patients with an LGG. Typical procedural workflow in the iMRI suite was recorded with a compatible software. We took notes of duration, frequency of application, the surgeon's evaluation of image quality, and the respective benefit of lioUS (15 MHz), cioUS (7 MHz), and iMRI (1.5 T). With the help of the workflow software, we meticulously analyzed ∼ 55 hours of surgery.
During the interventions, lioUS was used more often (76.3%) than cioUS (23.7%) and showed a better mean image quality (1 = best to 6 = worst) of 2.08 versus 3.26 with cioUS. The benefit of the lioUS application was rated with an average of 2.27, whereas the cioUS probe only reached a mean value of 3.83. The most common application of lioUS was resection control (42.6%); cioUS was used mainly for orientation (63.2%). Overall, lioUS was used more often and was rated better for both the purposes just described regarding image quality and benefit. Estimated residual tumor based on lioUS alone was lower than the final residual tumor detected with iMRI (7.5% versus 14.5%). The latter technique was rated as the best imaging modality for resection control in all cases followed by lioUS.
We provide proof of principle for workflow assessment in cranial neurosurgery. Although iMRI remains the imaging method of choice, lioUS has shown to be beneficial in a combined setup. Evaluation of lioUS was significantly superior to cioUS in most indications except for subcortical lesions.
Die Mensch & Computer ist eine seit dem Jahr 2001 etablierte, jährlich stattfindende, deutschsprachige Fachtagungsreihe zum Thema interaktive und kooperative Medien. Die Mensch & Computer 2007 steht ...unter dem Motto "Mensch & Computer: Interaktion im Plural". Im Zentrum steht dabei der Mensch, der beim Arbeiten, Lernen und in seiner Freizeit durch Computer und andere Technologie unterstützt wird. In einer Welt, in der sowohl der Mensch als auch die Technik immer mehr vernetzt sind, möchten wir an dieser Tagung speziell die Interaktion zwischen einer Mehrzahl oder Vielzahl von Menschen mit und über eine Mehrzahl oder Vielzahl von Computern in den Vordergrund stellen. Der Band enthält wissenschaftlicher Beiträge, Design-Präsentationen, System- Demonstrationen und Poster zu folgenden Themen: Konzeption und Entwicklung, Evaluation und Experiment, Interaktion, Kooperatives Arbeiten und Kontext, Analyse und Gestaltung multimedialer Systeme, Interaktive Systeme für Kinder, Metaphern, Ontologien und Gestaltung, Navigation und Präsentation, Visualisierung und Darstellung, Entwickler-Werkzeuge, Kooperation und Allgegenwärtigkeit, Lernen, Lehren und Erzählen. Zielgruppen sind Forscher und Praktiker im Bereich Mensch-Maschine-Interaktion aus den Bereichen Informatik, Psychologie, Mediengestaltung, Arbeitswissenschaften, Soziologie und Marketing.