Search results for "Human-computer Interaction"

showing 10 items of 605 documents

Hybrid architecture for shape reconstruction and object recognition

1998

The proposed architecture is aimed to recover 3-D- shape information from gray-level images of a scene; to build a geometric representation of the scene in terms of geometric primitives; and to reason about the scene. The novelty of the architecture is in fact the integration of different approaches: symbolic reasoning techniques typical of knowledge representation in artificial intelligence, algorithmic capabilities typical of artificial vision schemes, and analogue techniques typical of artificial neural networks. Experimental results obtained by means of an implemented version of the proposed architecture acting on real scene images are reported to illustrate the system capabilities.

Artificial neural networkKnowledge representation and reasoningComputer sciencebusiness.industryComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONCognitive neuroscience of visual object recognitionImage processingTheoretical Computer ScienceHuman-Computer InteractionArtificial IntelligenceComputer Science::Computer Vision and Pattern RecognitionPattern recognition (psychology)Systems architectureComputer visionGeometric primitiveArtificial intelligenceGraphicsbusinessSoftware
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Combining a context aware neural network with a denoising autoencoder for measuring string similarities

2020

Abstract Measuring similarities between strings is central for many established and fast-growing research areas, including information retrieval, biology, and natural-language processing. The traditional approach to string similarity measurements is to define a metric with respect to a word space that quantifies and sums up the differences between characters in two strings; surprisingly, these metrics have not evolved a great deal over the past few decades. Indeed, the majority of them are still based on making a simple comparison between character and character distributions without considering the words context. This paper proposes a string metric that encompasses similarities between str…

Artificial neural networkProperty (programming)Computer sciencebusiness.industryString (computer science)020206 networking & telecommunicationsContext (language use)02 engineering and technologycomputer.software_genre01 natural sciencesTheoretical Computer ScienceHuman-Computer InteractionCharacter (mathematics)0103 physical sciencesMetric (mathematics)0202 electrical engineering electronic engineering information engineeringArtificial intelligenceString metricbusiness010301 acousticscomputerSoftwareWord (computer architecture)Natural language processingComputer Speech & Language
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Genre-dependent effects of 3D film on presence, motion sickness, and protagonist perception

2016

Do the increasingly popular 3D movies change how we perceive the content of the movie? We presented short (3.21 min) film sequences to observers equipped with shutter glasses. Three genres (horror, action, and documentary) were crossed with three between-subjects viewing conditions (director’s 3D, artificial 3D, and 2D). Observers had to rate how the film impressed them in terms of arousal, motion sickness, presence, and immersion. They also judged the personality, attractiveness, and intelligence of the protagonist in all viewing conditions. Not surprisingly, horror films produced more arousal and presence than action films. Documentaries scored lowest on presence. Action movies produced t…

AttractivenessMultimediamedia_common.quotation_subject05 social sciencescomputer.software_genremedicine.disease01 natural sciences050105 experimental psychologyFilm genre010309 opticsHuman-Computer InteractionMotion sicknessHardware and ArchitectureAestheticsPerception0103 physical sciencesmedicine0501 psychology and cognitive sciencesElectrical and Electronic EngineeringThree dimensional televisionPsychologycomputermedia_commonDisplays
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Predicting mid-air gestural interaction with public displays based on audience behaviour

2020

Abstract Knowledge about the expected interaction duration and expected distance from which users will interact with public displays can be useful in many ways. For example, knowing upfront that a certain setup will lead to shorter interactions can nudge space owners to alter the setup. If a system can predict that incoming users will interact at a long distance for a short amount of time, it can accordingly show shorter versions of content (e.g., videos/advertisements) and employ at-a-distance interaction modalities (e.g., mid-air gestures). In this work, we propose a method to build models for predicting users’ interaction duration and distance in public display environments, focusing on …

Audience behaviour; Pervasive displays; Users behaviourComputer scienceHuman Factors and Ergonomics02 engineering and technologySpace (commercial competition)Field (computer science)EducationPervasive displaysSoftwareContextual designHuman–computer interaction0202 electrical engineering electronic engineering information engineering0501 psychology and cognitive sciencesAudience behaviourDuration (project management)050107 human factorsModalitiesbusiness.industry05 social sciencesGeneral Engineering020207 software engineeringPublic displaysAudience behaviour Pervasive displays Users behaviourHuman-Computer InteractionHardware and ArchitectureUsers behaviourbusinessSoftwareGesture
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Virtual and Augmented Reality in Finance: State Visibility of Events and Risk"

