Search results for "Human-Computer Interaction"

showing 10 items of 605 documents

SESAMO: An integrated framework for gathering, managing and sharing environmental data

2016

ICT systems are widely adopted for environmental management, but existing solutions address limited tasks and compose a plethora of heterogeneous tools, which impose a great additional effort on the operators. This work presents SESAMO, a novel framework to provide the operators with a unique tool for gathering, managing and merging environmental and territorial data. SESAMO uses WSNs for providing pervasive monitoring of environmental phenomena and exploits a multi-tier infrastructure in order to integrate data coming from heterogeneous information sources.

Settore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniKnowledge managementEnvironmental managementExploitSESAMOComputer sciencebusiness.industryPervasive sensing020206 networking & telecommunications02 engineering and technologyData scienceEnvironmental dataHuman-Computer InteractionComputer Networks and CommunicationWork (electrical)Information and Communications TechnologyOrder (exchange)Computer systems and technologie0202 electrical engineering electronic engineering information engineering020201 artificial intelligence & image processingHeterogeneous informationbusinessSoftware
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Multimodal virtual navigation of a cultural heritage site: The medieval ceiling of Steri in Palermo

2009

The advance of information technology has enabled in recent years new fruition scenarios for cultural heritage sites. Multidisciplinary approaches integrate survey techniques with multimodal interfaces to allow enhanced fruition for larger group of users. In this paper we propose a multimodal interface to a virtual representation of a medieval ceiling, built in the XIV century, which covers the “Sala Magna” of Steri, the historical headquarters of the University of Palermo, in Italy. This research deals with the definition of a process for the integration of surveying techniques, modelling processes and communication technologies for the documentation of such artifacts. This is a two-stage …

Settore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniMultimediabusiness.industryComputer scienceInformation technologyVirtual representationArtifact (software development)Virtual realitycomputer.software_genreMultimodal interactionCultural heritageDocumentationCultural heritage fruition survey techniques multimodal interaction human-computer interactionSettore ICAR/17 - DisegnoUser interfacebusinesscomputerSettore ICAR/06 - Topografia E Cartografia2009 2nd Conference on Human System Interactions
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A genetic algorithm for the design of a fuzzy controller for active queue management

2003

Active queue management (AQM) policies are those\ud policies of router queue management that allow for the detection of network congestion, the notification of such occurrences to the\ud hosts on the network borders, and the adoption of a suitable control\ud policy. This paper proposes the adoption of a fuzzy proportional\ud integral (FPI) controller as an active queue manager for Internet\ud routers. The analytical design of the proposed FPI controller is\ud carried out in analogy with a proportional integral (PI) controller,\ud which recently has been proposed for AQM. A genetic algorithm is\ud proposed for tuning of the FPI controller parameters with respect\ud to optimal disturbance rej…

Settore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniRouterQueue management systemComputer sciencePID controllerFuzzy control systemRandom early detectionTCP Congestion ControlActive queue managementNetwork CongestionFuzzy logicComputer Science ApplicationsHuman-Computer InteractionNetwork congestionControl and Systems EngineeringControl theoryElectrical and Electronic EngineeringTail dropActive Queue ManagementSoftwareFuzzy Controllers.Information SystemsIEEE Transactions on Systems, Man and Cybernetics, Part C (Applications and Reviews)
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Adaptive distributed outlier detection for WSNs.

2014

The paradigm of pervasive computing is gaining more and more attention nowadays, thanks to the possibility of obtaining precise and continuous monitoring. Ease of deployment and adaptivity are typically implemented by adopting autonomous and cooperative sensory devices; however, for such systems to be of any practical use, reliability and fault tolerance must be guaranteed, for instance by detecting corrupted readings amidst the huge amount of gathered sensory data. This paper proposes an adaptive distributed Bayesian approach for detecting outliers in data collected by a wireless sensor network; our algorithm aims at optimizing classification accuracy, time complexity and communication com…

Settore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniUbiquitous computingComputer scienceReal-time computingFault toleranceEnergy consumptionWSNComputer Science ApplicationsOutlier Detection.Human-Computer InteractionKey distribution in wireless sensor networksControl and Systems EngineeringBayesian NetworkOutlierAnomaly detectionElectrical and Electronic EngineeringCommunication complexityWireless sensor networkTime complexitySoftwareInformation SystemsIEEE transactions on cybernetics
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A User-Friendly Interface for Fingerprint Recognition Systems Based on Natural Language Processing

2009

Biometric recognition systems represent a valid solution to the safety problem of internet accessibility, even if they do not always provide an environment easily comprehensible by users and operators with a mid-level of competence. This gap can be partially filled if, instead of using the conventional access routines to the authentication system, the user could simply write to the system through the interface and using high level sentences and requests be able to use its own natural language to reach the intended goal. On the other hand, biometrics features are widely used for recognition and identification all over the world, generating large databases. In this paper a user-friendly inter…

Settore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniUser FriendlyBiometricsDatabaseHuman-Computer Interaction Biometric Recognition Natural Language Processingbusiness.industryComputer scienceUsabilityFingerprint recognitioncomputer.software_genreHuman–computer interactionThe InternetMessage authentication codeUser interfacebusinesscomputerNatural language2009 International Conference on Complex, Intelligent and Software Intensive Systems
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Novel Human-to-Human Interactions from the Evolution of HCI

