Browsing by Subject "Interactive computer systems"
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Item A reference architecture for distributed intelligent systems and a preliminary description language for their integration(Texas Tech University, 1993-05) Bird, Shawn DanielArtificial Intelligence and information systems research is just beginning to grapple with the problems of integrating autonomous, intelligent machine and human agents into complex problem-solving systems. These powerful multi-agent collaborative systems are theoretically possible, but conceptual tools for their development are lacking. This research develops a general model of distributed intelligent systems and a layered language for agent interaction in an attempt to provide a foundation for the realization of such conceptual tools. The model provides a basic definition of distributed, asynchronous, intelligent problem-solving systems. The language, which is constructed from temporal and modal logics, provides an axiomatized logical system in which the knowledge, beliefs, and intentions of multiple agents are exchanged. Combined, the language and model provide a reference architecture for the development of, and future research into distributed intelligent systems.Item Animation in user interface design for decision making: a research framework and empirical analysis(Texas Tech University, 1995-12) Gonzalez, CleotildeAnimation is becoming an increasingly popular feature in user interfaces. Animation in infoiTnation displays is expected to influence decision making by facilitating and improving the human and computer interaction (HCI). Unfortunately, the use and effect of animated user interfaces for decision making are unknown. How should animated interfaces be designed to improve decision making performance? Answers to this question are crucial to design effective infoi-mation systems that support decision making. This research provides a new conceptual Animation User Interface Design (AUID) research framework for answering this question. In addition, this research empirically evaluates some of the AUID's propositions. The AUID research framework suggests a definition of animation in HCI, defines animation design goals, and presents an ai'chitecture to illustrate decision making with animated interfaces. This framework proposes that animation may support decision making if its design accounts for the task domain and structure; individual difference factors such as visual imaging abilities and experience; and characteristics of the animated interface such as images, alterations, transitions, timing, and interactivity. To explain possible decision making effects, the AUID framework focuses on theories of visual perception and cognition of successive displays. Several research hypotheses are derived from the propositions of the AUID framework. Primary hypotheses test the relative effects of images (realistic and abstract), transitions (gradual and abrupt), and interactivity (parallel and sequential) in two different decision making domains. Secondary hypotheses test the interaction between the animation interface design elements, the task domain, and the individual difference factors. A laboratory experiment was conducted to investigate these hypotheses. The results show that decision making performance in animated interfaces is highly contingent on the properties of the animation user interface such as image type, transition smoothness, and interactivity style as well as sensitive to the task domain. In sum, this reseai-ch suggests that a human information processing approach to design animated interfaces is a powerful one for supporting decision making. To be an effective decision support tool, animation must be smooth, simple, interactive, and explicitly account for the appropriateness of the user's mental model of the task.Item Data entry methods for graphics(Texas Tech University, 1985-12) Kwan, Edward Sek-leungIn 1984, the Graphical Kernel System (GKS) became the first international standard for graphics systems. The GKS is a graphics standard developed by the German Institute for Standardization (DIN). It is a set of graphics primitives which allow users to write interactive computer graphics application programs. It has six logical input devices, four output primitives, segmentation, multiple workstations, and metafiles for both input and output. Each logical input device can operate under Request, Sample, and Event modes. This thesis discusses the logical input devices of the GKS standard, together with the Request, Sample, and Event modes of data entry. The thesis also compares GKS with the CORE graphics standard, which was developed by the ACM SIGGRAPH Graphics Standard Planning Committee (GSPC). Finally, the thesis demonstrates the feasibility of implementing the different GKS modes of input on a microcomputer system.Item Developing menus for use in auditory interfaces(Texas Tech University, 1991-05) Miller, Marta A.Menus are a common device found in computer interfaces used for presenting alternatives to computer users. Considerable research has addressed the uses of menus as part of Visual Display Terminals (VDTs). Menus on VDTs are advantageous, especially for novice computer users, because (1) menus are easy to learn and use; and (2) menus reduce the memory demands placed on the user by presenting possible options eliminating the need to commit the options to memory. The past popularity of menus in VDT interfaces is currently leading to the use of them in other interfaces. One such interface is the auditory interface. Technology is such that information can be accessed on computers via telephone. Users can "talk" to the computer to gain access to information and services. The computers respond using digitized or synthesized speech output. Applications of such services include