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1. |
Using ITS to Create an Insurance Industry Application: A Joint Case Study |
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Human–Computer Interaction,
Volume 8,
Issue 4,
1993,
Page 311-336
Stephen J. Boies,
Jacob P. Ukelson,
John D. Gould,
David Anderson,
Matt Babecki,
Jerry Clifford,
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摘要:
In a joint case study, IBM and Continental Insurance evaluated the use of a new software development environment (called ITS) to implement a portion of an important Continental Insurance underwriting application. IBM and Continental's data-processing management jointly concluded that ITS (a) is fairly easy to learn and use; (b) substantially reduces application development time; (c) is capable of doing a range of Continental applications; and (d) produces applications that are easier to maintain over the years as usage patterns, insurance laws, and evolving technology require that these applications be changed.
ISSN:0737-0024
DOI:10.1207/s15327051hci0804_1
出版商:Lawrence Erlbaum Associates, Inc.
年代:1993
数据来源: Taylor
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2. |
Is It Easier to Hop or Walk? Development Issues in Interface Design |
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Human–Computer Interaction,
Volume 8,
Issue 4,
1993,
Page 337-352
Erik F. Strommen,
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PDF (957KB)
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摘要:
Thirty-six 3-year-old children used a Nintendo controller to play a simple video game that required the child to capture both moving and stationary onscreen targets by positioning a Sesame Street character under them, then making the character jump to capture them. Two different forms of character movement were tested: moving in discrete steps ("hopping") and moving in a smooth, continuous motion ("walking"). Targets were the same for both movement types. Results indicated that, although there was no difference between movement types in number of targets successfully captured, continuous movement was significantly more challenging for children, both when positioning the cursor and when trying to capture targets. Results are discussed with reference to possible cognitive factors governing children's game performance, and implications for the design of interactive materials for preschoolers are considered.
ISSN:0737-0024
DOI:10.1207/s15327051hci0804_2
出版商:Lawrence Erlbaum Associates, Inc.
年代:1993
数据来源: Taylor
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3. |
A Cognitive Model for Understanding Graphical Perception |
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Human–Computer Interaction,
Volume 8,
Issue 4,
1993,
Page 353-388
Gerald Lee Lohse,
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PDF (1969KB)
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摘要:
This article describes a computer program, UCIE (Understanding Cognitive Information Engineering) that simulates graphical perception. UCIE predicts response time to answer a question posed to a graphic display from assumptions about the sequence of eye fixations, short-term memory capacity and duration limits, and the degree of difficulty to acquire information in each glance. An empirical study compared actual performance to UCIE predictions over a range of display types and question types. The results yielded some support for the cognitive model. A zero-parameter model explains 37% of the variance in average reaction times (N = 1,128). However, the zero-parameter model only explains about 10% of the individual variation in reaction times across 28 subjects (N = 15,200). Although this is an important start to understand how we interpret visual displays for meaning, additional research is needed to explain individual differences in performance.
ISSN:0737-0024
DOI:10.1207/s15327051hci0804_3
出版商:Lawrence Erlbaum Associates, Inc.
年代:1993
数据来源: Taylor
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4. |
Conversations Over Video Conferences: An Evaluation of the Spoken Aspects of Video-Mediated Communication |
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Human–Computer Interaction,
Volume 8,
Issue 4,
1993,
Page 389-428
Brid O'Conaill,
Steve Whittaker,
Sylvia Wilbur,
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PDF (2130KB)
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摘要:
Recent trends toward telecommuting, mobile work, and wider distribution of the work force, combined with reduced technology costs, have made video communications more attractive as a means of supporting informal remote interaction. In the past, however, video communications have never gained widespread acceptance. Here we identify possible reasons for this by examining how the spoken characteristics of video-mediated communication differ from face-to-face interaction, for a series of real meetings. We evaluate two wide-area systems. One uses readily available Integrated Services Digital Network (ISDN) lines but suffers the limitations of transmission lags, a half-duplex line, and poor quality video. The other uses optical transmission and video-switching technology with negligible delays, full duplex audio, and broadcast quality video. To analyze the effects of video systems on conversation, we begin with a series of conversational characteristics that have been shown to be important in face-to-face interaction. We identify properties of the communication channel in face-to-face interaction that are necessary to support these characteristics, namely, that it has low transmission lags, it is two way, and it uses multiple modalities. We compare these channel properties with those of the two video-conferencing systems and predict how their different channel properties will affect spoken conversation. As expected, when compared with face-to-face interaction, communication using the ISDN system was found to have longer conversational turns; fewer interruptions, overlaps, and backchannels; and increased formality when switching speakers. Communication over the system with broadcast quality audio and video was more similar to face-to-face meetings, although it did not replicate face-to-face interaction. Contrary to our expectations, formal techniques were still used to achieve speaker switching. We suggest that these may be necessary because of the absence of certain speaker-switching cues. The results imply that the advent of high-speed multimedia networking will improve but not remove all the problems of video conferencing as an interpersonal communications tool, and we describe possible solutions to the outstanding problems.
ISSN:0737-0024
DOI:10.1207/s15327051hci0804_4
出版商:Lawrence Erlbaum Associates, Inc.
年代:1993
数据来源: Taylor
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