1994 Interface Design and Evaluation Published Papers and Technical Reports

Librarian: Cathy Wiley
phone: (202) 767-0018
email:library@aic.nrl.navy.mil.

Here is a plain-text order form to order reports by mail. Some of the following reports can be downloaded as PostScript, or compressed PostScript files.

INTERFACE DESIGN AND EVALUATION

Joe Chase, Deborah Hix, David Tate, and James Templeman
"Use of the User Action Notation at the Naval Research Laboratory Human-Computer Interaction Laboratory," Naval Research Laboratory Memorandum Report, NRL/MR/5530--94-7488, June 30, 1994, (NCARAI Report: AIC-94-015).
Not available on-line at this time. Please see order form.

Abstract: This report describes introduction of researchers in the Information Technology Division of the Naval Research Laboratory (NRL) to the User Action Notation (UAN), a notation developed at Virginia Tech for representing the design of the interaction component of interactive systems. This report also presents use of the UAN in describing a variety of unique, innovative interaction techniques to evaluate the notation for its ability to represent such techniques, and explores the possibilities for future research and technology transition with the UAN collaboratively between NRL and Virginia Tech.


Helen M. Gigley
"Speech and Human Language Technology at the Naval Research Laboratory," Proceedings of the Human Language Technology Workshop, Merrill Lynch Conference Center, Plainesboro, NJ, March 8-11, 1994, (NCARAI Report: AIC-94-031).
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Abstract: Following a brief introduction to the Naval Research Laboratory (NRL), specific ongoing research in speech and human language technology will be presented. Areas of research fall across two laboratories in the Information Technology Division, the Human Computer Interaction Laboratory (HCI) and the Navy Center for Applied Research in Artificial Intelligence (NCARAI). Speech research focuses on narrowband algorithm development and uses human based intelligibility to evaluate success. Demonstrations of results will be played. Navy has been a prominent participant in evaluation of narrowband speech. Current efforts on human-human communication evaluation will provide a basis for new approaches to multi-mode interactions which include speech interfaces. Finally, a video of ongoing efforts at NCARAI on the EUCALYPTUS system which include graphics and spoken language interaction will be shown.


Helen M. Gigley
"User Modeling -- A Paradigm for Human-Computer Interaction," Internal Report, 1994, (NCARAI Report: AIC-94-034).
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Abstract: How can we use multiple channels of communication to enhance the bi-directional communication between human and machine? This question forms the premise of a new research effort at the Naval Research Laboratory called the Human Machine Dialogue Project. The goal is to use human-human interactions during decision making problem solving to develop human-machine interactions which can maximize the interchange of information in a beneficial way between the computational counterpart of the team and the user. Aspects being studied include defining new modes of interaction using multi-odal pathways, assessing how and when these are appropriate to use and under what contexts they are best used alone. Evaluation forms a pivotal aspect of the initial study, design, and implementation and is used to determine what is a "better solution" for a given task. The effort assumes that user models provide crucial information about organizational principles that can be instantiated in a module which is independent from an application, a UIMS. How to represent user information, communication information, and application information, what to represent in each, and how to integrate their use is a focal research consideration in the work.


Robert J.K. Jacob
"Eye Tracking in Advanced Interface Design," Internal Report, 1994, (NCARAI Report: AIC-94-036).
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Abstract: 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 (Tufte, 1989). To address it, we seek faster, more natural, and more convenient means for users and computers to exchange information. The user's side is constrained by the nature of human communication organs and abilities; the computer's is constrained only by input/output devices and interaction techniques that we can invent. Current technology has been stronger in the computer-to-user direction than user-to-computer, hence today's user-computer dialogues are rather one-sided, and the bandwidth from the computer communication medium can help redress this imbalance. This chapter describes the relevant characteristics of the human eye, eye tracking technology, how to design interaction techniques that incorporate eye movements into the use-computer dialogue in a convenient and natural way, and the relationship between eye movement interfaces and virtual environments.


Robert J.K. Jacob, Linda E. Sibert, Daniel C. McFarlane, and M. Preston Mullen, Jr. "Integrality and Separability of Input Devices," ACM Transactions on Computer-Human Interaction, v1, n1, 3-26, ACM Press, March 1994, (NCARAI Report: AIC-94-037).
Not available on-line at this time. Please see order form.

