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Tương tác người máy

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  • Giáo trình Vẽ kỹ thuật ngành may (Nghề: May thời trang - Trung cấp) được biên soạn với mục tiêu nhằm cung cấp cho học sinh, sinh viên những hiểu biết cơ bản về bản vẽ, tạo cho họ năng lực đọc và lập các bản vẽ kỹ thuật, bồi dưỡng và phát triển trí tưởng tượng không gian và tư duy kỹ thuật, đồng thời rèn luyện tác phong làm việc khoa học, chính xác, tỉ mỉ, có ý thức và kỷ luật cao của người lao động. Mời các bạn cùng tham khảo!

    pdf55p lacvuchi 09-09-2022 3 1   Download

  • Lecture Human-computer interaction (3rd) - Chapter 1: The human. This chapter is the first of four in which we introduce some of the ‘foundations’ of HCI. We start with the human, the central character in any discussion of interactive systems. The human, the user, is, after all, the one whom computer systems are designed to assist. The requirements of the user should therefore be our first priority.

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  • Lecture Human-computer interaction (3rd) - Chapter 2: The computer. In order to understand how humans interact with computers, we need to have an understanding of both parties in the interaction. The previous chapter explored aspects of human capabilities and behavior of which we need to be aware in the context of human–computer interaction; this chapter considers the computer and associated input–output devices and investigates how the technology influences the nature of the interaction and style of the interface.

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  • Lecture Human-computer interaction (3rd) - Chapter 3: The interaction. In this chapter, we consider the communication between user and system: the interaction. We will look at some models of interaction that enable us to identify and evaluate components of the interaction, and at the physical, social and organizational issues that provide the context for it. We will also survey some of the different styles of interaction that are used and consider how well they support the user.

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  • Lecture Human-computer interaction (3rd) - Chapter 3: The interaction (extras more about widgets). We have already noted the four key features of the WIMP interface that give it its name – windows, icons, pointers and menus – and we will now describe these in turn. There are also many additional interaction objects and techniques commonly used in WIMP interfaces, some designed for specific purposes and others more general. We will look at buttons, toolbars, palettes and dialog boxes.

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  • In this chapter, we investigate some of the principal historical advances in interactive designs. What is important to notice here is that the techniques and designs mentioned are recognized as major improvements in interaction, though it is sometimes hard to find a consensus for the reason behind the success.

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  • Lecture Human-computer interaction (3rd) - Chapter 4-extra: Paradigms (additional materials). In this chapter, we investigate some of the principal historical advances in interactive designs. What is important to notice here is that the techniques and designs mentioned are recognized as major improvements in interaction, though it is sometimes hard to find a consensus for the reason behind the success. It is even harder to predict ahead what the new paradigms will be.

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  • Lecture Human-computer interaction (3rd) - Chapter 5: Interaction design basics. In this chapter we will think about interaction design. Note that we are not just thinking about the design of interactive systems, but about the interaction itself. An office has just got a new electric stapler.

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  • Lecture Human-computer interaction (3rd) - Chapter 6: HCI in the software process. Software engineering provides a means of understanding the structure of the design process, and that process can be assessed for its effectiveness in interactive system design. Usability engineering promotes the use of explicit criteria to judge the success of a product in terms of its usability. Iterative design practices work to incorporate crucial customer feedback early in the design process to inform critical decisions which affect usability.

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  • Lecture Human-computer interaction (3rd) - Chapter 7: Design rules. This chapter includes contents: Designing for maximum usability is the goal of interactive systems design; Abstract principles offer a way of understanding usability in a more general sense, especially if we can express them within some coherent catalog; Design rules in the form of standards and guidelines provide direction for design, in both general and more concrete terms, in order to enhance the interactive properties of the system.

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  • Lecture Human-computer interaction (3rd) - Chapter 8: Implementation support. In this chapter, we will discuss the programming support that is provided for the implementation of an interactive system. We have spent much effort up to this point considering design and analysis of interactive systems from a relatively abstract perspective.

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  • Lecture Human-computer interaction (3rd) - Chapter 9: Evaluation techniques. This chapter includes contents: Evaluation tests the usability, functionality and acceptability of an interactive system; evaluation may take place; some approaches are based on expert evaluation; some approaches involve users; an evaluation method must be chosen carefully and must be suitable for the job.

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  • Lecture Human-computer interaction (3rd) - Chapter 10: Universal design. This chapter includes contents: Universal design is about designing systems so that they can be used by anyone in any circumstance; Multi-modal systems are those that use more than one human input channel in the interaction; These systems may, for example, use: speech, non, speech sound, touch, handwriting, gestures; Universal design means designing for diversity.

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  • Lecture Human-computer interaction (3rd) - Chapter 11: User support. This chapter includes contents: Users have different requirements for support at different times; user support should be: available but unobtrusive, accurate and robust, consistent and flexible; user support comes in a number of styles: command-based methods, context-sensitive help, tutorial help, online documentation, wizards and assistants, adaptive help.

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  • Lecture Human-computer interaction (3rd) - Chapter 12: Cognitive models. Chapter 12 considers models with psychological or cognitive origins, where the emphasis is on formulating aspects of user behavior such as goal formation and problem solving.

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  • Chapter 13 discusses socio-technical models that attempt to describe the user within a social and organizational context. In this chapter we look in more detail at the socio-organizational context of use and discuss some of the generic issues that can affect the acceptance of technology in organizations. We then look at a number of approaches to modeling the socioorganizational context and the requirements of the stakeholders within it.

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  • Chapter 14 looks at models of collaboration and group interaction. We begin this chapter by looking at human communication. Effective communication clearly underlies much collaborative work and many systems aim to support communication at a distance. Face-to-face communication is often seen as the ideal to which computer-mediated communication should aim.

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  • Task analysis is the process of analyzing the way people perform their jobs: the things they do, the things they act on and the things they need to know. Chapter 15 describes task analysis techniques for determining the relevant actions a user performs in some work domain.

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  • Dialog is the syntactic level of human–computer interaction; it is rather like the script of a play, except the user, and sometimes the computer, has more choices. Chapter 16 is concerned with dialog description techniques used to specify and analyze the communication between user and system.

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  • Chapter 17 describes the use of general mathematical notations used in software engineering to specify and analyze abstract descriptions of interactive systems. In the previous chapter we looked at the specification of dialog. In this chapter we will look at ways of modeling the semantics of an interactive system. The dialog just tells us about what user actions are legal at any point, but here we will be interested in what the user’s actions do to the system.

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