• Title/Summary/Keyword: Cognitive Interface

Search Result 202, Processing Time 0.022 seconds

Metaphor: Interface between the Cognitive View and the Truth-conditional View

  • Yoon, Young-Eun
    • Language and Information
    • /
    • v.8 no.1
    • /
    • pp.163-182
    • /
    • 2004
  • Since metaphor was proposed to be a matter of thought instead of language over two decades ago, the research in this area has made most of its progress by the cognitivists. For the cognitivists represented by Lakoff, metaphor is not a mere poetic or rhetoric device, but is central to our everyday language. Furthermore, according to them, we categorize the world and break it into concepts mainly through metaphors, and truth conditions simply cannot account for metaphor. However, this cognitivists' view has been severely counterattacked by the truth-conditional semanticists. Their main criticism is that the cognitivists do not provide a way to go from our internal representations to the outside world. It is also criticized that the cognitive theory of metaphor as cross-conceptual domain mappings is too broad and general, and that they do not explain why a particular metaphorical expression should be subsumed under one mapping rather than another mapping, i.e., their schemes and structural relations are not predictive. In this context, the purpose of this paper is to propose a model for metaphor interpretation that combines the virtues of the two opposite views of metaphor. Truth-conditional semantics cannot ignore cognitive aspects of language, so-called states of affairs or mental representations, while cognitive theories cannot neglect vigorous representation of meaning with objective reality. This paper will try to present a preliminary outline of this combining model.

  • PDF

ESTIM : A Support System for Task-based Evaluation of User Interface (ESTIM : 사용자 직무지식에 기반한 인터페이스 평가 지원시스템)

  • Ryu, Ho-Gyeong;Yun, Wan-Cheol
    • Journal of the Ergonomics Society of Korea
    • /
    • v.18 no.3
    • /
    • pp.55-72
    • /
    • 1999
  • Evaluation of user interfaces has to be performed in an intuitive and subjective manner by experts especially when the problem comes to the complexity and consistency of sophisticated interface procedures. The manual analysis and evaluation of logical interfaces also tends to be slow and laborious. To make the evaluation more formal and objective, the criteria and the procedure with which the evaluation can proceed must be explicitly prescribed. Furthermore, to make the formal procedure as practical as subjective expert evaluation, the criteria must reflect the user knowledge of the target tasks since the task knowledge plays the role of a basis for users to understand the interface organizations and procedures. This paper describes ESTIM, a support system for task-based evaluation of user interface, that includes the interface evaluation criteria and implies an evaluation procedure. The support system can be used either in an interactive manner by the analyst during the evaluation or in an automatic evaluation mode. It was verified that the result of automatic evaluation by ESTIM matched the results of expert evaluation fairly well.

  • PDF

User Interface Design & Evaluation of Mobile Applications

  • Samrgandi, Najwa
    • International Journal of Computer Science & Network Security
    • /
    • v.21 no.1
    • /
    • pp.55-63
    • /
    • 2021
  • The design functionality put forward by mapping the interactiveness of information. The presentation of such information with the user interface model indicates that the guidelines, concepts, and workflows form the deliverables and milestones for achieving a visualized design, therefore forming the right trend is significant to ensure compliance in terms of changing consideration and applying evaluation in the early stages. It is evidenced that prototype design is guided by improvement specifications, includes modes, and variables that increase improvements. The study presents five user interface testing methods. The testing methods are heuristic evaluation, perspective-based user interface testing, cognitive walkthrough, pluralistic walkthrough, and formal usability inspection. It appears that the five testing methods can be combined and matched to produce reasonable results. At last, the study presents different mobile application designs for student projects besides the evaluation of mobile application designs to consider the user needs and usability.

