Search results for "Persona"
showing 10 items of 4542 documents
The body talks: Sensorimotor communication and its brain and kinematic signatures
2019
Human communication is a traditional topic of research in many disciplines such as psychology, linguistics and philosophy, all of which mainly focused on language, gestures and deictics. However, these do not constitute the sole channels of communication, especially during online social interaction, where instead an additional critical role may be played by sensorimotor communication (SMC). SMC refers here to (often subtle) communicative signals embedded within pragmatic actions - for example, a soccer player carving his body movements in ways that inform a partner about his intention, or to feint an adversary; or the many ways we offer a glass of wine, rudely or politely. SMC is a natural …
Conceptual Differences Among Functional Size Measurement Methods
2007
The paper focuses on measuring and assessing the relation of adaptive maintenance process and quality of open source software (OSS). A framework for assessing adaptive maintenance process is proposed and applied. The framework consists of six sub- processes. Five OSSs with considerable number of releases have been studied empirically. Their main evolutionary and quality characteristics have been measured. The main results of the study are the following:. 1) Software maintainability is affected mostly by the activities of the 'analysis' maintenance sub-process. 2) Software testability is affected by the activities of all maintenance sub-processes. 3) Software reliability is affected mostly b…
Design and evaluation of prosody-based non-speech audio feedback for physical training application
2011
Abstract Methodological support for the design of non-speech user interface sounds for human–computer interaction is still fairly scarce. To meet this challenge, this paper presents a sound design case which, as a practical design solution for a wrist-computer physical training application, outlines a prosody-based method for designing non-speech user interface sounds. The principles used in the design are based on nonverbal communicative functions of prosody in speech acts, exemplifying an interpersonal approach to sonic interaction design. The stages of the design process are justified with a theoretical analysis and three empirical sub-studies, which comprise production and recognition t…
Effect of Footstep Vibrations and Proprioceptive Vibrations Used with an Innovative Navigation Method
2017
This study proposes to investigate the effect of adding vibration feedback to a navigation task in virtual environment. Previous study used footstep vibrations and proprioceptive vibrations in order to decrease the cyber-sickness and increase the sense of presence. In this study, we experiment the same vibration modalities but with a new navigation method. The results show that proprioceptive vibrations do not impact the sense of presence neither the cyber-sickness while footstep vibrations increase sense of presence and decrease in a certain way cyber-sickness. Burgundy region through the JCE funding project
A Comparison Study of Metaheuristic Techniques for Providing QoS to Avatars in DVE Systems
2004
Network-server architecture has become a de-facto standard for Distributed Virtual Environment (DVE) systems. In these systems, a large set of remote users share a 3D virtual scene. In order to design scalable DVE systems, different approaches have been proposed to maintain the DVE system working under its saturation point, maximizing system throughput. Also, in order to provide quality of service to avatars in a DVE systems, avatars should be assigned to servers taking into account, among other factors, system throughput and system latency. This highly complex problem is called quality of service (QoS) problem in DVE systems. This paper proposes two different approaches for solving the QoS…
Three-domain image representation for personal photo album management
2010
In this paper we present a novel approach for personal photo album management. Pictures are analyzed and described in three representation spaces, namely, faces, background and time of capture. Faces are automatically detected and rectified using a probabilistic feature extraction technique. Face representation is then produced by computing PCA (Principal Component Analysis). Backgrounds are represented with low-level visual features based on RGB histogram and Gabor filter bank. Temporal data is obtained through the extraction of EXIF (Exchangeable image file format) data. Each image in the collection is then automatically organized using a mean-shift clustering technique. While many system…
The motivational appeal of interactive storytelling: Towards a dimensional model of the user experience
2009
A conceptual account to the quality of the user experience that interactive storytelling intends to facilitate is introduced. Building on socialscientific research from `old' entertainment media, the experiential qualities of curiosity, suspense, aesthetic pleasantness, self-enhancement, and optimal task engagement ("flow") are proposed as key elements of a theory of user experience in interactive storytelling. Perspectives for the evolution of the model, research and application are briefly discussed.
Genomic Testing for Human Health and Disease Across the Life Cycle: Applications and Ethical, Legal, and Social Challenges
2019
The expanding use of genomic technologies encompasses all phases of life, from the embryo to the elderly, and even the posthumous phase. In this paper, we present the spectrum of genomic healthcare applications, and describe their scope and challenges at different stages of the life cycle. The integration of genomic technology into healthcare presents unique ethical issues that challenge traditional aspects of healthcare delivery. These challenges include the different definitions of utility as applied to genomic information; the particular characteristics of genetic data that influence how it might be protected, used and shared; and the difficulties applying existing models of informed con…
What should I do next? Using shared representations to solve interaction problems
2011
Studies on how “the social mind” works reveal that cognitive agents engaged in joint actions actively estimate and influence another’s cognitive variables and form shared representations with them. (How) do shared representations enhance coordination? In this paper, we provide a probabilistic model of joint action that emphasizes how shared representations help solving interaction problems. We focus on two aspects of the model. First, we discuss how shared representations permit to coordinate at the level of cognitive variables (beliefs, intentions, and actions) and determine a coherent unfolding of action execution and predictive processes in the brains of two agents. Second, we discuss th…
Can SQ and EQ Values and Their Difference Indicate Programming Aptitude to Reduce Dropout Rate?
2017
A crucial problem that we are currently facing at the Faculty of Computing of the University of Latvia is that during the first study semester on average 30% of the first-year students drop out, whereas after the first year of studies the number of dropouts increases up to nearly 50%. Thus, our overall goal is to determine in advance applicants that most likely will not finish the first study year successfully. A hypothesis formulated in another research study was that programming aptitude could be predicted based on the results of two personality self-report questionnaires − Systemizing Quotient (SQ) and Empathy Quotient (EQ) − taken by students. The difference between the SQ and EQ scores…