A model-based tool for interactive prototyping of highly interactive applications
CHI '02 Extended Abstracts on Human Factors in Computing Systems
Formal Methods in Human-Computer Interaction
Formal Methods in Human-Computer Interaction
A model-based approach for real-time embedded multimodal systems in military aircrafts
Proceedings of the 6th international conference on Multimodal interfaces
A Formal Approach for User Interaction Reconfiguration of Safety Critical Interactive Systems
SAFECOMP '08 Proceedings of the 27th international conference on Computer Safety, Reliability, and Security
Game Development Essentials: An Introduction
Game Development Essentials: An Introduction
High-Fidelity Prototyping of Interactive Systems Can Be Formal Too
Proceedings of the 13th International Conference on Human-Computer Interaction. Part I: New Trends
ACM Transactions on Computer-Human Interaction (TOCHI)
Fusion engines for multimodal input: a survey
Proceedings of the 2009 international conference on Multimodal interfaces
Model-based training: an approach supporting operability of critical interactive systems
Proceedings of the 3rd ACM SIGCHI symposium on Engineering interactive computing systems
Self-Checking Components for Dependable Interactive Cockpits Using Formal Description Techniques
PRDC '11 Proceedings of the 2011 IEEE 17th Pacific Rim International Symposium on Dependable Computing
A model for types and levels of human interaction with automation
IEEE Transactions on Systems, Man, and Cybernetics, Part A: Systems and Humans
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Integrating automation in systems is a classical approach followed by designers and engineers to support operators in the command and control tasks of more and more complex systems. However, designing automation and designing interfaces for operating systems that are (partly) automated is a very complex activity altering in depth the development process of these systems. In the early days such automation was rather limited and thus easier to manage even though bad designs have been widely and frequently reported (e.g. [21, 24]). Entertainment computing and gaming is a large research and industrial domain receiving an ever growing interest that has been facing such issues since the very first games. Early on games were involving autonomous objects and (later) automation-based tools for supporting (and evoking) extremely demanding and challenging cognitive, perceptive and motor activities. This paper reports on work that has been carried out in the area of games to support the engineering of autonomous systems. It provides a set of design guidelines, processes, and evaluation techniques applicable to the domain of safety-critical interactive command and control systems.