Investigating Agreement Among HCI Researchers About Human–Computer Interaction in CMMI-DEV Model: A Case Study

2020 ◽  
Vol 32 (1) ◽  
pp. 81-100
Author(s):  
Taisa Guidini Gonçalves ◽  
Pierre Loslever ◽  
Káthia Marçal de Oliveira ◽  
Christophe Kolski

Abstract Do human–computer interaction (HCI) researchers agree about which HCI approaches should be used in the development of an interactive system? To address this question, we performed a study based on the engineering process areas (requirements development, technical solution, product integration, verification and validation) of the CMMI-DEV (Capability Maturity Model Integration for Development), a software engineering model commonly used in the industry. To carry out this study, a literature review was performed, a specific instrument was designed based on CMMI-DEV and interviews with 20 researchers from the HCI domain were conducted. Analyzing the interview data with monovariate and multivariate statistical approach (Multiple Correspondence Analysis - MCA), we find the greatest agreement occurred among researchers for HCI approaches that support verification and validation phases and the use of functional prototypes in some activities of the last phases of software development (technical solution and product integration). However, we identified lack of agreement among researchers regarding requirements development activities.

Author(s):  
Daniela Fogli ◽  
Andrea Marcante ◽  
Piero Mussio

In this chapter it is recognized that the knowledge relevant to the design of an interactive system is distributed among several stakeholders: domain experts, software engineers and Human-Computer Interaction experts. Hence, the design of an interactive system is a multi-facet activity requiring the collaboration of experts from these communities. Each community describes an interactive system through visual sentences of a Visual Language (VL). A first VL allows domain experts to reason on the system usage in their specific activities. A second VL, the State-Chart language, is used to specify the system behaviour for software engineers purposes. A communication gap exists among the two communities, in that domain experts do not understand software engineers jargon and vice versa. To overcome this gap, a third VL permits Human-Computer Interaction experts to translate the user view of the system embedded in their Visual Language into a specification in the software engineering Visual Language.


2021 ◽  
Vol 11 (6) ◽  
pp. 2695
Author(s):  
George E. Raptis ◽  
Giannis Kavvetsos ◽  
Christina Katsini

Cultural heritage is a challenging domain of application for novel interactive technologies, where varying aspects in the way that cultural assets are delivered play a major role in enhancing the visitor experience, either onsite or online. Technology-supported natural human–computer interaction that is based on multimodalities is a key factor in enabling wider and enriched access to cultural heritage assets. In this paper, we present the design and evaluation of an interactive system that aims to support visitors towards a better understanding of art contexts through the use of a multimodal interface, based on visual and audio interactions. The results of the evaluation study shed light on the dimensions of evoking natural interactions within cultural heritage environments, using micro-narratives for self-exploration and understanding of cultural content, and the intersection between human–computer interaction and artificial intelligence within cultural heritage. We expect our findings to provide useful insights for practitioners and researchers of the broad human–computer interaction and cultural heritage communities on designing and evaluating multimodal interfaces to better support visitor experiences.


2021 ◽  
pp. 1-32
Author(s):  
Simone Dornelas Costa ◽  
Monalessa Perini Barcellos ◽  
Ricardo de Almeida Falbo

Human–Computer Interaction (HCI) is a multidisciplinary area that involves a diverse body of knowledge and a complex landscape of concepts, which can lead to semantic problems, hampering communication and knowledge transfer. Ontologies have been successfully used to solve semantics and knowledge-related problems in several domains. This paper presents a systematic literature review that investigated the use of ontologies in the HCI domain. The main goal was to find out how HCI ontologies have been used and developed. 35 ontologies were identified. As a result, we noticed that they cover different HCI aspects, such as user interface, interaction phenomenon, pervasive computing, user modeling / profile, HCI design, interaction experience and adaptive interactive system. Although there are overlaps, we did not identify reuse among the 35 analyzed ontologies. The ontologies have been used mainly to support knowledge representation and reasoning. Although ontologies have been used in HCI for more than 25 years, their use became more frequent in the last decade, when ontologies address a higher number of HCI aspects and are represented as both conceptual and computational models. Concerning how ontologies have been developed, we noticed that some good practices of ontology engineering have not been followed. Considering that the quality of an ontology directly influences the quality of the solution built based on it, we believe that there is an opportunity for HCI and ontology engineering professionals to get closer to build better and more effective ontologies, as well as ontology-based solutions.


