حل اسئلة تفاعلية - قسم الحاسوب - الجامعة المستنصرية نموذج رقم1
Q1: Choose the correct answer (in each point there is only one correct answer)
(Answer only 15) (15 Marks)
1. There are three parts in HCI: the user, the computer, and the ways they work
together. (the ways they work together represents ---------.)
A. the domain
B. the interaction
C. the tasks
D. the intention
2. A human can be viewed as information processing system. In humans the input
occurs mainly through --------.
A. senses
B. memory
C. environment
D. All of the above.
3. When we find a solution to a math equation by the help of the lectures we
learned during the course, we are actually doing a ---------
A. deductive reasoning
B. reasoning
C. inductive reasoning
D. None of the above
4. There are number of studies which showed indications that long-term memory
possible to be encoded by ------.
A. tenth of a second
B. vibrations movement in the air
C. meaning
D. All of the above
5. The processes that are used manipulate the experience and the known
information about certain activity, are representing--------.
A. scenarios
B. use cases
C. task cases
D. tasks
6. Prototype is used to --------.
A. build the product
B. check the analysis
C. evaluate the design
D. All of the above
7. Comparing to the sight and hearing, the touch system is different, because it is
not localized and the stimuli can be received by --------.
A. information about the environment
B. skin
C. changes in vibrations
D. All of the above
8. If a person is unable to distinguish between red and green, that means she/he is -
-------------.
A. having a problem with the Cones
B. having a problem with the Rods
C. color blind
D. having a problem with the Cornea
9. We can compute regression analysis using----------.
A. calculating eye’s movement.
B. analysing the jerky movement of the eye
C. SPSS
D. Both a and b are true
10. It is possible to consider human as an information processing system, but the
difference is that people are unlike computer, as they can influenced by ---------.
A. five senses
B. memory
C. external factors
D. None of the above
11. How information is received and responses given via a number of input and
output channels?
A. visual channel
B. auditory channel
C. haptic channel
D. All of the above
12. In order to have products with different designs, we should --------.
A. study documentations
B. make interviews, observations and questioners
C. do research on similar products
D. All of the above
13. ----------- is the process by which we use the knowledge we have to draw
conclusions or infer something new about the domain of interest.
A. Reasoning
B. Memory
C. IO channels
D. All of the above
14. Scenarios are stories for -----------.
A. design
B. analysis
C. implementation
D. None of the above
15. Command line are used to _______.
A. whole-word commands
B. function keys
C. Both a and b are true
D. None of the above
16. In the following data set, which number is the mode? 4 5 5 5 6 7 8 8_______
A. 5
B. 5.5
C. 6
D. None of the above
Q2: Write (True) if the statement is correct and (False) if the statement is wrong. (Choose only 10) (10 Marks)
1. Virtual reality considers an example of indirect interaction. False
2. Studying documentation is good for understanding legislation and getting some
background information on the work. True
3. Being fully aware of the capabilities and all the related aspects of computers and humans
can have an insignificant impact on the process of design. False
4. When designing a new interactive project, the initial set requirements are neglected, and
we start with new requirements at the beginning. False
5. When gathering data for requirements, it is enough to involve one stakeholder even in the
case of large groups. False
6. When I read a book that is quite difficult to understand, my eye movement might not
include a lot of regressions. False
7. During the process of the design validation, we are making sure that the software product
after development meets the requirements. True
8. It is very important to designing interactive computer systems to be effective, efficient,
easy, and enjoyable to use, so that people can enjoy their time and have fun. True
9. Some thinking activities require a vast amount of knowledge from different domains. True
10. In second generation was no interaction between the human-computer. False
11. The task cases are considered as types of task descriptions. True
Q3: Fill in the blanks with suitable words: (Choose only 10) (10 Marks)
1) In order to design systems that are easy to learn, use and to make it entertaining, we
need to apply the concept of --------.
2) We can consider --------------- as the major source of information for human.
3) --------- can be a result from the process of transferring information received in short-
term memory to the long-term memory
4) The ------ is used for color vision.
5) The design of a product can be resulted from the iterative process of design, ---------,
design again.
6) Some views that are used to solve our problems are: -----------, --------- and --------.
