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Comparative Study of WIMP and Tangible User Interfaces in Training Shape Matching Skill for Autistic Children

机译:自动青年训练形状匹配技巧的WIMP和切实用户界面的比较研究

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Computer-based training has been applied to autism spectrum disorder treatment. Most CBT applications are based on the standard WIMP interface. However, autistic children have their own unique learning style. They are more attracted to a tangible user interface device, such as a steering wheel used in a computer game, instead of a standard mouse. In this paper, two versions of computer-based training application for autistic children were compared in terms of learn ability. One of them is based on a standard WIMP interface, while the other adopts a tangible user interface. The basic shape matching task was chosen as a case study. The point-and-click interaction style was chosen for WIMP interface while the grasp-and -move style was adopted for tangible user interface. Both systems display a picture of a randomly chosen geometric shape and then ask a user to pick one of the provided icons (a wood block for the tangible UI case) to match the shape of the object shown on screen. Experiment was carried out to compare the ease of use of the two interfaces as perceived by autistic children. The results show that the tangible user interface was easier and more enjoyable to use than the WIMP interface.
机译:基于计算机的培训已应用于自闭症谱系障碍治疗。大多数CBT应用程序都基于标准的WIMP接口。然而,自闭症儿童有自己独特的学习风格。它们更加吸引到有形的用户界面设备,例如计算机游戏中使用的方向盘,而不是标准鼠标。在本文中,在学习能力方面比较了两种版本的自闭症儿童培训申请。其中一个基于标准的WIMP接口,而另一个采用有形用户界面。选择基本形状匹配任务作为案例研究。选择点击交互式样式为WIMP接口选择了用于有形用户界面采用掌握和机器风格。两个系统显示随机选择的几何形状的图片,然后要求用户选择提供的图标之一(用于有形UI案例的木块)以匹配屏幕上所示的物体的形状。进行实验,以比较自闭症儿童所感知的两个界面的易用性。结果表明,比WIMP接口更容易使用更容易使用的用户界面更容易。

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