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Some studies use the term modality to refer to a general difference in performance based upon the mode of presentation. For example, Gibbons demonstrated modality effects in an experiment by making participants count either beeping sounds or visually presented dots. The to-be-remembered number was derived from the number of dots or beeps ...
In his book The Humane Interface, Jef Raskin defines modality as follows: "An human-machine interface is modal with respect to a given gesture when (1) the current state of the interface is not the user's locus of attention and (2) the interface will execute one among several different responses to the gesture, depending on the system's current state."
Mode effect is a broad term referring to a phenomenon where a particular survey administration mode causes different data to be collected. For example, when asking a question using two different modes (e.g. paper and telephone), responses to one mode may be significantly and substantially different from responses given in the other mode.
The figure on the left side of the image produces the split-attention effect, while the figure on the right enhances learning because it guides the learner's attention through the worked example. Unincorporated visual displays of information, such as the image above, can be distracting and confusing for the user, aside from producing the split ...
The most common example given of crossmodal attention is the Cocktail Party Effect, which is when a person is able to focus and attend to one important stimulus instead of other less important stimuli. This phenomenon allows deeper levels of processing to occur for one stimulus while others are then ignored.
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In the context of human–computer interaction, a modality is the classification of a single independent channel of input/output between a computer and a human. Such channels may differ based on sensory nature (e.g., visual vs. auditory), [ 1 ] or other significant differences in processing (e.g., text vs. image). [ 2 ]