2021

This chapter reflected on the potential of Virtual Reality and Augmented Reality (VR / AR) technologies in supporting the dynamics of global financial systems and in addressing the grand challenges posed by unexpected events and crisis. The chapter briefly overviewed traditional VR/AR uses and described three early attempts to use 3D/ VR / AR technologies in Finance. In light of the recent financial crisis, there is a potential added valued in harnessing the use of VR/AR technologies to convey a greater visibility of the financial state (including visibility of financial risk). Various dimensions of the problem are considered. The chapter suggested a blend of service oriented computing SOC …

Augmented RealityFinanceVirtual realityEngineeringmedia_common.quotation_subject[INFO.INFO-SE] Computer Science [cs]/Software Engineering [cs.SE]0211 other engineering and technologies02 engineering and technology[INFO.INFO-SE]Computer Science [cs]/Software Engineering [cs.SE][ INFO.INFO-SE ] Computer Science [cs]/Software Engineering [cs.SE]RecessionVirtual reality[ INFO.INFO-HC ] Computer Science [cs]/Human-Computer Interaction [cs.HC]021105 building & construction0502 economics and business[ SHS.ECO ] Humanities and Social Sciences/Economies and finances[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]media_commonGrand ChallengesFinanceAugmented Realitybusiness.industryFinancial risk05 social sciences[ INFO.INFO-GR ] Computer Science [cs]/Graphics [cs.GR]Business value[SHS.ECO]Humanities and Social Sciences/Economics and Finance[INFO.INFO-GR]Computer Science [cs]/Graphics [cs.GR]Unexpected eventsBusiness intelligenceFinancial crisisAugmented reality[INFO.INFO-HC] Computer Science [cs]/Human-Computer Interaction [cs.HC]business050203 business & managementFinance
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How the physical similarity of avatars can influence the learning of emotion regulation strategies in teenagers

2015

Greater emotion regulation when observing a physically similar avatar.Greater frustration induction when observing a physically similar avatar.Greater physical identification with physically similar avatar.Significant change in brain when observing a physically similar avatar. The aim of this study is to evaluate the influence of the physical similarity of avatars with the user on emotion regulation strategy training. In this study twenty-four teenagers observed an avatar (either physically similar to the participant or neutral) that gets frustrated with his/her computer, after which he/she applies an emotion regulation strategy (slow breathing). The intensity of the emotional induction and…

AvatarsEXPRESION GRAFICA EN LA INGENIERIAComputingMilieux_PERSONALCOMPUTINGSense of presenceEmotions regulationStrategy trainingEmotional valenceMental healthTeenagersVirtual realityArousalHuman-Computer InteractionIdentification (information)Arts and Humanities (miscellaneous)Similarity (psychology)Avatars Virtual reality Emotions regulation TeenagersPsychologySocial psychologyGeneral PsychologyAvatar
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Effects of mixed reality head-mounted glasses during 90 minutes of mental and manual tasks on cognitive and physiological functions

2018

Background We evaluated the effects of a mixed reality (MR) head-mounted deviceon some cognitiveand physiological functions during 90 min tasks in an attempt to determine their safety for workers. Methods A total of 12 volunteers performed 90-min intellectual and manual tasks with and without MR glasses. Balance, Stroop, and memory tests were conducted before, during and after these tasks. Heart rate and electromyographic activity of some muscles were recorded. A survey was used to determine subjective fatigue, pain, or discomfort. Results Balance, heart rate, rate of perceived exertion, memory, and attention were unaffected by wearing MR glasses. Electromyographic activity increased with …

Balancemedicine.medical_specialtyHeart rateDeltoid curvelcsh:MedicineBioengineeringElectromyographyGlobal HealthMentalBicepsGeneral Biochemistry Genetics and Molecular Biology03 medical and health sciences0302 clinical medicinePhysical medicine and rehabilitationHeart ratemedicineAutonomyFatigueBalance (ability)medicine.diagnostic_testElectromyographyGeneral Neurosciencelcsh:RCognitionGeneral MedicinePrecisionMixed realityHuman-Computer Interaction030220 oncology & carcinogenesisPublic HealthGeneral Agricultural and Biological SciencesPsychology030217 neurology & neurosurgeryNeuroscienceStroop effectPeerJ
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Real-time estimation of plasma insulin concentration from continuous glucose monitor measurements

