Human computer interaction software engineering




















Also, meet her former student Kyle Rector, now at University of Iowa, who designed software to help people with vision impairments learn yoga. Julie A. Adams Distributed artificial intelligence; robotics; human-machine teaming; human-computer interaction; human-robot interaction.

Martin Erwig Language design and domain-specific languages; functional programming; visual languages; end-user software engineering. Minsuk Kahng Human-centered AI; data visualization; interpretable machine learning; visual analytics for deep learning; human-computer interaction; databases; data mining.

Heather Knight Human-robot interaction; non-verbal machine communications; non-anthropomorphic social robots. Anita Sarma Coordination and collaboration in distributed teams; configuration management systems; software maintenance and evolution; software visualization. Glencora Borradaile Counter-surveillance; human factors in digital security; graph algorithms; computational geometry. Facebook , Instagram , Twitter , Linkedin. About EECS. Life in Corvallis. Our Building.

A Theory of Presentations by D. Duke, M. This paper considers the specification of graphical and multimodal presentations, and develops a theory of presentations that extends the scope of rigorous software development to encompass human factors in the interface. Abstract - Cited by 15 10 self - Add to MetaCart This paper considers the specification of graphical and multimodal presentations, and develops a theory of presentations that extends the scope of rigorous software development to encompass human factors in the interface.

However, it's support for building interactive systems is still acknowledged to be insufficient. In this paper we discuss and identify the major problems using the UML framework for interactiv Abstract - Cited by 12 5 self - Add to MetaCart. In this paper we discuss and identify the major problems using the UML framework for interactive system development, specifically, in what concerns the architectural issues. Here we present a conceptual architectural model that expands the analysis framework of the Unified Process and the UML profile for software development processes.

Our proposal leverages on user-interface domain knowledge, fostering co-evolutionary development of interactive systems and enabling artifact change between software engineering and humancomputer interaction, under the common notation and semantics of the UML. The possibility of communicating with the in direct environment using other devices and observing that same environment allow us to develop ambient intelligent applications which have knowledge of the environment and of the use of these applications.

Despite the support for software development fo Abstract - Cited by 1 1 self - Add to MetaCart The possibility of communicating with the in direct environment using other devices and observing that same environment allow us to develop ambient intelligent applications which have knowledge of the environment and of the use of these applications.

Despite the support for software development for this kind of application, some gaps still exist, making the creation of consistent, usable user interfaces more difficult.

This paper discusses a technique that can be integrated into existing models and architectures and that supports the interface designer in making consistent context-sensitive user interfaces. We present an architecture and methodology that allows context information to be used at two different levels — dialogue and interdialogue levels — and ensures that the consistency of the interface is always maintained in the event of context changes during use of the software.

At the present time, the approaches found in the design of interactive systems use a modular structure, with the aim of achieving a better understanding of reactivity, flexibility, maintainability and reuse at the human-machine interface level.

However, most architecture models are far more concerne Abstract - Cited by 1 1 self - Add to MetaCart At the present time, the approaches found in the design of interactive systems use a modular structure, with the aim of achieving a better understanding of reactivity, flexibility, maintainability and reuse at the human-machine interface level. Visual aesthetics, as discussed in this chapter, refers to the beauty or the pleasing appearance of things.

We discuss t Book chapter. Visual Representation. How can you design computer displays that are as meaningful as possible to human viewers? Answering this question requir Book chapter. Activity Theory. Foreword: Why activity theory? This chapter is about a theory that was developed decades ago. Some of the basic ideas of Book chapter. Wearable Computing. Wearable computing is the study or practice of inventing, designing, building, or using miniature body-borne computation Book chapter.

Card Sorting. Context-Aware Computing. End-User Development. Computer users have rapidly increased in both number and diversity Scaffidi et al They include managers, account Book chapter.

Social Computing. As humans we are fundamentally social creatures. For most people an ordinary day is filled with social interaction. We c Book chapter. Results 1 - 3 of 3. ObjectDays , Alle verwendeten Online- Quellen und Hilfsmittel sind angegeben. Furtwangen, den



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