Auflistung Künstliche Intelligenz 26(2) - Mai 2012 nach Erscheinungsdatum
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- ZeitschriftenartikelTask-based User-System Interaction(KI - Künstliche Intelligenz: Vol. 26, No. 2, 2012) Humayoun, Shah Rukh; Poggi, Antonella; Catarci, Tiziana; Dix, AlanIn current electronic environments, the ever-increasing amount of personal information, means that users focus more on managing their information rather than using it to accomplish their objectives. To overcome this problem, a user task-based interactive environment is needed to help users focus on tasks they wish to perform rather than spending more time on managing their personal information. In this paper, we present parts of our on-going work on task-based user-system interaction, which highlights the need for a shift from an information-centric to a task-centric environment. More precisely, we look into issues relating to modeling user tasks that arise when users interact with the environment to fulfill their goals through these sets of tasks.
- ZeitschriftenartikelYorick Wilks (ed.): “Close Engagements with Artificial Companions” (2010)(KI - Künstliche Intelligenz: Vol. 26, No. 2, 2012) Yaghoubzadeh, Ramin
- ZeitschriftenartikelInterview with Alan Kay(KI - Künstliche Intelligenz: Vol. 26, No. 2, 2012) Ebert, Achim; Gershon, Nahum D.
- ZeitschriftenartikelSpecial Issue on Human-Computer Interaction(KI - Künstliche Intelligenz: Vol. 26, No. 2, 2012) Ebert, Achim
- ZeitschriftenartikelQuestion/Answering Systems(KI - Künstliche Intelligenz: Vol. 26, No. 2, 2012) Visser, Ubbo
- ZeitschriftenartikelDesigning for a Moving Target(KI - Künstliche Intelligenz: Vol. 26, No. 2, 2012) Veer, Gerrit C.User centered design is a relatively young design approach. Over the years, user centered design changed its scope. However, the concept of usability does not just expand by broadening the view on ease of use and learning. Experience is added in the nineties and in 2006 we find Apple suggest its iPod users to “Enjoy Uncertainty.” The history of user centered design (or human-computer interaction, or cognitive ergonomics) shows the development of the design approach as a movement in different dimensions: from the reign of functionality to attention to individual users in context;from user control to experience and entertainment; andfrom a culturally defined cost-benefit goal to perspective on a multitude of design cultures and cultures of use.
- ZeitschriftenartikelIncorporating Usability Evaluation in Software Development Environments(KI - Künstliche Intelligenz: Vol. 26, No. 2, 2012) Humayoun, Shah RukhWe propose a way to define and automate user and usability evaluation from within the integrated development environment (IDE). Specifically, for the automatic analysis of usability issues and functionality problems, we provide a framework for conducting evaluation experiments using TaMoGolog-based formal task models. This approach enables the software development team to automatically collect and analyze users and system activities and behavior for recognizing usability issues and functionality problems in an efficient and effective way. The developed tools, UEMan and TaMUlator, provide the realization of the proposed approach and framework at the IDE level.
- ZeitschriftenartikelVisual Versus Verbal Location Information on the iPhone(KI - Künstliche Intelligenz: Vol. 26, No. 2, 2012) Juhasz, Orsolya Emoke; Tenbrink, Thora; Grüter, BarbaraMobile games become more and more embedded in our everyday lives. In this industry, particular types of spatial information are often given predominantly by visual means, while verbal and other sensorial feedback (vibration) are used for additional or different information. Since this may provide an obstacle for some users in some contexts, exploring other ways of conveying equivalent location information may facilitate the development of successful and engaging future mobile games. This paper focuses on how the same location information, given either visually or verbally, affects player performance within a mobile game. We present an explorative study using a simple, location-based game on the iPhone, testing users’ reactions to the two types of spatial information. The results, which reflect a high amount of individual variation but no negative effects on performance, are discussed by opening up the space of possibilities for future designs.
- ZeitschriftenartikelKünstliche und natürliche Intelligenz(KI - Künstliche Intelligenz: Vol. 26, No. 2, 2012) Frintrop, S.
- ZeitschriftenartikelNews(KI - Künstliche Intelligenz: Vol. 26, No. 2, 2012)