Design of Multimodal Mobile Interfaces.
Material type:
- text
- computer
- online resource
- 9781501502736
- 005.4/38
- QA76.9.U83 -- .D467 2016eb
Intro -- Contents -- Preface -- List of contributing authors -- 1. Introduction to the evolution of Mobile Multimodality -- 1.1 User Interfaces: Does vision meet reality? -- 1.2 Discussion of terms: Mobility and User Interface -- 1.2.1 Mobility -- 1.2.2 User Interface -- 1.2.3 User-centered design -- 1.2.4 Teamwork -- 1.2.5 Context -- 1.3 System interaction: Moving to Multimodality -- 1.3.1 User input and system output -- 1.3.2 Multimodality -- 1.3.3 Combining modalities -- 1.4 Mobile Multimodality: The evolution -- 1.4.1 Technology compliance to user needs -- 1.4.2 Technology readiness and availability -- 1.4.3 The readiness of multimodal technology -- 1.4.4 User requirements and needs -- 1.4.5 Cycle of mutual influence -- 1.5 Conclusion -- 2. Integrating natural language resources in mobile applications -- 2.1 Natural language understanding and multimodal applications -- 2.1.1 How natural language improves usability in multimodal applications -- 2.1.2 How multimodality improves the usability of natural language interfaces -- 2.2 Why natural language isn't ubiquitous already -- 2.3 An overview of technologies related to natural language understanding -- 2.4 Natural language processing tasks -- 2.4.1 Accessing natural language technology: Cloud or client? -- 2.4.2 Existing natural language systems -- 2.4.3 Natural language processing systems -- 2.4.4 Selection Criteria -- 2.5 Standards -- 2.5.1 EMMA -- 2.5.2 MMI Architecture and Interfaces -- 2.6 Future directions -- 2.7 Summary -- 3. Omnichannel Natural Language -- 3.1 Introduction -- 3.2 Multimodal interfaces built with omnichannel Natural Language Understanding -- 3.3 Customer care and natural language -- 3.4 Limitations of standard NLU solutions -- 3.5 Omnichannel NL architecture -- 3.5.1 Omni-NLU training algorithm -- 3.5.2 Statistical-language model -- 3.5.3 Input transformation.
3.5.4 Predictive omnichannel classifier -- 3.5.5 Score normalization -- 3.5.6 Conversation manager -- 3.6 Experimental results -- 3.6.1 Current analysis segment -- 3.7 Summary -- 4. Wearable computing -- 4.1 Introduction to Wearable Ecology -- 4.2 Human-computer symbiosis -- 4.3 Interactional considerations behind wearable technology -- 4.4 Training of end users -- 4.5 Wearable technology in the medical sector -- 4.6 Human-centered design approach -- 4.7 Context of wearable computing applications -- 4.8 State of the art in context-aware wearable computing -- 4.9 Project examples -- 4.10 Towards the TZI Context Framework -- 4.11 Conclusion -- 4.12 Discussion and considerations for future research -- 5. Spoken dialog systems adaptation for domains and for users -- 5.1 Introduction -- 5.2 Language adaptation -- 5.2.1 Lexicon adaptation -- 5.2.2 Adapting cloud ASR for domain and users -- 5.2.3 Summary -- 5.3 Intention adaptation -- 5.3.1 Motivation -- 5.3.2 Data collection -- 5.3.3 Observation and statistics -- 5.3.4 Intention recognition -- 5.3.5 Personalized interaction -- 5.3.6 Summary -- 5.4 Conclusion -- 6. The use of multimodality in Avatars and Virtual Agents -- 6.1 What are A& -- VA - Definition and a short historical review -- 6.1.1 First Avatars - Bodily interfaces and organic machines -- 6.1.2 Modern use of avatars -- 6.1.3 From virtual "me" to virtual "you" -- 6.2 A relationship framework for Avatars and Virtual Agents -- 6.2.1 Type 1 - The Avatar as virtual me -- 6.2.2 Type 2 - The interaction with a personalized/specialized avatar -- 6.2.3 Type 3 - Me and a virtual agent that is random -- 6.3 Multimodal features of A& -- VA - categorizing the need, the challenge, the solutions -- 6.3.1 About multimodal interaction technologies -- 6.3.2 Why use multimodality with Avatars? -- 6.3.3 Evaluation of the quality of Avatars and Virtual Agents.
6.4 Conclusion and future directions: The vision of A& -- VA multimodality in the digital era -- 7. Managing interaction with an in-car infotainment system -- 7.1 Introduction -- 7.2 Theoretical framework and related literature -- 7.3 Methodology -- 7.4 Prompt timing and misalignment - A formula for interruptions -- 7.5 Interactional adaptation -- 7.6 Norms and premises -- 7.7 Implications for design -- 8. Towards objective method in display design -- 8.1 Introduction -- 8.2 Method -- 8.2.1 Listing of informational elements -- 8.2.2 Domain expert rating -- 8.2.3 Measurement of integrative interrelationships -- 8.2.4 Clustering algorithm -- 8.2.5 Comparison of the two hierarchical structures -- 8.2.6 Comparisons between the domain expert and the design expert analyses -- 8.3 Analysis of an instrument display -- 8.4 Conclusion -- 8.4.1 Extension of the approach to sound- and haptic-interfaces -- 8.4.2 Multimodal presentation -- 9. Classification and organization of information -- 9.1 Introduction -- 9.1.1 Head up displays -- 9.1.2 Objectives -- 9.2 Characterization of vehicle information -- 9.2.1 Activity -- 9.2.2 Information Type -- 9.2.3 Urgency -- 9.2.4 Timeliness -- 9.2.5 Duration of interaction -- 9.2.6 Importance -- 9.2.7 Frequency of use -- 9.2.8 Type of user response required -- 9.2.9 Activation mode -- 9.3 Allocation of information -- 9.4 Head up display (HUD) and its information organization -- 9.4.1 Information completeness and conciseness -- 9.5 Principles of HUD information organization -- 9.6 Review of existing Head Up Displays (HUDs) -- 9.6.1 "Sporty" head up display -- 9.6.2 Simplistic HUD -- 9.6.3 Colorful head up display -- 9.6.4 Graphically-rich head up display -- 9.7 Conclusion -- Index.
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Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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