Leonard Adelman, Cedric Yeo, and Sheryl L. Miller
- Published in print:
- 2009
- Published Online:
- March 2012
- ISBN:
- 9780195374827
- eISBN:
- 9780199847693
- Item type:
- chapter
- Publisher:
- Oxford University Press
- DOI:
- 10.1093/acprof:oso/9780195374827.003.0005
- Subject:
- Psychology, Cognitive Psychology
This chapter provides an explanation regarding team decision accuracy that appeared to decline regardless of the type of human-computer interface used, as time pressure increased. This can be done by ...
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This chapter provides an explanation regarding team decision accuracy that appeared to decline regardless of the type of human-computer interface used, as time pressure increased. This can be done by using a Brunswikian theory of team decision making and the lens model equation (LME). The chapter also presents some relevant theoretical concepts; it then describes the experiment and new analyses. The final section discusses the strength and limitations of the research. The effectiveness of different human-computer interfaces was studied under increasing levels of time pressure. It is shown that the Brunswikian multilevel theory, as operationally defined by the LME and path modeling, displayed that the decrease in leader achievement with increasing time pressure (tempo) was caused by a breakdown in the flow of information among team members. Results also revealed that this research exhibits how Brunswikian theory and the LME can be used to study the effect of computer displays on team (or individual) decision making.Less
This chapter provides an explanation regarding team decision accuracy that appeared to decline regardless of the type of human-computer interface used, as time pressure increased. This can be done by using a Brunswikian theory of team decision making and the lens model equation (LME). The chapter also presents some relevant theoretical concepts; it then describes the experiment and new analyses. The final section discusses the strength and limitations of the research. The effectiveness of different human-computer interfaces was studied under increasing levels of time pressure. It is shown that the Brunswikian multilevel theory, as operationally defined by the LME and path modeling, displayed that the decrease in leader achievement with increasing time pressure (tempo) was caused by a breakdown in the flow of information among team members. Results also revealed that this research exhibits how Brunswikian theory and the LME can be used to study the effect of computer displays on team (or individual) decision making.
Hiroshi Ishii and Adolfo Plasencia
- Published in print:
- 2017
- Published Online:
- January 2018
- ISBN:
- 9780262036016
- eISBN:
- 9780262339308
- Item type:
- chapter
- Publisher:
- The MIT Press
- DOI:
- 10.7551/mitpress/9780262036016.003.0011
- Subject:
- Society and Culture, Technology and Society
Hiroshi Ishii conducts research in the MIT Media Lab in two principal areas: the field of Human-Computer Interactions, and the field of interface design linking human beings, digital information and ...
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Hiroshi Ishii conducts research in the MIT Media Lab in two principal areas: the field of Human-Computer Interactions, and the field of interface design linking human beings, digital information and the environment. In this dialogue, Hiroshi describes two of the basic concepts of the Media Lab: the first is to achieve ‘tangible bits’ in human-computer interaction, and the second concerns ‘affordance’, which refers to the possibility of an action on an object or environment, in particular, those of which we are aware. He also explains how they create ‘digitally augmented objects’ to improve our understanding and knowledge of objects and their immediate environment. Hiroshi later reflects on the difficulties of developing natural language interfaces, and whether ‘things can think’—he is co-director of Things That Think. He also discusses breakthroughs with his ‘radical atoms’ vision of developing materials that have a shape and appearance which can be digitally transformed to make them as reconfigurable as pixels on a screen. Finally, he outlines some of his projects, such as eg. one related to the use of kinetic memory, the ability to ‘record and playback physical motion’.Less
Hiroshi Ishii conducts research in the MIT Media Lab in two principal areas: the field of Human-Computer Interactions, and the field of interface design linking human beings, digital information and the environment. In this dialogue, Hiroshi describes two of the basic concepts of the Media Lab: the first is to achieve ‘tangible bits’ in human-computer interaction, and the second concerns ‘affordance’, which refers to the possibility of an action on an object or environment, in particular, those of which we are aware. He also explains how they create ‘digitally augmented objects’ to improve our understanding and knowledge of objects and their immediate environment. Hiroshi later reflects on the difficulties of developing natural language interfaces, and whether ‘things can think’—he is co-director of Things That Think. He also discusses breakthroughs with his ‘radical atoms’ vision of developing materials that have a shape and appearance which can be digitally transformed to make them as reconfigurable as pixels on a screen. Finally, he outlines some of his projects, such as eg. one related to the use of kinetic memory, the ability to ‘record and playback physical motion’.
- Published in print:
- 2013
- Published Online:
- June 2013
- ISBN:
- 9780804783859
- eISBN:
- 9780804784924
- Item type:
- chapter
- Publisher:
- Stanford University Press
- DOI:
- 10.11126/stanford/9780804783859.003.0009
- Subject:
- Business and Management, Innovation
This chapter examines a broad number of electronics-related technologies such as displays, wireline and mobile telecommunication systems, the Internet and online services, and human–computer ...