Abstract: Current input device taxonomies and other frameworks typically emphasize the mechanical structure of input devices. We suggest that selecting an appropriate input device for an interactive task requires looking beyond the physical structure of devices to the deeper perceptual structure of the task, the device, and the interrelationship between the perceptual structure of the task and the control properties of the device. We affirm that perception is key to understanding performance of multidimensional input devices on multidimensional tasks. We have therefore extended the theory of processing of perceptual structure to graphical interactive tasks and to the control structure of input devices. This allows us to predict task and device combinations that lead to better performance and hypothesize that performance is improved when the perceptual structure of the task matches the control structure of the device. We conducted an experiment in which subjects performed two tasks with different perceptual structures, using two input devices with correspondingly different control structures, a three-dimensional tracker and a mouse. We analyzed both speed and accuracy, as well as the trajectories generated by subjects as they used the unconstrained three-dimensional tracker to perform each task. The results support our hypothesis and confirm the importance of matching the perceptual structure of the task and the control structure of the input device.


Kay Gladwell Schulze, Lisa B. Achille, Astrid Schmidt-Nielsen, and Susan L. Feldman
"Brevity Code Frequencies in AEGIS Team Training Communications," NRL Technical Report 9574, Washington, DC: Naval Research Laboratory, February 1994, (NCARAI Report: AIC-94-038). NOT AVAILABLE--CLASSIFIED DOCUMENT.

Abstract: Communications are a crucial aspect of military decision making. NATO restricted brevity codes are often used in verbal communications of AEGIS team members during training sessions and in the fleet. An understanding of the relationship between brevity code use and communication performance during AEGIS team training is important for brevity code training issues. We recorded the internal Combat Information Center (CIC) communications during AEGIS team training exercises and performed an analysis on speech turns that contained brevity codes. (U) Brevity codes were identified, categorized, and analyzed and on average, 58% of the brevity codes used were used as defined. The remaining were used consistently as ordinary English or in a manner we designated as "Professional" Brevity codes were categorized as Professional if they were used in a consistent manner by team members in what appeared to be a mutually accepted and consistent meaning different from either the NATO or English meanings.
The title is classified. Under limitations on distribution: DoD & DoD contractors only; test and evaluation; Feb 1994. Other requests shall be referred to : Commanding Officer, NRL


James A. Ballas
"Delivery of Information Through Sound," Auditory Display: Sonification, Audification and Auditory Interfaces, Proceedings, G. Kramer, editor, 79-94, Addison Wesley: Reading MA, April 1994, (NCARAI Report: AIC-94-039).
Not available on-line at this time. Please see order form.

Abstract: The potential to deliver information through sound is rapidly expanding with new technology, new techniques, and significant advances in our understanding of hearing. Although these changes raise important new issues about the design of sound delivery systems, there is already a wide range of knowledge scattered through different disciplines about communicating information through nonspeech sound such as sonification. An overview of how sound can deliver information is presented using a framework of linguistic analogies. Areas that will be discussed in some detail include contextual and expectance effects, which operate when tonal sounds as well as realistic sounds are interpreted.


James N. Templeman, Deborah Hix, and Robert J.K. Jacob
"A Software Architecture for Adding New Interaction Techniques to a Command and Control Based Testbed," Naval Research Laboratory Memorandum Report, NRL/MR/5530--94-7464, March 25, 1994, (NCARAI Report: AIC-94-040).
Not available on-line at this time. Please see order form.

Abstract: The Human-Computer (HCI) Laboratory at the Naval Research Laboratory (NRL) is developing high-performance interactive computer systems for use in Naval command and control applications. New technology allows computerized systems to make greater use of a person's natural physical, perceptual, and cognitive skills. These systems make it faster and more straightforward for users to access and enter information within the context of time critical, real world situations. Our work focuses on developing novel interaction techniques-ways of using physical input and output devices to perform user tasks. Previous work has demonstrated the effectiveness of individual interaction techniques. This study is now integrating these techniques into a command and control testbed, that will be tested through empirical user-based evaluation. Such new capabilities increase the complexity of software development and maintenance requirements of already complex systems. New software architecture's must co-evolve with the technology to structure and manage these additional requirements. This report describes the new demand s placed on interactive systems and explains how we are addressing this challenge, through development of a flexible software architecture.


