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Titlebook: Engineering Psychology and Cognitive Ergonomics. Understanding Human Cognition; 10th International C Don Harris Conference proceedings 2013

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樓主: energy
51#
發(fā)表于 2025-3-30 10:43:17 | 只看該作者
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Towards a Model for Predicting Intention in 3D Moving-Target Selection Tasksterparts, these techniques may suffer from clutter and overlap, which can be addressed by predicting intended targets. Unfortunately, current predictive techniques are tailored towards static-target selection. Thus, a novel approach for predicting user intention in moving-target selection tasks usin
55#
發(fā)表于 2025-3-31 04:33:46 | 只看該作者
Image Quality Assessment Using the SSIM and the Just Noticeable Difference Paradigm the goal of quantifying, through the use of a sample of human participants, a trend in SSIM values showing when the human visual system can begin to perceive distortions applied to reference images. The just noticeable difference paradigm was used to determine the point at which at least 50% of par
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發(fā)表于 2025-3-31 07:16:57 | 只看該作者
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發(fā)表于 2025-3-31 10:10:27 | 只看該作者
Using Cognitive Work Analysis to Drive Usability Evaluations in Complex Systemsved work tasks should be considered as useful in guiding the development of scenario-based usability questions. We also suggest that usability practitioners be mindful of the importance of time consistencies in developing scenarios and in the appropriate timing of questions throughout the scenario.
58#
發(fā)表于 2025-3-31 16:38:43 | 只看該作者
Effect of Transliteration on Readabilitys in the eye-gaze patterns, which are recorded with an eye-tracker during experimentation. We have chosen Hindi and English languages, written in Devanagari and Latin scripts respectively. The participants of the experiments are subjected to transliterated words and asked to speak the word. During t
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發(fā)表于 2025-3-31 21:25:25 | 只看該作者
The Effects of User Involvement in Online Games, Game-Playing ,c performance, and decreased interactions with other people. This study’s author conducted a questionnaire-based survey to examine how many hours college students from central Taiwan spend on online games per week, in order to find out their average daily involvement in such games. Using proportiona
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發(fā)表于 2025-3-31 21:52:23 | 只看該作者
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