Chapter 5 Flashcards

1
Q

Find the one that does not provide positive feelings
associated with good user interfaces.

A. Competence in performing tasks
B. Ease in learning the system originally and in assimilating advanced features
C. Confidence in the capacity to retain mastery over time
D. Enjoyment in using the system
E. Eagerness to show the system off to experts

A

E. Eagerness to show the system off to experts

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2
Q

__________ prescribes a general set of rules that have
applications across the field of human computer
interaction. Because __________ systems present the user with an easy-to-use, familiar method of interaction, novices particularly have an easier time with these systems.

A. Direct manipulation
B. Heuristic evaluation
C. Virtual Reality
D. Augmented Reality

A

A. Direct manipulation

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3
Q

Find the one that does not belong to problems with direct manipulation.

A. Spatial or visual representations can be too spread out
B. High-level flowcharts and database-schema can become confusing
C. Users do not need to learn the graphical representations
D. The visual representation may be misleading
E. Typing commands with the keyboard may be faster

A

C. Users do not need to learn the graphical representations

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4
Q

Find the one that does not belong to the principles of
direct manipulation.

A. Continuous representations of the objects and actions of interest with meaningful visual metaphors.
B. Physical actions or presses of labeled buttons, instead of complex syntax.
C. Rapid, incremental, reversible actions whose effects on the objects of interest are visible immediately.
D. Real-time responsiveness and intuitive actions to
control interfaces.

A

D. Real-time responsiveness and intuitive actions to
control interfaces.

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5
Q

Describe the difference between Virtual Reality, Augmented Reality, and Situational Awareness.

A

Virtual reality breaks the physical limitations of space and allows users to act as though they were somewhere else.

Augmented reality shows the real world with an overlay of additional overlay. It is an important variant that enables users to see the real world with an overlay of additional interaction.

Situational awareness shows information about the real world that surrounds you by tracking your movements in a computer model.

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6
Q

Describe the meaning of force feedback?

A

The simulation of physical attributes such as weight in computer gaming and virtual reality, allowing the user to interact directly with virtual objects using touch. Force Feedback provides direct perception of three-dimensional (3D) objects and directly couples Input and Output between the Computer and User.

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7
Q

____________ is when human senses (or part of them)
are under control of the virtual environment system which generates inputs to user’s sensory system (Smell, Taste, Touch).

A. Perceptual immersion
B. Direct manipulation
C. Sensory technology
D. Real-time responsiveness

A

A. Perceptual immersion

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8
Q

A ____________ is a response that characterizes how an
ear receives a sound from a point in space.

A. Perceptual immersion
B. head-related transfer function (HRTF)
C. Stereoscopic
D. Force Feedback

A

B. head-related transfer function (HRTF)

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9
Q

____________ provides direct perception of three dimensional (3D) objects and directly couples Input and Output between the Computer and User.

A. Perceptual immersion
B. head-related transfer function (HRTF)
C. Stereoscopic
D. Force Feedback

A

D. Force Feedback

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10
Q

Identify the one that is not an example of head position tracking technology.

A. Orthogonal Electromagnetic Fields
B. Measurement of Mechanical Linkages
C. Ultrasonic Signals
D. Inertial Tracking
E. Head-related transfer function (HRTF)

A

E. Head-related transfer function (HRTF)

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11
Q

Successful virtual environments depend on the smooth integration of several components. Identify the one that is not part of the components.

A. Head position sensing
B. Force feedback
C. Cooperative and competitive virtual reality
D. Sound input and output
E. Human emotions

A

E. Human emotions

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12
Q

____________ is a combination of a number of highquality audio, HD video, content collaboration tools, lighting, conference tables and chairs, high multiple display devices that enable participants to see and talk to remote locations as if they were in the same room.

A. Virtual Orientation
B. Telepresence
C. Stereo-scopic
D. Teleoperation

A

B. Telepresence

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13
Q

Describe the meaning of teleoperation?

A

It is an operation of a system or machine at a distance. Simply - Operation of a machine at a distance.

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14
Q

Describe the meaning of direct manipulation?

A

A style of Human Machine Interaction (HMI) design which features a natural representation of task objects and actions promoting the notion of people performing a task themselves (directly) not through an intermediary like a computer. Direct manipulation prescribes a general set of rules that have applications across the field of human computer interaction.

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15
Q

________ is an interaction style in which users act on
displayed objects of interest using physical, incremental, reversible actions whose effects are immediately visible on the screen.

A. Direct manipulation interface
B. Heuristic evaluation interface
C. Virtual Reality interface
D. Augmented Reality interface

A

A. Direct manipulation interface

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16
Q

Find the one that is not provided by direct manipulation interfaces.