James A. Ballas
"Effect of Event Variations and Sound Duration on Identificaion of Everyday Sound," Abstract from the International Conference on Auditory Display, Sante Fe, New Mexico, Addison-Wesley Publishers, November 7-9, 1994, (NCARAI Report: AIC-94-043).
Not available on-line at this time. Please see order form.

Abstract: Data are presented from two experiments related to accurate identification of everyday sounds: what aspects of a complex sound with several transients are important for accurate identification, and how much of a sound must be heard to identify it. The first experiment was conducted to examine further what parts of a sound contribute to accurate identification, or conversely, confusion and ambiguity. The sounds used were a light switch and stapler and were chosen because they include a pattern of impacts that is somewhat similar. Multiple exemplars of each sound were produced by changing the instruments and circumstances of the event. Results showed that there may be two levels of analysis necessary in selecting and designing a sound for accurate identification. At one level one is concerned with the general type of sound and what other events it can signify. At another level, one is concerned with the details of the sound. Good design of the details can reduce the ambiguity, but in some cases ambiguity cannot be eliminated simply because two different events can legitimately produce the same acoustic pattern. The second experiment was conducted to get some preliminary data on how much of a sound is needed for its identification. Although in the usual case, one would generate the complete sound, it would be useful to know when sufficient information has been presented for its identification. Although in the usual case, one would generate the complete sound, it would be useful to know when sufficient information has been presented for identification. Forty-one sounds were presented for identification with the duration of the sound successively incremented in 50 ms steps. The results showed that listeners generally needed to hear very little of the sound to make accurate decisions. Accuracy was above 70% for all but three of the 41 test sounds. In general less than half of the sound needed to be heard, and in many cases less than 20% of the sound was needed for an accurate response.


James. A. Ballas and Janet L. Stroup
"A Paradigm to Assess and Evaluate Tools to Support the Software Development Process," Integrating Human Factors with Software Engineering, edited by William E. Hefley, Position papers of the Seminar on Integrating Human Factors with Software Engineering, 1994 Annual Meeting of the Human Factors and Ergonomics Society, Nashville, TN, 91-99, October 25 1994, (NCARAI Report: AIC-94-044).
Not available on-line at this time. Please see order form.

Abstract: We recently completed an initial study to develop a paradigm for software prototyping tool evaluation. Prototyping tools are used to produce "an executable unit that demonstrates particular aspects of the behavior or functionality of the desired software product" (Lee, Blum, Kanellakis, Crisp, and Caruso, 1994). Our study was conducted with a particular perspective of assessing how the tools support an aspect of software design that has received little attention: exploration of the design space. In order to pursue this perspective, an initial definition of design space exploration was developed and hypotheses were proposed on what outcomes would be observed if a tool supported design space exploration. Finally, techniques were designed to obtain data to test the hypotheses in a general manner. Data were collected with these techniques during a session in which a particular tool was employed to design software.


M.A. Perez and R.J.K. Jacob
"A UIMS Architecture for Focus Processing in a Graphical User Interface," Presented at AAAI 1994 Spring Symposium Series: Intelligent Multi-Media Multi-Modal Systems Workshop, Stanford University, CA., March 23, 1994, NCARAI Report: AIC-94-053).
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Abstract: Today's graphical user interfaces remember little from one transaction to the next; each command exists nearly independently. Humans, however, typically draw on previous elements of a dialogue in their communications. We are seeking to add some of the characteristics of human dialogues to graphical interfaces. This paper describes our research into this problem and our initial results in answering three questions: What are the appropriate analogues of conversational focus in a graphical human-computer conversation? Where does this type of processing best fit within a user interface management system paradigm? What mechanisms can be used to realize it?


A. Rose, M.A. Perez, and P. Clements
"The Modechart Toolset User Guide," Naval Research Laboratory Memorandum Report, NRL/MR/5540-94-7427, February 14, 1994, (NCARAI Report: AIC-94-054). Not available on-line at this time. Please see order form.

Abstract: This document describes how to use the Modechart Toolset (MT). MT is a set of tools designed to facilitate the specification, modeling, and analysis of real-time embedded systems using the Modechart language. MT supports the creation, modification, and storage of Modechart specifications. It also supports the analysis of Modechart specifications via a consistency and completeness checker, a simulator and a verifier.

1994 Publications by Section
Computational Reasoning
Intelligent M4 Systems
Machine Learning
Sensor-Based Systems

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Cathy Wiley, wiley@aic.nrl.navy.mil