2011

The interaction ways made available by the evolution of the human-computer interfaces, led to novel Human-to-Human Interaction (HHI) modes, enabling people to cooperate for almost any task any time and any where. HHI nowadays is largely indirect and mediated by a wide variety of technologies and devices. This new and exciting field of design originates from the convergence of a few well-established research fields within the HCI area, such as traditional Graphical User Interfaces (GUI), Tangible User Interfaces (TUI), Touchless Gesture User Interface (TGUI), Voice User Interfaces (VUI), and Brain Computer Interfaces (BCI). We analyze and describe the evolution of the HCI in those fields, an…

Settore ING-INF/05 - Sistemi Di Elaborazione Delle Informazionihuman-to-human interactionMultimediaComputer sciencebusiness.industryPost-WIMPmediated social interactionscomputer.software_genreField (computer science)Variety (cybernetics)novel interfacehuman-computer interactionHuman–computer interactionHuman interactionUser interfacebusinesscomputerBrain–computer interfaceGraphical user interfaceGesture2011 International Conference on Complex, Intelligent, and Software Intensive Systems
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Software e design: i media digitali nel quotidiano

2015

L’oggetto che oggi maggiormente caratterizza la quotidianità è senza dubbio il computer (sotto forma di pc, tablet, smartphone, ecc.); esso è determinato dal software che lo fa funzionare e che determina i modi dell’esperienza dell’utente. Comprendere gli oggetti digitali significa dunque comprendere il software in ogni sua dimensione: la sua progettazione, le opportunità che crea, i vincoli che impone e che di conseguenza consentono un utilizzo consapevole di questi oggetti. Computer, tablet, smartphone are the most important everyday objects in our life because we made experiences by them; they run due to their software: so it is necessary to understand it, his form, his design and his tr…

Settore M-FIL/04 - Esteticasoftware interface human-computer interaction interaction designsoftware interfaccia interazione uomo-macchina interaction design
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The Dimensions of Facebook Addiction as Measured by Facebook Addiction Italian Questionnaire and Their Relationships with Individual Differences

2017

Abstract The studies reported analyze the factorial structure of Facebook Addiction Italian Questionnaire (FAIQ), a variant of 20-item Young's Internet Addiction Test (IAT). In Study 1, we tested FAIQ psychometric properties using exploratory factor analysis (EFA). In Study 2, we performed a confirmatory factor analysis (CFA) to verify the FAIQ factorial structure identified through EFA. Results from CFA confirm the presence of a four-factor model accounting for 58 percent of total variance, plus a general higher order factor that best fits the data. Further relationships between FAIQ factor scores, personality, and Facebook usage have been explored.

Settore M-PSI/01 - Psicologia GeneraleAdultMaleFacebookInternet addictionAdolescentPsychometricsSocial Psychologymedia_common.quotation_subjectIndividuality050801 communication & media studies050109 social psychologyYoung Adult0508 media and communicationsInternet addiction testSurveys and QuestionnairesHumansPersonalityTranslations0501 psychology and cognitive sciencesComputingMilieux_MISCELLANEOUSApplied PsychologyAgedmedia_commonAged 80 and overSettore INF/01 - Informaticasocial networkingCommunicationAddiction05 social sciencesGeneral MedicineMiddle AgedExploratory factor analysisConfirmatory factor analysisComputer Science ApplicationsBehavior AddictiveHuman-Computer InteractionItaly[SCCO.PSYC]Cognitive science/PsychologyFemaleFactor Analysis StatisticalPsychologySocial MediaPersonalityClinical psychologyCyberpsychology, Behavior, and Social Networking
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Facebook as a Small World: a topological hypothesis

2011

Facebook is becoming a pervasive entity as its social, cultural and media ramifications grow deep and entrenched in our daily life. Its nature of a complex system of interactions, bearing a strong similarity to networks built through individual choices and systems shaped by evolu- tionary pressure, makes it an interesting target for research. Scale-free Small World networks, recently popularized by Barabasi, are a topological class pertaining to both these domains, whose members have resilience to disruption and short intermediate connections between nodes. In this paper we show that the topological structure of a specific subset of Facebook, gathered using data from a self-report online qu…

Settore M-PSI/01 - Psicologia GeneraleClass (computer programming)Small-world networkSettore INF/01 - InformaticaWeb 2.0Computer scienceCommunicationmedia_common.quotation_subjectCounterintuitiveTopologyComputer Science ApplicationsHuman-Computer InteractionWorld Wide WebFriendshipSocial networks Facebook Web 2.0 Small World networksSimilarity (psychology)Media TechnologyResilience (network)Strengths and weaknessesInformation Systemsmedia_commonSocial Network Analysis and Mining
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Profili di personalità e motivazioni associati all’uso di mobile games di realtà aumentata

In questo lavoro è descritta una revisione sistematica di 26 studi empirici che, negli ultimi 10 anni (2009-2019), hanno esplorato le motivazioni associate all’uso di giochi mobili di realtà aumentata (i.e., Pokèmon GO) e la personalità degli utenti. Considerato il crescente sviluppo tecnologico di giochi che coniugano l’Intelligenza Artificiale con la Realtà Aumentata, i risultati qualitativi presentati nel presente articolo possono configurarsi come utili criteri di segmentazione del mercato potenziale dei clienti di giochi basati su tecnologia mobile.

Settore M-PSI/01 - Psicologia GeneraleGamingAugmented RealityPokemon GoMobile gamePersonalitàHuman-computer InteractionMotivazioneBig Five
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