Search results for "Human-Computer Interaction"
showing 10 items of 605 documents
Automatic Assessment of Depression Based on Visual Cues: A Systematic Review
2019
International audience; Automatic depression assessment based on visual cues is a rapidly growing research domain. The present exhaustive review of existing approaches as reported in over sixty publications during the last ten years focuses on image processing and machine learning algorithms. Visual manifestations of depression, various procedures used for data collection, and existing datasets are summarized. The review outlines methods and algorithms for visual feature extraction, dimensionality reduction, decision methods for classification and regression approaches, as well as different fusion strategies. A quantitative meta-analysis of reported results, relying on performance metrics r…
Using virtual reality and mood-induction procedures to test products with consumers of ceramic tiles
2013
This work describes a Virtual Reality Environment (VRE), through which users are able to view and test ceramic tile products. Users' virtual interfacing with the products generated emotional experiences that allowed them to feel ''engaged'' with the products. Users could choose between different kinds of products and test them out in order to know how they would look in a real-world context. In the VRE several mood-induction Procedures for inducing relaxation were included. The VRE was tested with respect to its ability to induce relaxation and sense of presence in 26 participants. It was also analyzed the level of satisfaction. Measures included the Visual Analogue Scale, the Self-Assessme…
Developments and trends in learning with instructional video
2018
" This special issue provides an overview of some of the main topics addressed in contemporary research on learning with instructional video. The aim of the contributing papers is to take the field of learning with instructional video a step further so as to better understand the circumstances under which instructional videos do and do not improve learning and how instructional videos can be more optimally designed to support learning."
Technology for supporting web information search and learning in Sign Language
2009
Sign Languages (SL) are underrepresented in the digital world, which contributes to the digital divide for the Deaf Community. In this paper, our goal is twofold: (1) to review the implications of current SL generation technologies for two key user web tasks, information search and learning and (2) to propose a taxonomy of the technical and functional dimensions for categorizing those technologies. The review reveals that although contents can currently be portrayed in SL by means of videos of human signers or avatars, the debate about how bilingual (text and SL) versus SL-only websites affect signers' comprehension of hypertext content emerges as an unresolved issue in need of further empi…
Information structure and practice as facilitators of deaf users' navigation in textual websites
2009
Deaf users might find it difficult to navigate through websites with textual content which, for many of them, constitutes the written representation of a non-native oral language. With the aim of testing how the information structure could compensate for this difficulty, 27 prelingual deaf users of sign language were asked to search a set of headlines in a web newspaper where information structure and practice were manipulated. While practice did not affect deep structures (web content distributed through four layers of nodes), wide structures (web content concentrated in two layers) did facilitate users' performance in the last trial block and compromised it in the first trial block. It is…
Reading skills and children’s navigation strategies in hypertext
2011
Prior research has identified two important navigation strategies that have a clear impact on hypertext comprehension: link selection and overview processing strategies. The first relate to the order in which students select hyperlinks while trying to comprehend a hypertext, whereas the second relate to when and for how long students process navigation overviews, a text device that conveys the text structure by displaying sections, titles and their relations. Most prior research in navigation strategies has been conducted with undergraduate students. We extend prior research by exploring the navigation strategies used by sixth-graders while reading a hypermedia system. We also investigate h…
Combining traditional and indirect augmented reality for indoor crowded environments. A case study on the Casa Batlló museum
2017
Abstract Mobile audio-guides are currently being used in museums to enhance the visitors’ experience. Over the past few years, some Augmented Reality (AR) solutions have been explored in this context, making it possible to provide augmented visual and sonic stimuli through the use of smartphones. However, the special conditions of museums (e.g. artificial markers cannot be used, small, crowded rooms, etc.) and the limited computational capacity of smartphones mean that there are important restrictions in the use of this technology. In this paper we introduce a novel mobile augmented guide for the Casa Batllo museum (Barcelona, Spain) which is based on a combination of traditional and indire…
Validation of indicators for implementing an adaptive platform for MOOCs
2017
Personalization techniques are a classic solution recommended by many experts for improving learning. Information and communication technologies and online courses have helped reduce the difficulties teachers face with a diversity of student profiles and a large number of students in a classroom. When these factors are extreme, like in a Massive Open Online Course (MOOC), those techniques may be the solution. However, even the most sophisticated technologies have not solved all the challenges posed by personalized learning, and in cases where teachers are not skilled in the technology they must use, the adaptive systems have only complicated the implementation of online courses. Therefore, …
Designing and analyzing collaboration in a scripted game for vocational education
2008
This study attempts to combine the technological possibilities of 3D-game environments and collaborative learning scripts. The study is a design experiment (N=64) with multiple data collection and analysis (quantitative and qualitative) methods. The aims were twofold: The aim was to develop a game environment to simulate issues of work safety in a vocational context and to answer the following questions on the basis of an empirical study: (1) What kind of activities did the scripted game environment generate among the players? (2) How did the least and the most successful groups differ in this respect despite the same scripted game environment? Findings indicated that scripted game environm…
Análisis de actitudes y autoeficacia percibida del profesorado ante la educación inclusiva
2020
La formación y la actitud del profesorado ante la inclusión educativa es un aspecto clave que debe ser estudiado teniendo en cuenta la elevada heterogeneidad de alumnado que actualmente se encuentra escolarizado en las aulas ordinarias. El objetivo de este estudio consiste en examinar las actitudes de los docentes hacia la inclusión de estudiantes con necesidades específicas de apoyo educativo en distintas etapas, además de analizar el nivel de autoeficacia percibida por parte de los mismos enseñantes. Teniendo en cuenta este objetivo, se administraron dos escalas, una para evaluar actitudes y otra para evaluar la autoeficacia percibida de 75 maestros. Además, también se realizaron entrevis…