Developing the Design Guideline of Auditory User Interface for Domestic Appliances (가전제품의 청각 사용자 인터페이스(AUI) 설계를 위한 가이드라인 개발 연구)

  • Lee, Ju-Hwan;Jeon, Myoung-Hoon;Ahn, Jeong-Hee;Han, Kwang-Hee
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02b
    • /
    • pp.1-8
    • /
    • 2006
  • 본 연구는 가전제품의 제품군과 그 기능들에 따라 차별화 가능한 인지적, 감성적 '청각 사용자 인터페이스 디자인 가이드라인(Auditory User Interface Design Guideline)'을 마련하고, 가전제품의 작동기능 정보와 직관적으로 연합 가능한 청각신호(auditory signal)를 제작할 수 있는 지침을 제시하여 GUI 중심의 제품 설계에서 한 차원 확장되고 사용자의 다중감각적 특성이 적용된 디자인 방법을 실무에 적용하고자 하였다. 특히 AUI 에 대한 체계를 확립함으로써 브랜드 정체성(Brand Identity) 및 기업 이미지를 제고할 수 있다는 목적을 함께 고려하였다. 이러한 연구가 필요했던 이유는 가전제품에 대한 소비자의 심적 모형(mental model)과 감성 측면에서의 접근에 대한 요구 때문인데, 이는 AUI 의 체계적 적용이 아닌 임의적 연결(mapping)으로 인한 버저(buzzer) 청각신호의 짜증(annoying) 발생이 빈번한 사례들에서 출발한다. 또한 GUI 의 변화와 수준에 미치지 못하는 AUI 의 업그레이드 필요성과 가전제품에서의 감성 마케팅 경향을 반영하는 의미를 지니고 있다. 이와 함께 멀티미디어 환경의 급속한 확산으로 다중감각적 정보제시(multimodal display)가 요구되는 상황에 걸맞은 시도이다. 본 연구는 특정 가전제품이나 특정 기능이 지니고 있는 인지적, 감성적 차원의 속성을 청각신호(auditory signal)의 다양한 속성들로 유발하는 관계를 추출하고, 이를 형성하는 기본 메커니즘에 대한 경험적 자료를 제시하여, 가전제품의 AUI 디자인에 유용한 가이드라인을 제공하고자 하였다. 그러나 본 논문에서는 연구의 구체적이고 세부적인 결과보다는 전체적인 계획과 진행과정의 절차를 소개하여 관련분야 연구 진행의 참조적 틀을 마련하고자 한다.

  • PDF

Metaverse-Based Personalized Cognitive Activity Support System for Seniors (메타버스 기반 시니어 맞춤형 인지 활동 지원 시스템)

  • Soo-Kyung Moon;Yeon-Jae Oh
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.18 no.6
    • /
    • pp.1363-1370
    • /
    • 2023
  • Globally, the elderly population is increasing, making the primary concern of modern society the healthy aging and welfare and medical facilities for the elderly. However, many seniors experience cognitive decline due to aging, making cognitive activities crucial for them. In this context, a study has developed a cognitive activity support system for the elderly using the metaverse. To achieve this, the characteristics and needs of the elderly were analyzed to design an interface in the metaverse that they can easily use. Additionally, the type and difficulty of cognitive activities were adjusted to engage seniors in a captivating manner. Experimental results showed that the proposed system effectively enhances the cognitive abilities of the elderly. Thus, the personalized metaverse-based cognitive activity support system proposed in this study can be a valuable tool for improving the cognitive abilities of the elderly.

A Study on a Geodesign Interface for Creative Spatial Design (창의적 공간설계를 위한 Geodesign Interface 연구)

  • Lee, Sol-Ji;Kim, Eun-Hyung
    • Journal of Cadastre & Land InformatiX
    • /
    • v.46 no.2
    • /
    • pp.325-340
    • /
    • 2016
  • Geodesign was suggested by Dangermond(2009) as a next paradigm of GIS to be a future basis for spatial planning and design. Ko(2015) also suggested a geodesign methodology that uses spatial information from a landscape designer's perspective. Spatial planning and design fundamentally require creativity and efficiency but Ko's methodology did not include the creativity aspect. To complement the deficiency, this paper expand the research scope to deal with a designer's cognitive limits and to provide better experiences for the landscape designers. An interface was designed to improve the designer's creativity based on interactions that were derived from a script of landscape design. The expanded methodology for both efficiency and creativity is suggested for the interface by analyzing preceding researches. ESRI's GeoPlanner for ArcGIS, as a first geodesign software, is compared to improve the interface in terms of creativity. One of the difficulties as a thesis is that it is not easy to measure the improvement of design creativity physically and quantitatively. This paper tried to eliminate any stumbling block in supporting creativity and to help designers find new orders in design subconsciousness and to reach a new concept. In addition, the interface to express instantaneous design ideas would be a guide to overcome the designer's cognitive limits.