2015

Continuous glucose monitors can measure interstitial glucose concentration in real time for closed-loop glucose control systems, known as artificial pancreas. These control systems use an insulin feedback to maintain plasma glucose concentration within a narrow and safe range, and thus to avoid health complications. As it is not possible to measure plasma insulin concentration in real time, insulin models have been used in literature to estimate them. Nevertheless, the significant interand intra-patient variability of insulin absorption jeopardizes the accuracy of these estimations. In order to reduce these limitations, our objective is to perform a real-time estimation of plasma insulin co…

Blood GlucoseMaleInsulin pump0209 industrial biotechnologymedicine.medical_treatmentBiomedical EngineeringArtificial pancreas030209 endocrinology & metabolismBioengineering02 engineering and technologyArtificial pancreas03 medical and health sciencesExtended Kalman filter020901 industrial engineering & automation0302 clinical medicineComputer SystemsTime estimationmedicineHumansInsulinComputer SimulationObservabilityMathematicsType 1 diabetesBlood Glucose Self-MonitoringInsulinReproducibility of ResultsGlucose insulin modelsGeneral MedicineMiddle AgedModels Theoreticalmedicine.diseaseINGENIERIA DE SISTEMAS Y AUTOMATICAExtended Kalman filterComputer Science ApplicationsHuman-Computer InteractionDiabetes Mellitus Type 1Type 1 diabetesFemalePlasma insulinMATEMATICA APLICADAAlgorithmsInsulin estimationBiomedical engineeringComputer Methods in Biomechanics and Biomedical Engineering
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On the Neurocognitive Co‐Evolution of Tool Behavior and Language: Insights from the Massive Redeployment Framework

2021

Understanding the link between brain evolution and the evolution of distinctive features of modern human cognition is a fundamental challenge. A still unresolved question concerns the co-evolution of tool behavior (i.e., tool use or tool making) and language. The shared neurocognitive processes hypothesis suggests that the emergence of the combinatorial component of language skills within the frontal lobe/Broca's area made possible the complexification of tool-making skills. The importance of the frontal lobe/Broca's area in tool behavior is somewhat surprising with regard to the literature on neuropsychology and cognitive neuroscience, which has instead stressed the critical role of the le…

Brain MappingLinguistics and LanguageCognitive NeuroscienceNeuropsychologyBrainMotor controlPosterior parietal cortexExperimental and Cognitive PsychologyCognitionCognitive neuroscienceMagnetic Resonance ImagingFrontal LobeHuman-Computer InteractionNeuroimagingFrontal lobeArtificial IntelligenceParietal LobeHumansPsychologyNeurocognitivePhylogenyLanguageCognitive psychologyTopics in Cognitive Science
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Brightness and contrast do not affect visually induced motion sickness in a passively-flown fixed-base flight simulator

2016

Abstract Background Visually Induced Motion Sickness (VIMS) or simulator sickness is often elicited by a visual stimulus that lacks the appropriate vestibular or proprioceptive feedback. In this study, we chose to investigate the effects of brightness and contrast of the visual scene on VIMS. Hypothesis We hypothesized that visual environments differing in brightness or contrast would differentially induce VIMS. The symptoms of VIMS should be most severe for the combination of high brightness and high contrast and conversely lowest for the low brightness and low contrast condition. Methods 33 healthy subjects were tested in a fixed-base flight simulator. Each subject flew in four consecutiv…

Brightnessmedicine.medical_specialtygenetic structuresStimulus (physiology)AudiologyFlight simulator03 medical and health sciences0302 clinical medicineMedicine0501 psychology and cognitive sciencesComputer visionElectrical and Electronic Engineering050107 human factorsFixed baseVestibular systemProprioceptionbusiness.industry05 social sciencesbiochemical phenomena metabolism and nutritionbacterial infections and mycosesmedicine.diseaseHuman-Computer InteractionMotion sicknessHardware and ArchitectureSimulator sicknessArtificial intelligencebusiness030217 neurology & neurosurgeryDisplays
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