A. Visibility of objects that can be manipulated
B. Rapid, reversible actions
C. Graphic actions, such as pointing to the item of interest
D. Easy learning and development experience

A

D. Easy learning and development experience

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17
Q

There are numerous benefits of using direct manipulation. Identify the one that is not the example of benefits?

A. Control/display compatibility
B. More syntax reduces error rates
C. Errors are more preventable
D. Faster learning and higher retention
E. Encourages exploration

A

B. More syntax reduces error rates

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18
Q

Although there are numerous benefits of using direct
manipulation, several problems might exist. Identify the one that is not the example of problems?

A. Spatial or visual representations are well organized.
B. High-level flowcharts and database-schema can become confusing
C. Designs may force valuable information off of the
screen
D. Users must learn the graphical representations
E. The visual representation may be misleading
F. Slower than typing commands with the keyboard

A

A. Spatial or visual representations are well organized.

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19
Q

An airline company is designing a new on-line reservation system. They want to add some direct-manipulation features. For example, they would like customers to click a map to specify the departure cities and the destinations, and to click on the calendar to indicate their schedules. By doing this, there are several benefits. Identify the one that is not an example of the benefits?

A. Learning time probably reduced, but we would need usability study to verify, particularly for novice users.
B. Intuitive interface (for those who know their geography, i.e. New York is in the northeast U.S. — individuals would need to visualize where New York is vs. Boston (to the north) or Washington, D.C. (to the south)).
C. Encourages exploration (sense of adventure for the vacationing air traveler)
D. Rapid reversibility of errors, e.g. correcting the wrong selection of city

A

D. Rapid reversibility of errors, e.g. correcting the wrong selection of city

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20
Q

How do virtual environments differ from traditional user interfaces in terms of interaction?

A

Virtual environments often provide a more immersive, 3D experience, allowing for interaction with objects in a spatial context, whereas traditional UIs are usually 2D and rely more on abstracted input mechanisms like buttons and menus.

21
Q

How do virtual environments enhance the experience of direct manipulation?

A

Virtual environments enhance direct manipulation by providing a 3D space where users can interact more naturally with objects, often with immersive technologies like VR or AR, making the interaction more realistic and engaging.

22
Q

What is direct manipulation in the context of user
interfaces?

A

Direct manipulation refers to a style of interaction where users can directly interact with objects on the screen in a way that feels intuitive, such as dragging, dropping, or rotating objects, rather than using abstract commands.

23
Q

Which of the following is a key characteristic of direct
manipulation interfaces?

A. Users must learn complex commands to interact with the system
B. Users directly manipulate on-screen objects through physical actions
C. Users rely solely on text-based commands
D. Users interact indirectly through abstract icons

A

B. Users directly manipulate on-screen objects through physical actions

24
Q

What is the main benefit of using direct manipulation
interfaces?

A. They are cheaper to develop
B. They require less hardware resources
C. They provide a more intuitive and engaging user
experience
D. They eliminate the need for any training

A

C. They provide a more intuitive and engaging user
experience

25
Q

Which of the following is an example of direct
manipulation?

A. Typing commands into a terminal window
B. Clicking a button to submit a form
C. Dragging a file into a folder on the desktop
D. Selecting an option from a dropdown menu

A

C. Dragging a file into a folder on the desktop

26
Q

What is one common challenge when designing direct manipulation interfaces?

A. Ensuring users memorize key commands
B. Designing complex menu structures
C. Making sure feedback is immediate and intuitive
D. Reducing the use of graphical elements

A

C. Making sure feedback is immediate and intuitive

27
Q

In virtual environments, how is user interaction typically enhanced compared to traditional interfaces?

A. By providing voice commands only
B. By offering a 3D immersive experience with spatial
interactions
C. By limiting user interaction to keyboard and mouse
input
D. By using only flat, 2D graphics

A

B. By offering a 3D immersive experience with spatial
interactions

28
Q

Which of the following is NOT an advantage of direct
manipulation interfaces?

A. Faster learning curve for new users
B. Immediate feedback for user actions
C. Flexibility in undoing actions
D. Reduced need for graphical processing power

A

D. Reduced need for graphical processing power

29
Q

In the context of virtual environments, which of the
following technologies is commonly used to enhance
direct manipulation?

A. Speech recognition
B. Augmented reality (AR)
C. Command-line interfaces
D. Print-based media

A

B. Augmented reality (AR)

30
Q

Which principle is essential to direct manipulation,
allowing users to experiment without fear of mistakes?