credit card information services, banking services, and database inquiry. While these applications are on the increase, there is essentially no literature suggesting the best course for designing such interface. Menus, as interface tools, are included in this area which lacks research and design guidelines suggesting investigation into these issues.Item Development of real-time haptic application(Texas Tech University, 2000-05) Vahora, Farida ShirajThis on going research focuses on developing a PC/NT based realtime, virtual reality haptic application. Our main goal is to resolve the critical real-time issues required to develop a stable haptic application. Critical real-time issues addressed include: (1) interprocess communication, (2) synchronization of haptic and graphics interface and (3) finding application size limits for achieving high haptic rendering rates with stable haptic interactions. We are using a breast biopsy simulator prototype as an example to show the viability of developing such a system. This system monitors and indirectly guides the surgeon's movements by providing high fidelity visual and force feedback cues as the area of surgical interest is approachedItem Machiavellianism and computer-mediated communication: an experiment in the software psychology of terminal to terminal communication(Texas Tech University, 1988-05) Weimer, JonThe tide of computer technology has brought with it a new era of communications. The age of computer-linked communications is upon us, and yet the field of human factors has failed to overcome technological inertia to meet this change. The field of software psychology studies human performance in computer and information systems. The effects of personality on performance in computer systems is a "hot" topic in software psychology as is computer-mediated communication. A study was proposed to examine the influence of Machiavellian tendencies on the solution of a problem discussed via computer-mediated communications or faceto- face communications. Groups which communicated via computer took significantly longer to solve the problem than did groups in which communication was face-to-face. Groups in which the manipulator was low Mach and the target was high Mach took the longest time. When the dependent measure was the amount of influence, rather than time, mode proved to be the primary factor—individuals v;ere more easily influenced face-to-face. Quality of the end product and the amount of influence exerted by the target were not found to be affected. Implications for this research and future research are discussed.Item The effects of dynamic content and interactive screen design on the engagement of learners in a college Web-based computer history lesson(Texas Tech University, 2000-08) Burleson, Kathy JoannThe World Wide Web (the Web) presents a unique challenge to instructional designers of web-based courses. This study examined if the design of an instructional web page affects instruction by keeping the user engaged on the site. The elements examined were text-based content and screen design. Information Processing Theory informs this study using cognitive strategies to affect the transfer of information from short-term memory to long-term memory. Research on text-based content has created debate concerning whether or not the inclusion of interesting text assists or hinders learning (Gamer, Alexander, Gillingham, Kuhkowich, & Brown, 1991; Gamer, Brown, Sanders, & Menke, 1992; Gamer & Gilhngham, 1991; Gamer, Gilhngham, & White, 1988, Goetz & Sadoski, 1995; Hidi & Bau-d, 1988; Sadoski, Goetz, & Fritz, 1993; Schraw, 1998, Wade, 1992). Screen design gains attention, organizes information, and informs with visual imagery. Two distinctly different screen designs developed for this study premised on Modernist and Postmodernist diametrically opposed aesthetic views. The research design for this study was a randomized block factorial design with each factor (content and aesthetics) consisting of two levels and a block for gender. The dependent variables were the end of lesson quiz, navigation (files accessed), and the time onsite (time spent within the Web site). Mukivariate Analysis of Covariance (MANCOVA) was appropriate due to the use of two factors and three dependent variables (Kirk, 1995). The data analysis revealed no significant difference in the scores of the quiz administered at the end of the lesson. However, there was a significant difference in the content factor of the treatments on the dependent variable of time onsite, specifically seconds spent per page. According to prior studies on the inclusion of interesting text elements, users spend more time reading when content interest is included (Gamer et al., 1988, 1991, 1992; Gamer & Gillingham, 1991; Hidi & Baird, 1983, 1986; Wade & Adams, 1990; Wade, Schraw, Buxton, & Hayes, 1993). This could explain the difference m the seconds spent per page between the two levels of content. Studies on navigation within a hypermedia environment have shown users typically become lost (Grabmger, 1996; Hannafin, 1984; Hannafin, Hannafin, Hooper, Rieber, & Kini, 1996; Jonassen, 1996; Jonassen & Hannafin, 1987; Winn & Snyder, 1996). However, in this study the data collected revealed all users' were successful in navigating the Web-based lesson. The lack of a significant difference m the total time spent within the Web-based lesson indicates no user became lost within the hypermedia environment. This study indicates that in order to understand the impact of screen design aesthetics and varying levels of content elaborations on learner retention, further research is necessary m the area of instructional design for the Web. User's navigational path preferences and prior background knowledge are two additional factors that need further investigation to develop effective Web-based lessons.