Application of ecological interface design in nuclear power plant (NPP) operator support system

  • Anokhin, Alexey;Ivkin, Alexey;Dorokhovich, Sergey
    • Nuclear Engineering and Technology
    • /
    • v.50 no.4
    • /
    • pp.619-626
    • /
    • 2018
  • Most publications confirm that an ecological interface is a very efficient tool to supporting operators in recognition of complex and unusual situations and in decision-making. The present article describes the experience of implementation of an ecological interface concept for visualization of material balance in a drum separator of RBMK-type NPPs. Functional analysis of the domain area was carried out and revealed main factors and contributors to the balance. The proposed ecological display was designed to facilitate execution of the most complicated cognitive operations, such as comparison, summarizing, prediction, etc. The experimental series carried out at NPPs demonstrated considerable reduction of operators' mental load, time of reaction, and error rate.

Designing Intuitive Spatial Game using Brain Computer Interface (뇌-컴퓨터 인터페이스를 사용한 공간 기반 게임 설계)

  • Kim, Na-Young;Yoo, Won-Dae;Lee, Yong-Il;Chung, Seung-Eun;Han, Moo-Kyoung;Yeo, Woon-Seung
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.1160-1165
    • /
    • 2009
  • User interface design environment has been known to be part of important elements in user experience and play, and its significance of functionalities are growing bigger each year. In present day, use of intuitive user interface design are on demand. Player can expect to get a new experience that they can not get from other exiting or similar form of games. For the better user experience, essential use of intuitive game play is necessary along with its perceptive user interface. This paper describes intuitive game environment design which will enhance user experience with use of brainwave signal for Brain Computer Interface.

  • PDF

A Framework for Designing Closed-loop Hand Gesture Interface Incorporating Compatibility between Human and Monocular Device

  • Lee, Hyun-Soo;Kim, Sang-Ho
    • Journal of the Ergonomics Society of Korea
    • /
    • v.31 no.4
    • /
    • pp.533-540
    • /
    • 2012
  • Objective: This paper targets a framework of a hand gesture based interface design. Background: While a modeling of contact-based interfaces has focused on users' ergonomic interface designs and real-time technologies, an implementation of a contactless interface needs error-free classifications as an essential prior condition. These trends made many research studies concentrate on the designs of feature vectors, learning models and their tests. Even though there have been remarkable advances in this field, the ignorance of ergonomics and users' cognitions result in several problems including a user's uneasy behaviors. Method: In order to incorporate compatibilities considering users' comfortable behaviors and device's classification abilities simultaneously, classification-oriented gestures are extracted using the suggested human-hand model and closed-loop classification procedures. Out of the extracted gestures, the compatibility-oriented gestures are acquired though human's ergonomic and cognitive experiments. Then, the obtained hand gestures are converted into a series of hand behaviors - Handycon - which is mapped into several functions in a mobile device. Results: This Handycon model guarantees users' easy behavior and helps fast understandings as well as the high classification rate. Conclusion and Application: The suggested framework contributes to develop a hand gesture-based contactless interface model considering compatibilities between human and device. The suggested procedures can be applied effectively into other contactless interface designs.

Adaptive Multimodal In-Vehicle Information System for Safe Driving

  • Park, Hye Sun;Kim, Kyong-Ho
    • ETRI Journal
    • /
    • v.37 no.3
    • /
    • pp.626-636
    • /
    • 2015
  • This paper proposes an adaptive multimodal in-vehicle information system for safe driving. The proposed system filters input information based on both the priority assigned to the information and the given driving situation, to effectively manage input information and intelligently provide information to the driver. It then interacts with the driver using an adaptive multimodal interface by considering both the driving workload and the driver's cognitive reaction to the information it provides. It is shown experimentally that the proposed system can promote driver safety and enhance a driver's understanding of the information it provides by filtering the input information. In addition, the system can reduce a driver's workload by selecting an appropriate modality and corresponding level with which to communicate. An analysis of subjective questionnaires regarding the proposed system reveals that more than 85% of the respondents are satisfied with it. The proposed system is expected to provide prioritized information through an easily understood modality.