Search results for "Human-Computer Interaction"
showing 10 items of 605 documents
A multiscale approach to automatic and unsupervised retinal vessel segmentation using Self-Organizing Maps
2016
In this paper an automatic unsupervised method for retinal vessel segmentation is described. Self-Organizing Map, modified Fuzzy C-Means, STAPLE algorithms and majority voting strategy were adopted to identify a segmentation of the retinal vessels. The performance of the proposed method was evaluated on the DRIVE database.
Silhouette encoding and synthesis using elliptic Fourier descriptors, and applications to videoconferencing
2004
Abstract This paper investigates the use of elliptic Fourier descriptors as a shape descriptor for encoding the silhouette of a person. Shape descriptors are here used for predicting the shape of silhouettes in missing frames within a sequence. This prediction scheme is applied to the case of generating in-between images in a low frame rate videoconferencing system, where the reconstructed silhouette is used as a binary mask for reducing the computational time for the frame reconstruction.
Treating cockroach phobia using a serious game on a mobile phone and augmented reality exposure: A single case study
2011
In vivo exposure has proved its efficacy in the treatment of specific phobias; however, not all patients benefit from it. Communication and information technologies such as Virtual Reality (VR) and Augmented Reality (AR) have improved exposure treatment adherence and acceptance. Serious games (SG) could also be used in order to facilitate exposure treatment. A line of research on SG is emerging which focuses on health issues. We have developed a SG for the treatment of cockroach phobia that uses a mobile phone as the application device. This work examines results of an N = 1 study about whether the use of this mobile game can facilitate treatment of this specific phobia preparing her for th…
A game for emotional regulation in adolescents: The (body) interface device matters
2016
The aim of this study is to evaluate the role of the type of interface device in the efficacy of a serious game that teaches emotional regulation (ER) strategies in a non-clinical sample of adolescents. We conducted a between-participants experiment in which participants (N = 61) played a frustration induction game, and then an ER game (a breathing strategy game), using one of three types of devices (computer, smartphone, and RGB-D camera). Frustration mood and perceived arousal were the main variables measured. Results revealed a significant interaction between moment (pre-induction phase, post-induction phase, and regulation phase) and the type of interface device used in the frustration …
The Effects of the Use of Serious Game in Eco-Driving Training
2016
International audience; Serious games present a promising approach to training and learning. The player is engaged in a virtual environment for a purpose beyond pure entertainment, all while having fun. In this paper, we investigate the effects of the use of serious game in eco-driving training. An approach has been developed in order to improve players’ practical skills in terms of eco-driving. This approach is based on the development of a driving simulation based on a serious game, integrating a multisensorial guidance system with metaphors including visual messages (information on fuel consumption, ideal speed area, gearbox management, etc.) and sounds (spatialized sounds, voice message…
Action-oriented classification of families' information and communication actions: exploring mothers' viewpoints
2009
Action-oriented service and technology development begins with the idea that people use technologies to reach their action goals. Consequently, we should investigate user needs and how they can be satisfied, and adapt services and technologies to the natural course of actions. Here, we focus on family communication and investigate mobile communication service types for families. For this study 10 mothers were interviewed; we investigated the nature of their everyday information and communication needs and the different knowledge and information transfer actions that were discovered in their families. Qualitative analysis of these interviews was used to generate a taxonomy, which, in turn, c…
Domestication of a Robotic Medication-Dispensing Service Among Older People in Finnish Lapland
2020
This paper presents a case study on a robotic medication-dispensing service used in the everyday lives of older people in Finnish Lapland through the concept of domestication. The study took an ethnographic approach. A total of 11 service users, practical nurses, and other health-care professionals participated; the service users averaged age 81 years (M= 81.4, SD = 5.4). The data comprised semistructured interviews complemented by observations and photographs at service users’ homes. We concluded that the domestication of the service was successful, although the service users sometimes felt that it limited their lives. The service users stated that learning and subsequently using the servi…
Improving problem solving and creativity through use of complex-dynamic simulations
2002
This article presents an instructional method to improve problem solving and creativity by employing computer-based simulations. The instructional method described is based upon empirical research conducted by the authors. The simulation presents contextually meaningful problem situations that require learners to analyze and prepare solution proposal(s). Following the learner input, the simulation assesses the proposal and offers back to the learners the consequences of their decisions while also iteratively updating the situational conditions. This type of simulation, unlike conventional simulations that are used for acquisition of knowledge, is complex-dynamic, requiring the learner to fu…
Designing for Mixed Reality Urban Exploration
2021
Funding Information: Acknowledgments. This work was supported by the European Union Seventh Framework Programme (grant agreement no 601139) and the Italian Ministry of Education, University, and Research (MIUR) PON AIM project (id: AIM1875400-1, CUP: B74I18000210006). Publisher Copyright: © 2021. All Rights Reserved. This paper introduces a design framework for mixed reality urban exploration (MRUE), based on a concrete implementation in a historical city. The framework integrates different modalities, such as virtual reality (VR), augmented reality (AR), and haptics-audio interfaces, as well as advanced features such as personalized recommendations, social exploration, and itinerary manage…
A multi‐agent system for itinerary suggestion in smart environments
2021
Abstract Modern smart environments pose several challenges, among which the design of intelligent algorithms aimed to assist the users. When a variety of points of interest are available, for instance, trajectory recommendations are needed to suggest users the most suitable itineraries based on their interests and contextual constraints. Unfortunately, in many cases, these interests must be explicitly requested and their lack causes the so‐called cold‐start problem. Moreover, lengthy travelling distances and excessive crowdedness of specific points of interest make itinerary planning more difficult. To address these aspects, a multi‐agent itinerary suggestion system that aims at assisting t…