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This chapter examines a broad number of electronics-related technologies such as displays, wireline and mobile telecommunication systems, the Internet and online services, and human–computer interfaces. It demonstrates that performance and cost for systems and their key components can be used to analyze when these technologies might become technically and economically feasible.Less
This chapter examines a broad number of electronics-related technologies such as displays, wireline and mobile telecommunication systems, the Internet and online services, and human–computer interfaces. It demonstrates that performance and cost for systems and their key components can be used to analyze when these technologies might become technically and economically feasible.
Cristobal Curio, Heinrich H. Bulthoff, and Martin A. Giese (eds)
- Published in print:
- 2010
- Published Online:
- August 2013
- ISBN:
- 9780262014533
- eISBN:
- 9780262289313
- Item type:
- book
- Publisher:
- The MIT Press
- DOI:
- 10.7551/mitpress/9780262014533.001.0001
- Subject:
- Psychology, Vision
The recognition of faces is a fundamental visual function that is important for social interaction and communication. Scientific interest in facial recognition has increased dramatically over the ...
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The recognition of faces is a fundamental visual function that is important for social interaction and communication. Scientific interest in facial recognition has increased dramatically over the last decade. Researchers in such fields as psychology, neurophysiology, and functional imaging have published more than 10,000 studies on face processing. Almost all of these studies focus on the processing of static pictures of faces; however, little attention has been paid to the recognition of dynamic faces, faces as they change over time—a topic in neuroscience that is also relevant to a variety of technical applications, including robotics, animation, and human–computer interfaces. This book offers an interdisciplinary overview of recent work on dynamic faces from the biological and computational perspectives. The chapters cover a range of topics, including the psychophysics of dynamic face perception, results from electrophysiology and imaging, clinical deficits in patients with impairments of dynamic face processing, and computational models that provide insights about the brain mechanisms for the processing of dynamic faces. The book offers neuroscientists and biologists a reference for designing experiments and provides computer scientists with knowledge that will help them improve technical systems for the recognition, processing, synthesizing, and animating of dynamic faces.Less
The recognition of faces is a fundamental visual function that is important for social interaction and communication. Scientific interest in facial recognition has increased dramatically over the last decade. Researchers in such fields as psychology, neurophysiology, and functional imaging have published more than 10,000 studies on face processing. Almost all of these studies focus on the processing of static pictures of faces; however, little attention has been paid to the recognition of dynamic faces, faces as they change over time—a topic in neuroscience that is also relevant to a variety of technical applications, including robotics, animation, and human–computer interfaces. This book offers an interdisciplinary overview of recent work on dynamic faces from the biological and computational perspectives. The chapters cover a range of topics, including the psychophysics of dynamic face perception, results from electrophysiology and imaging, clinical deficits in patients with impairments of dynamic face processing, and computational models that provide insights about the brain mechanisms for the processing of dynamic faces. The book offers neuroscientists and biologists a reference for designing experiments and provides computer scientists with knowledge that will help them improve technical systems for the recognition, processing, synthesizing, and animating of dynamic faces.
Peter Krapp
- Published in print:
- 2011
- Published Online:
- August 2015
- ISBN:
- 9780816676248
- eISBN:
- 9781452947792
- Item type:
- chapter
- Publisher:
- University of Minnesota Press
- DOI:
- 10.5749/minnesota/9780816676248.003.0004
- Subject:
- Society and Culture, Media Studies
This chapter considers the argument about creative expression under the conditions of computer games, with particular emphasis on glitches in the human-computer interfaces that come to the fore in ...
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This chapter considers the argument about creative expression under the conditions of computer games, with particular emphasis on glitches in the human-computer interfaces that come to the fore in gaming. Computing culture is predicated on communication and control to an extent that can obscure the domain of the error. Whether one sees the graphic user interface (GUI) as a Taylorist discipline teaching ergonomic interaction or as yielding to reductions of interaction to resemble what users had already learned, the GUI is pivotal for our culture. And the discursive formation of computer games runs parallel to that of the GUI: interaction revolves around perception, hand-eye coordination, and discerning errors. This chapter highlights examples of violent computer games turned to unexpected ends by exploitation of a glitch, such as Brody Condon’s artwork Adam Killer. It also looks at computer games as risk management, an exemplary resource for thinking about contingency.Less
This chapter considers the argument about creative expression under the conditions of computer games, with particular emphasis on glitches in the human-computer interfaces that come to the fore in gaming. Computing culture is predicated on communication and control to an extent that can obscure the domain of the error. Whether one sees the graphic user interface (GUI) as a Taylorist discipline teaching ergonomic interaction or as yielding to reductions of interaction to resemble what users had already learned, the GUI is pivotal for our culture. And the discursive formation of computer games runs parallel to that of the GUI: interaction revolves around perception, hand-eye coordination, and discerning errors. This chapter highlights examples of violent computer games turned to unexpected ends by exploitation of a glitch, such as Brody Condon’s artwork Adam Killer. It also looks at computer games as risk management, an exemplary resource for thinking about contingency.