A. User training
B. Command memorization
C. Reversibility of actions
D. Complex input devices

A

C. Reversibility of actions

31
Q

Which of the following best describes the feedback in
direct manipulation systems?

A. It is delayed by system processes
B. It is immediate and continuous
C. It is textual and abstract
D. It only occurs after user confirmation

A

B. It is immediate and continuous

32
Q

What is the primary goal of virtual environments in user interfaces?

A. To replace real-world interactions
B. To provide immersive experiences that mimic physical environments
C. To limit user interaction to predefined commands
D. To simplify interfaces by removing visual elements

A

B. To provide immersive experiences that mimic physical environments

33
Q

What is the primary purpose of teleoperation?

A. To automate manufacturing processes
B. To control a machine or robot from a distance
C. To enhance virtual reality experiences
D. To conduct remote medical surgeries

A

B. To control a machine or robot from a distance

34
Q

Which of the following technologies is commonly used in telepresence systems?

A. Virtual Reality (VR)
B. Augmented Reality (AR)
C. Video conferencing
D. All of the above

A

D. All of the above

35
Q

In teleoperation, what does the term “haptic feedback” refer to?

A. Visual cues provided to the operator
B. Sensory feedback that allows the operator to feel the environment
C. Audio signals indicating machine status
D. Data transmission speeds

A

B. Sensory feedback that allows the operator to feel the environment

36
Q

Which of the following applications is LEAST likely to
use telepresence technology?

A. Remote education
B. Space exploration
C. Traditional telephony
D. Remote healthcare consultations

A

C. Traditional telephony

37
Q

What is one major challenge in teleoperation systems?

A. Lack of internet connectivity
B. High latency in communication
C. Low-resolution video feeds
D. Limited battery life of devices

A

B. High latency in communication

38
Q

Which of the following is NOT a benefit of teleoperation?

A. Increased efficiency in remote tasks
B. Reduced risk to human operators
C. Complete elimination of human labor
D. The ability to perform tasks in hazardous environments

A

C. Complete elimination of human labor

39
Q

Telepresence robots are primarily designed to:

A. Provide physical assistance in a household
B. Allow a remote user to interact with a physical
environment
C. Automate industrial processes
D. Monitor environmental conditions

A

B. Allow a remote user to interact with a physical
environment

40
Q

In what context might teleoperation be used in healthcare?

A. Managing inventory in hospitals
B. Performing surgery remotely
C. Scheduling patient appointments
D. Conducting routine check-ups

A

B. Performing surgery remotely

41
Q

What technology is commonly used for head position
tracking in VR systems?

A. GPS
B. Infrared sensors
C. Accelerometers and gyroscopes
D. RFID tags

A

C. Accelerometers and gyroscopes

42
Q

Which of the following is a benefit of precise head
position sensing in VR?

A. Increased battery life
B. Enhanced immersion and realism
C. Reduced software complexity
D. Lower hardware costs

A

B. Enhanced immersion and realism

43
Q

Which type of tracking system uses external cameras to determine head position in VR?

A. Inertial tracking
B. Optical tracking
C. Magnetic tracking
D. Hybrid tracking

A

B. Optical tracking

44
Q

What is the main function of head position sensing in AR applications?

A. To control the user’s movements
B. To accurately overlay digital information onto the real world
C. To reduce the latency of the system
D. To enhance audio experiences

A

B. To accurately overlay digital information onto the real world

45
Q

Which of the following is a challenge associated with
head position sensing in VR/AR?

A. High manufacturing costs
B. Latency and tracking drift
C. Limited field of view
D. Excessive power consumption

A

B. Latency and tracking drift

46
Q

What does the Head-Related Transfer Function (HRTF) primarily model?

A. The visual perception of depth
B. The auditory perception of sound localization
C. The impact of room acoustics on sound
D. The conversion of sound waves into electrical signals

A

B. The auditory perception of sound localization

47
Q

Which factors influence the HRTF for an individual?

A. Head size and shape
B. Ear shape
C. The position of the sound source
D. All of the above

A

D. All of the above

48
Q

How is HRTF typically utilized in virtual reality (VR)
applications?

A. To create realistic lighting effects
B. To simulate 3D audio environments
C. To track user movements
D. To enhance visual fidelity

A

B. To simulate 3D audio environments

49
Q

Which of the following best describes the purpose of
measuring an individual’s HRTF?

A. To create a personalized audio experience
B. To improve the efficiency of sound waves
C. To eliminate sound reflections in a room
D. To develop better visual displays

A

A. To create a personalized audio experience