Author(s):  
Edgardo Palza Vargas

We aim to improve quality in software engineering projects by introducing Verification and Validation (V&V) best practices in terms of process, artifacts, and quality performance indicators. We present a Quality Measurement Management Tool (QMT) in order to support quality activities and process. This tool is based on a measurement meta-model repository for collecting, storing, analyzing and reporting measurement data. It is important to note that the proposed QMT supports the IEEE Standard 1012 for Software Verification and Validation (management, acquisition, supply, development, operation, and maintenance), as well as measurement information needs to Capability Maturity Model Integration (CMMI) processes and products requirements. Our repository is generic, flexible, and integrated, supporting a dynamic measurement system. It was originally designed to support Ericsson Research Canada’s business information needs.


1983 ◽  
Vol 27 (10) ◽  
pp. 854-854
Author(s):  
Patricia R. Hawkins

This presentation will describe the process by which the interface was designed for an information system that's accessed by means of an address. An address-indexed system is used when service is being established for a specific address and there is no account number to use to access records associated with the address. It is necessary to verify that the address is accurate and to know what service or facilities already exist there. The system I'm going to describe is for the telephone company but it could as easily serve the needs of any company or organization which provides service and equipment at specific addresses such as the gas company, cable television company, or a municipal government. The design of this system posed some special human-computer interaction problems. Access to records by means of an address is not as straightforward as access by means of an account number or even a customer name. Addresses are highly variable. In some communities the same street may be known by more than one name and both may be acceptable to the Post Office. In rural areas there are frequently no house numbers and often there are not even street names. One approach to handling address variability is to provide prompting and to design a highly interactive system. Another approach is to create some type of standardization and attempt to impose it on your users. Our design provides both and both will be described. Naturally, the interface had to be designed within a set of constraints. The system was to be on a single centralized large mainframe computer. It would be used by service representatives who would be talking to customers on the telephone at the same time they were accessing the system. We needed fast response time. During busy hours during peak periods of the month there might be thousands of service representatives accessing the system at the same time. There are many components of end user response time. Transaction volume is one of them. This meant that in designing this interactive system we had to keep the number of transactions down, that is, minimize the number of interactions. This presentation will describe how these problems have been resolved in the five years that this system has been evolving. Examples of the challenges and oddities we've encountered will be drawn from our experiences in mechanizing rural addresses and multi-family residences. The process described includes some prototyping, experimentation where possible, and a lot of trial and error with frequent field evaluations. The process also includes a lot of teamwork between the software designers and the human factors designers.


Author(s):  
Lauren L. Beghini ◽  
Patricia D. Hough

The process of establishing credibility in computational model predictions via verification and validation (V&V) encompasses a wide range of activities. Those activities are focused on collecting evidence that the model is adequate for the intended application and that the errors and uncertainties are quantified. In this work, we use the predictive capability maturity model (PCMM) as an organizing framework for evidence collection activities and summarizing our credibility assessment. We discuss our approaches to sensitivity analysis, model calibration, model validation, and uncertainty quantification and how they support our assessments in the solution verification, model validation, and uncertainty quantification elements of the PCMM. For completeness, we also include some limited assessment discussion for the remaining PCMM elements. Because the computational cost of performing V&V and the ensuing predictive calculations is substantial, we include discussion of our approach to addressing computational resource considerations, primarily through the use of response surface surrogates and multiple mesh fidelities.


