人机交互论文中英对照.doc

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An Agenda for Human-Computer Interaction Research:Interaction Styles INTRODUCTIONThe bottleneck in improving the usefulness of interactive systems increasingly lies not in performing the processing task itself but in communicating requests and results between the system and its user. The best leverage for progress in this area therefore now lies at the user interface, rather than the system internals. Faster, more natural, and more convenient means for users and computers to exchange information are needed. On the user*s side, interactive system technology is constrained by the nature of human communication organs and abilities; on the computer side, it is constrained only by input/output devices and methods that we can invent. The challenge before us is to design new devices and types of dialogues that better fit and exploit the communication-relevant characteristics of humans.The problem of human-computer interaction can be viewed as two powerful information processors (human and computer) attempting to communicate with each other via a narrow-bandwidth, highly constrained interface • Research in this area attempts to increase the useful bandwidth across that interface. Faster, morenatural—and particularly less sequential, more parallel—modes of user-computer communication will help remove this bottleneck.一项研究议程人机交互:交互方式 简介日益改善的障碍交互系统的有 用性在于在执行请求不予处理任务 本身,而是在沟通和结果之间的系统 和它的用户。在这方面取得进展的 最好的杠杆 因此,现在就是在用户界 面,而不是系统内部。 更快,更便 捷的方式为用户和计算机然,更多 的交流信息是必要的。在用户的身 边,互动系统技术是受制于人际交往 能力的性质,机关和;在电脑旁,这是 浓度,紧张只有输入/输出设备和方 法,我们可以发明。 我们而临的挑 战我们面前的是设计新的设备和对 话,更好地适合种和利用有关特点人 类通讯的。这种相互作用问题人机可以被 看作是两个强大的信息处理器(人机) 企图相互沟通其他通过一个窄带宽, 高约束接口。 研究这方面的尝试, 以增加在该接口的有用带宽。更快, 更自然-特别少的顺序,更多的并行- 计算机模式的用户通信将有助于消 除这个瓶颈。Current technology has been stronger in the computer-to-user direction ( output devices in computer science terms, which we will use hereinafter, but input devices in psychological terms) thanuser-to-computer, so user-computer dialogues are typically one-sided, with the bandwidth from the computer to the user far greater than that from user to computer. We are especially interested in input media that can help redress this imbalance by obtaining data from the user conveniently and rapidly. Input is a neglected field relative to output, particularly considering the great strides made in computer graphics, but for that reason it is also an area that provides the greatest opportunity for research and progress. Interestingly, however, input is the source of perhaps the single biggest success story for theoretically-based research in HCI—the mouse.A basic research program in interactive systems provides the opportunity to go beyond the immediate concerns of developing the user interface for each particular new system and allows the study of HCI problems that pervade many future systems, and thus such research can have far greater leverage in the long run. The relationship between basic research and application development in this area ideally forms a c。省略部分。 application and the interaction devices. For example a standard DataGlove has 16 degrees of freedom, each of which can be sampled up to 60 times per second. In addition, the user may typically operate several input or output devices simultaneously. These interfaces thus require large amounts of input and output bandwidth, which leads to a need for devoting significant hardware resources to processing high bit rates of data as well as to data reduction and recognition algorithms needed to handle voluminous, but imprecise inputs.New interface styles will also be characterized by devices that are more closely matched to the user's characteristics than the computer's. Rather than training a user to operate a keyboard, he might be allowed to use his existing, natural communicative abilities (such as gesture, speech, handwriting, or even eye movements), while the computer will be programmed to perceive the usefs actions and interpret them in a way meaningful to the dialogue ・ This interpretation will require an increasing amount of processing power devoted to user interaction as well as techniques for这些接口更高度的互动比他们的前 辈。也就是说,他们为了避免限制 用户的输入设置有效的,无论什么状 态中请所在,这是更重要的,仅仅移 动到一个不太方式互动风格:一指挥 基地的词汇什么可以被认为是增加明 显性他们还通常有两个基本应用和交 互设备。 例如,一个标准的数据手 套有16度口由,每一个都可以进行采 样多达60次的市盈率。此外,用户 可以一般工作几个输入或输出设备的 同时。 这些接口,因此需要一个大 量的输入和输出的带宽,从血导致 资源需要投入大量的破件来处理高 比特率数据作为以及数据压缩与识别 算法,需要处理大量的,但不精确的 投入。新的界面风格特点也将更加密切 设备匹配比计算机的用户的特性。 而不是一个用户培训操作键盘,他可 能被允许使用他现有的,口然的交际 技能(比如手势,语音,手写,甚至 眼球运动),而计算机将被编程来感 知用户的操作和解释他们在这样有意 义的对话。这个解释将需要越来越 多致力于互动的处理能力以及技术处 理用户“投入、概率” 不同于传统 的鼠标和键盘,输入/输出设备用于或 手势识别这些接口,如语音,可能会 产生一个可能性导体而不是用户输入 单令牌一。新兴笔式和基于语音的 接口共亨品质其屮的一些,但他们仍 然基本的命令的。handling "probabilistic inputs.nUnlike traditional mice and keyboards, the input/output devices used in these interfaces, such as speech or gesture recognizers, may produce a probability vector rather than a single token for a user input. Emerging pen-based and speech-based interfaces share some of these qualities, though they are still fundamentally command-based.The new interface styles also place stringent requirements on real-time response to the users actions. For example, with a head-mounted display, there must be very little delay between the time when the user moves his or her head and a new set of images is generated or the illusion of interacting with a real physical environment will be lost. Better support for the management of time within the user i n terface specificati on and i ts implementation will thus be another requirement of these new interfaces. The traditional approaches to real-time computing used in the operating systems and embedded systems communities are not powerful enough to solve the general problem of developing elegant, real-time interfaces for arbitrary applications.新的界面风格也发生响应时间上 的严格要求实吋到用户的行动。 例 如,对于一个头戴式显示器,必须有 非常之间的吋间延迟少,出用户移动 他或她的头,一组新的图像或环境产 生错觉与物理相互作用的真正意愿 丢失。 为更好地支持吋间管理范 内的用户界面规范及其实施将因此而 另一个新的要求,这些接口。 传统 的方法來实时计算屮使用的操作系统 和嵌入式系统的社区没有强大到足以 解决发展屮国家的一般问题吋任意应 用程序接口,优雅,真实的任意的一 个界面应用程序。 关 键 词: 中英对照 人机交互 论文

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