Human Computer Interaction Graduate Program - PowerPoint PPT Presentation

1 / 34
About This Presentation
Title:

Human Computer Interaction Graduate Program

Description:

Helen Colvin & Anthony Townsend, Brian Mennecke ... Michael Oren and Chris Harding. Geological and Atmospheric Sciences & Human Computer Interaction ... – PowerPoint PPT presentation

Number of Views:107
Avg rating:3.0/5.0
Slides: 35
Provided by: des452
Category:

less

Transcript and Presenter's Notes

Title: Human Computer Interaction Graduate Program


1
Human Computer Interaction Graduate Program
2
HCI Grad Program by the Numbers
  • 73 Graduate Students
  • are in the program.

43 PhD students 22 MS students 8 Certificate
students
3
HCI Graduates
  • 22 graduates since the program began.
  • 4 with the PhD.
  • 13 with the MS.
  • 5 with the Graduate Certificate.
  • 6 students will graduate in the Spring of 2007

4
HCI Faculty
  • 68 HCI Faculty Members
  • From 26 departments
  • Allows for Interdisciplinary Research and
    Collaboration

5
Human Computer Interaction Research Projects
6
The acceptance of domestic technology TAM as
applied to a proposed classification scheme
Helen Colvin Anthony Townsend, Brian
Mennecke Logistics, Operations, Management
Information Systems Human Computer Interaction
  • TAM Components Perceived Ease of use (PEOU) and
    Perceived
  • Usefulness (PU)
  • TAM Applications All of IT,
  • including domestic technologies
  • Whats Missing? Technology
  • Type and Task!
  • Technology Type Integrated
  • vs. Stand Alone
  • Task Hedonic vs. Utilitarian
  • Unique Contribution?  Bringing
  • together TAM, Technology, and Task

7
Josh Reed spent three months in Antarctica
supporting and usability testing his
core-logging software, PSICAT.
Josh Reed and Cinzia Cervato Geological and
Atmospheric Sciences Human Computer Interaction
8
The Haptic/Auditory Surface Manipulation System
(HASM) aims to create natural and intuitive ways
for geoscientists to perceive and interact with
surface data via vision, touch and sound.
Michael Oren and Chris Harding Geological and
Atmospheric Sciences Human Computer Interaction
9
  • Wiicussion
  • Fasten Your Wrist Straps
  • Interactive music generation using next
    generation controller technology

Jeremy Bennett and Jim Oliver Mechanical
Engineering Human Computer Interaction
10
The relationship between Sci-Fi movie and
technology in reality - Technology in Sci-Fi
movies - Technology in Reality - The impact of
applying Sci-Fi technology to reality - A case in
the Demolition man
Eva Tao and Gary Hackbarth Logistics, Operations
and Management Information Systems Human
Computer Interaction
11
Development of an immersive game based virtual
reality fire safety training program for children.
Emily Ericson and Shana Smith Agricultural and
Biosystems Engineering Human Computer
Interaction
12
Meta!Blast A Case Study of Evaluating
Educational Video Games
Lisa McGarthwaite and Julie Dickerson Electrical
and Computer Engineering Human Computer
Interaction
13
Design Works Usability Testing
  • The purpose of this study is to explore how
    design research and iteration can enhance
    navigation, usability and overall user experience
    of websites. A three-phase methodology was
    developed and applied to this case study.
  • Phase I Design Audit Prototype development
  • Phase II Human Usability study statistical
    analysis
  • Phase III Redesign and deployment of website
    interface

Troy Abel and Roger Baer Art and Design Human
Computer Interaction
14
This research addresses the need for
understanding social networking sites as the site
for construction of alternate realities/identities
. Specifically, it focuses on a purported sense
of suspended social constrains that could act as
a venue for deviant types to allow the validation
and normalization of pathological behavior.
Zayira Jordan and Chad Harms Greenlee School of
Journalism Human Computer Interaction Program
15
  • We examine the cognitive aspects of how
    humans interact with technology. Technology
    often ignores the way humans process information
    the result is frustration. Our goal is to reduce
    user frustration.

Jeremiah D. Still Veronica J. Dark Department
of Psychology Human Computer Interaction Program
16
Virtual harp with physical string vibrations in
an augmented reality environment
  • This research provides a prototype of a
    computer-generated harp, using physical string
    vibrations with haptic feedback in an augmented
    reality environment.
  • This prototype will be applied towards
    interactive musical experiences and development
    of skills during music therapy for individuals
    with disabilities.

Tanasha Taylor and Shana Smith Agricultural and
Biosystems Engineering Human Computer
Interaction
17
  • Can we change the rendered detail of objects
    in immersive virtual environments based on
    attention and vision limitations without
    impairing search performance and improve frame
    rates?

Kim Weaver and Derrick Parkhurst Department of
Psychology Human Computer Interaction
18
  • Synthetic characters as NPCs (non-player
    characters) in video games have the potential to
    add new dynamic and dimension through their
    ability to engender affinity with players.