Author(s):  
Yifan Fang ◽  
Zhong Chen ◽  
Lei Yu ◽  
Shumin Fei

In the human–computer interaction field, a contactless interaction with large screens through gestures is very representative, and the recognition and filtering of gesture images are very important tasks. Aiming at solving the problems of interference and positioning drift of three-dimensional lidar sensors, this article proposes a contactless interactive control system based on switching filtering algorithm, which selects the Butterworth filtering and the modified strong tracking Kalman filter to be used in the filtering process. The proposed interactive system extracts and optimizes user gestures, maps the gestures to the screen, simulates mouse operations, and enables operations such as selection, sliding, zooming in and out, and others. This switching filtering algorithm effectively solves the accuracy problem of a single filtering algorithm and the rapidity of complex filtering algorithms in the signal processing step, and greatly improves the interaction accuracy without sacrificing too much processing time. The experimental results show that by applying the proposed switching filtering algorithm to a contactless human–computer interaction system, the system can achieve smooth gesture interaction. The proposed system can perform real-time interaction with multiple people, which fully verifies the effectiveness and superiority of the proposed algorithm.


2020 ◽  
Vol 25 (1) ◽  
pp. 89-105
Author(s):  
George Meikle

ScreenPlay is a unique interactive computer music system (ICMS) that draws upon various computational styles from within the field of human–computer interaction (HCI) in music, allowing it to transcend the socially contextual boundaries that separate different approaches to ICMS design and implementation, as well as the overarching spheres of experimental/academic and popular electronic musics. A key aspect of ScreenPlay’s design in achieving this is the novel inclusion of topic theory, which also enables ScreenPlay to bridge a gap spanning both time and genre between Classical/Romantic era music and contemporary electronic music; providing new and creative insights into the subject of topic theory and its potential for reappropriation within the sonic arts.


Author(s):  
Edgardo Palza Vargas

We aim to improve quality in software engineering projects by introducing Verification and Validation (V&V) best practices in terms of process, artifacts, and quality performance indicators. We present a Quality Measurement Management Tool (QMT) in order to support quality activities and process. This tool is based on a measurement meta-model repository for collecting, storing, analyzing and reporting measurement data. It is important to note that the proposed QMT supports the IEEE Standard 1012 for Software Verification and Validation (management, acquisition, supply, development, operation, and maintenance), as well as measurement information needs to Capability Maturity Model Integration (CMMI) processes and products requirements. Our repository is generic, flexible, and integrated, supporting a dynamic measurement system. It was originally designed to support Ericsson Research Canada’s business information needs.


2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Di Lei ◽  
Sae-Hoon Kim

Wireless virtual reality integrated multidisciplinary technology, combined with related industries and fields, has changed the way of human-computer interaction and opened up a new field of user experience. In recent years, with the rapid improvement of computer technology and hardware conditions, interactive technology has developed rapidly. The existing wireless virtual reality interactive system is too single and cannot be used in multiple environments. The original system requires a large number of sensor equipment, the cost is high, and the traditional perception technology is too restrictive and cannot realize human-computer interaction more naturally. This paper proposes a dual intention perception algorithm based on the fusion of touch (obtained by experimental simulation equipment), hearing, and vision. The algorithm can perceive the user’s operation intention through the user’s natural behavior and can identify the user’s two intentions at the same time. This paper proposes a navigational interactive mode, which provides users with multimodal intelligent navigation through intelligent perception of user intent and experimental progress. We determine the impact model of the interactive system effect evaluation and analyze its effect evaluation strategy in depth and then further quantify the indicators under the four effect dimensions of information perception, artistic reflection, social entertainment, and aesthetic experience. A combination of qualitative and quantitative methods was used to carry out relevant research on effect evaluation, usability test, and questionnaire interview. The experimental results show that this interactive system has better entertainment effects than other forms of film and television animation, but still needs to pay attention to and strengthen the construction and embodiment of film and television animation content, as well as the optimization and perfection of the fault-tolerant mechanism in the design process.


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