7) ---------- may be used for getting initial responses that can then be analysed to choose
people to interview
8) The size of the spectral wavelength of the light is defined as ------------
9) ------ sense tell us vital information about our environment, something hot or cold,
and can therefore act as a warning
10) During the process of interface design --------- is rarely used to its potential, usually
confined to warning sounds and notifications.
11) The research field which studies how computers are developed to achieve successful
interaction, is known as -------.
Sol//
1) usability
2) experience
3) encoding
4) retina
5) design, test
6) deductive, inductive, abductive
7) questionnaires
8) wavelength
9) touch
10) sound
11) Human-Computer Interaction
Q4: Answer only One branch (10 Marks)
A) Does handwriting recognition considered as an input or output activity? What is the main function of handwriting recognition? How it is different from speech recognition? What do you thing the main challenges about these two activities (i.e., handwriting and voice recognition)?
Sol//
Handwriting recognition is primarily considered an input activity. Its main function is to convert handwritten text into digital format that can be processed by a computer. This conversion allows handwritten documents to be edited, stored, and shared electronically.
Handwriting recognition differs from speech recognition in several ways:
- Input modality: Handwriting recognition deals with handwritten text, while speech recognition deals with spoken language.
- Data representation: Handwriting recognition converts handwritten text into digital characters, while speech recognition converts spoken words into text.
- Context: Handwriting recognition is often used in situations where handwriting is the preferred or only means of input, such as writing notes or filling out forms. Speech recognition, on the other hand, is often used in hands-free or voice-controlled interfaces, such as virtual assistants or dictation software.
Some of the main challenges in handwriting recognition include:
1. Variability in handwriting styles: People have different handwriting styles, making it difficult to create algorithms that accurately recognize all variations.
2. Ambiguity: Handwriting can be ambiguous, especially when characters are poorly formed or closely resemble each other.
3. Noise and distortions: Handwriting may be affected by noise, smudging, or other distortions that can make recognition difficult.
B) What are the techniques of data analysis? Explain and give examples.
Sol//
Data analysis involves various techniques to extract meaningful insights and patterns from data. Some common techniques include:
1. Descriptive Analysis: This involves summarizing and describing the main characteristics of a dataset. Techniques such as mean, median, mode, standard deviation, and frequency distributions are used to understand the central tendency, variability, and distribution of the data. For example, calculating the average income of a population or creating a histogram to visualize the distribution of customer ages.
2. Inferential Analysis: This involves making inferences and predictions about a population based on sample data. Techniques such as hypothesis testing, confidence intervals, and regression analysis are used to draw conclusions about relationships and patterns in the data. For example, conducting a t-test to compare the means of two groups or using linear regression to predict sales based on advertising spending.
3. Exploratory Data Analysis (EDA): This involves exploring and visualizing data to understand its structure and uncover relationships between variables. Techniques such as scatter plots, box plots, and heatmaps are used to identify patterns, trends, and outliers in the data. For example, creating a scatter plot to examine the relationship between temperature and ice cream sales.
4. Predictive Modeling: This involves building mathematical models to predict future outcomes or behavior based on historical data. Techniques such as machine learning algorithms, time series analysis, and decision trees are used to develop predictive models that can forecast trends or make recommendations. For example, using a neural network to predict stock prices or using logistic regression to predict customer churn.
5. Prescriptive Analysis: This involves recommending actions or decisions based on data analysis and optimization techniques. Techniques such as optimization algorithms, simulation models, and decision support systems are used to identify the best course of action given various constraints and objectives. For example, using linear programming to optimize production schedules or using a decision tree to recommend personalized marketing strategies.
--------------------------------------------------------------------------------------------------------------------
*** Practical Questions***
--------------------------------------------------------------------------------------------------------------------
Note: Answer Only One Question (15 Marks)
Q1) Design and coding a project in VB such that:
1- Start Button to create an even random number in range 2 to 20.
2- Guess the Number Button to check the user’s guess in only;
8 iterations.
3- Exit Button to end the project.
Sol//
Form1.Designer.VB
Code for Form1
Q2) Design and coding a project in VB such that:
1- Start Button to create two random numbers X, Y in range 0 to 9.
2- Test Your Answer Button to check the user’s test in following
operators:
X+Y, X-Y, X*Y, X/Y, Highest (X, Y), X^Y
3- Exit Button to end the project.
Sol//
Form1.Designer.VB
Code for Form1