Denise Bacher and Steven Herrnstadt Art and
Design Human Computer Interaction
19
Our immersive combine simulator connects a John
Deere combine cab to a virtual reality field. It
can be used for operator training and marketing
demonstrations.
  • Kevin Godby, Jesse Lane, and Greg Luecke
  • Mechanical Engineering Human Computer
    Interaction

20
Digital Health Initiative
Exploring the Use ofInformation
Communication Technologies (ICTs) to Improve
the Quality of Health Care Service Delivery
in Uganda. Janea Triplett M.S., International
Development Ph.D. Student, Human Computer
Interaction
Janea Triplett and Brian Mennecke Logistics,
Operations and Management Information Systems
Human Computer Interaction
21
Safety Training in a Virtual Reality Setting
  • The need for enhanced safety training
    and research is great due to the variety of
    occupational safety hazards.
  • The virtual reality environment can help
    researchers determine what visual cues of
    potential danger affect the test subjects
    behavior and response.
  • The conclusions of this research can then be used
    to enhance occupational safety training, by
    establishing real-life stimuli in a hazardless
    environment.
  • www.hci.iastate.edu/nelsonkj
  • Kim Gehling and Nir Keren
  • Ag and Biosystems Engineering Human Computer
    Interaction

22
Open source development, physics simulation,
video game technology, brain modeling,
reinforcement learning
Tyler Streeter and Jim Oliver Mechanical
Engineering Human Computer Interaction
23
User Acceptance of Biometric Fingerprint
Technology as a Method of Payment
Dawn Laux and Brian Mennecke Logistics,
Operations and Management Information Systems
Human Computer Interaction
24
A teleoperation interface featuring an integrated
virtual reality based simulation augmented by
sensors and image processing capabilities
on-board the remotely operated vehicle. The
system addresses the typical limitations of
video-based teleoperation caused by signal lag
and limited field of view, allowing the operator
to navigate in a continuous fashion.
Sensor Enhanced
Virtual Reality Teleoperation
Kumar Kadavasal and Jim Oliver Mechanical
Engineering Human Computer Interaction
25
HCI methods for evaluating mobile devices
  • Preview HCI approaches that help to provide
    understanding of the relationship between spatial
    cognition and performance using map-based
    software on mobile devices.

Michelle Rusch, Les Miller, Sarah Nusser Computer
Science, Statistics Human Computer Interaction
26
Field orientations and the learning connection
Measure orientation of FD/FI with The Group
Embedded Figures Test (GEFT) to measure the FD/FI
orientation.
Background Field orientation can have strong
implications for training, specially for complex
topics where technical process meets conceptual
theory, and problems are often ill-defined, and
procedural. The research seeks to isolate the
learning strengths and weaknesses relating to
field orientation in the area of technical
training. Field Independent Learners are thought
to be analytical, competitive, individualistic,
task oriented, internally referent, intrinsically
motivated, hypothesis testing, self-structuring,
linear, detail oriented, and visually
perceptive. Field Dependent Learners have been
referred to as group-oriented, global sensitive
to social interactions and criticism,
extrinsically motivated, externally referential,
not visually perceptive, non-verbal, and passive
learners who prefer external information
structures (Hall, 2000).
Develop observation contexts with the
Dimensions of Learning, a learning-centered
framework for instructional planning that
translates the latest research on cognition and
learning into practical classroom strategies.
Assess learners for success on contextual
tasks built around the 5 Dimensions of
Learning 1 Attitudes and Perceptions2
Acquire and Integrate Knowledge 3 Extend and
Refine Knowledge4 Use Knowledge Meaningfully 5
Productive Habits of Mind .
Sean Cordes and Anthony Townsend Logistics,
Operations and Management Information Systems
Human Computer Interaction
27
Fictions
Dance and real-time interactivity
  • Crossbow Mote Transceiver
  • Isadora Software
  • RF Transmitter
  • Piezo sensors
  • Flex sensors
  • Dancers

Valerie Williams and Julie Dickerson Electrical
and Computer Engineering Human Computer
Interaction
28
What is Gameplay?
  • Video games are express two forms Audiovisual
    and Gameplay
  • Audiovisual elements are those features that
    formalize a game's
  • graphics and music, of which whose formal
    qualities can be
  • examined and critiqued through means of their
    existing arts.
  • Gameplay is, however, a new and ambiguous term.
    How should
  • this evolution of science and art formalized? How
    should this
  • interaction between player and game be understood?

Chad Kilgore and Steven Herrnstadt Art and Design
Human Computer Interaction
29
An interactive immersive environment for
visualizing CT and MRI image data to improve
diagnostics and surgical planning procedures.
This system will allow any DICOM formatted data
to be studied and manipulated in real time."
Jung Leng (Eric) Foo and Eliot Winer Art and
Design Human Computer Interaction
30
CyberChase A curriculum analysis of a
childrens TV program
  • This research analyzes the curriculum behind a
    Math-driven children's TV program, CyberChase
    according to Posners Curriculum Analysis
    Framework, its strengths and weaknesses as well
    as the implication in teaching and learning
    process

Farrah Dina Yusop and Ann Thompson Curriculum
Instruction and Human Computer Interaction
31
Visualizing Phylogenies using Graphics Hardware
Acceleration
Wen-Chieh Chang and Oliver Eulenstein, Julie
Dickerson, Dirk Reiners Computer Science and
Human Computer Interaction
32
(No Transcript)
33
Effects of immersion on situation awareness
memory
K.C. Dohse and Derrick Parkhurst Psychology and
Human Computer Interaction
34
The goal of this research is to perform accurate
simulation of manual assembly tasks in a virtual
environment. Specific attention is paid to
modeling realistic part behavior and complex
human interactions.
Dual Handed Haptic Interface Design
Abhishek Seth and Judy Vance Mechanical
Engineering and Human Computer Interaction
Write a Comment
User Comments (0)
About PowerShow.com