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[360 VR 4K] Загальні поняття інтерфейсів користувача та взаємодій.Людино-машинна взаємодія

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You are in the read-only mode. Close
07:00.0
07:03.2
remake them into modern approaches.
07:03.3
07:09.5
We will try to make some adaptation, to apply there some new elements.
07:09.6
07:14.4
That are not only buttons, some specific buttons,change some graphics.
07:14.5
07:21.4
Accordingly we will carry out this modifications in the final laboratory works
07:21.5
07:25.4
in order to make it more convenient for people.
07:25.5
07:33.6
In the fourth laboratory work we will model visibility to which people pay attention,
07:33.7
07:38.9
and what points do people pay attention to most often.
07:39.0
07:41.8
What If, we take this screen,for example,
07:41.9
07:44.0
then we have a panel of buttons
07:44.1
07:51.0
and while I'm telling you something about this part, you don't look at it.
07:51.1
07:58.6
Respectively, your focus is on a central area. These tricks are also calculated for you.
07:58.7
08:03.5
Also there are methods of eye tracking, mouse (mouse-tracking),
08:03.6
08:08.4
and time parameters are explored, calculated ways
08:08.5
08:11.7
(how long we move on the screen, observe, recognize).
08:11.8
08:15.7
We will discuss those methods on our lectures, you will see them.
08:15.8
08:20.8
Well, so that we can somehow connect what we program,
08:20.9
08:27.0
we will need more such methods from mathematical engineering psychology.
08:27.1
08:29.1
There are many such methods,
08:29.2
08:34.5
formulas by which all this calculates for different age groups.
08:34.6
08:37.5
We will discuss this in lectures.
08:37.6
08:46.5
In the end, you will be able to take into account ergonomic shortcomings,
08:46.6
08:51.4
will create prototypes descriptions (2 - 3 laboratory works)
08:51.5
08:57.3
and behavior models (partly 2nd, partly 4th laboratory works).
08:57.4
09:06.1
In a complex, it will give you the chance to write better software products in offices.
09:06.2
09:11.0
In addition, when you formulate requirements,
09:11.1
09:15.0
you always want your program to provide certain functions.
09:15.1
09:18.1
If there is a function, then there is a criterion.
09:18.2
09:23.4
If there is a criterion, you need to select the desired component: button, drop-down menu etc.
09:23.5
09:32.8
The person respond faster to such elements and will control this device or interface faster.
09:32.9
09:37.7
You will also need to do performance evaluations.
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09:42.6
Performance evaluations are usually calculated using statistical methods.
09:42.7
09:48.6
Perhaps such statistical methods were explained to you in mathematical analysis or linear algebra.
09:48.7
09:51.7
This is, for example, the arithmetic mean, variance,
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09:57.1
median, weighted average, geometric mean, and so on.
09:57.2
10:02.0
These methods are mainly used.
10:02.1
10:06.2
You passed them on other subjects.
10:06.3
10:11.1
Now let's talk about basic concepts and definitions.
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10:16.0
Our first question is the basic definitions.
10:16.1
10:22.5
It is worth writing down to remember later on the tests.
10:22.6
10:28.4
So, the most basic definition in Human-Machine Interaction is the interface.
10:28.5
10:33.3
We will look at the interface from a human perspective.
10:33.4
10:43.7
There are also software interfaces where APIs, data packets, electrical signals are transmitted.
10:48.5
10:58.3
Interface (from the eng. Interface - distribution, surface, partition), ie how it is separated from other components on the screen.
10:58.4
11:05.1
This includes research into the various means by which we can organize this interface,
11:05.2
11:13.8
methods, descriptions of rules (how who and with whom will interact to manage objects).
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11:33.5
The interface means not only devices but also rules (protocols) of the interaction of these devices.
11:33.6
11:41.5
This is a general definition that says what an interface is in general, and then we will clarify it accordingly.
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11:46.4
Intellectualization is what concerns the AI department.
11:46.5
11:53.3
Here comes the concept of the psychological life of a particular person.
11:53.4
12:00.6
If you choose a child, she has little experience, her own psychological reaction.
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12:06.1
And if you take an older person, then she has experience in managing old devices.
12:06.2
12:16.2
Therefore, your program should preferably look like one of the old devices on the control buttons.
12:16.3
12:18.6
Then older people will find it easier to adapt.
12:18.7
12:23.5
Then you will be able to change different data a little.
12:23.6
12:29.1
First of all, we must first investigate a particular person: his age, gender, education,
12:29.2
12:36.1
his ability to respond to certain objects, and in general whether he wants to respond to them.
12:36.2
12:41.0
Accordingly, there are many methods of engineering psychology, which count it all in numbers.
12:41.1
12:47.1
In addition, it is necessary to take into account the spiritual component,
12:47.2
12:52.0
because religion has a strong enough impact on human life.
12:52.1
12:55.8
If you write programs for religious institutions,
12:55.9
13:00.7
then their religious canons will have to be followed.
13:05.9
13:12.3
Also, the level of intelligence, the level of understanding are important
13:12.4
13:17.2
and are taken into account when calculating those numbers and formulas,
13:17.3
13:22.1
which then allow us to place buttons on the screen.
13:22.2
13:29.3
Every time you do something, you will definitely have to go through certain stages.
13:29.4
13:33.2
These stages are the application of methods.
13:33.3
13:38.1
In all other subjects, you have always been taught: method, method, method ...
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13:45.6
The method is a certain structured set of steps.
13:45.7
13:50.5
For example, there is a method: step 1- do it, step 2- do it, step 3- do it.
13:50.6
13:54.7
If you were able to go through all the steps step by step
13:54.8
14:00.0
you will then be able to build a fairly efficient interaction algorithm