Search results for "human–computer interaction"

showing 10 items of 663 documents

Depression Assessment by Fusing High and Low Level Features from Audio, Video, and Text

2016

International audience; Depression is a major cause of disability world-wide. The present paper reports on the results of our participation to the depression sub-challenge of the sixth Audio/Visual Emotion Challenge (AVEC 2016), which was designed to compare feature modalities ( audio, visual, interview transcript-based) in gender-based and gender-independent modes using a variety of classification algorithms. In our approach, both high and low level features were assessed in each modality. Audio features were extracted from the low-level descriptors provided by the challenge organizers. Several visual features were extracted and assessed including dynamic characteristics of facial elements…

Computer scienceSpeech recognitionPosterior probabilitymultimodal fusionComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONImage processing02 engineering and technology[INFO.INFO-AI]Computer Science [cs]/Artificial Intelligence [cs.AI][SPI]Engineering Sciences [physics]AVEC 2016Histogram0202 electrical engineering electronic engineering information engineeringFeature (machine learning)[ SPI ] Engineering Sciences [physics]Affective computingaffective computing[ INFO.INFO-AI ] Computer Science [cs]/Artificial Intelligence [cs.AI]speech processing[SPI.ACOU]Engineering Sciences [physics]/Acoustics [physics.class-ph]Modality (human–computer interaction)[ SPI.ACOU ] Engineering Sciences [physics]/Acoustics [physics.class-ph]pattern recognition020206 networking & telecommunicationsSpeech processingimage processingStatistical classificationdepression assessment13. Climate actionPattern recognition (psychology)020201 artificial intelligence & image processing
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Mediated learning materials: visibility checks in telepresence robot mediated classroom interaction

2021

Videoconferencing is increasingly used in education as a way to support distance learning. This article contributes to the emerging interactional literature on video-mediated educational interaction by exploring how a telepresence robot is used to facilitate remote participation in university-level foreign language teaching. A telepresence robot differs from commonly used videoconferencing set-ups in that it allows mobility and remote camera control. A remote student can thus move a classroom-based robot from a distance in order to shift attention between people, objects and environmental structures during classroom activities. Using multimodal conversation analysis, we focus on how partici…

Computer scienceTeaching methodDistance educationComputer-Assisted Instructionluokkatyöskentelycomputer.software_genreEducationMultimodalityVideoconferencingHuman–computer interactionetäosallistuminenvideoneuvottelutlearning materialsmultimodalitymultimodaalisuusoppimateriaali060201 languages & linguisticsTeleroboticskieltenopetus4. Education05 social sciencesVisibility (geometry)Educational technology050301 educationvideo-mediated interaction06 humanities and the artstelepresence robotcomputer-assisted language learning0602 languages and literaturerobotitclassroom interaction516 Educational sciences0503 educationcomputer
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¿Qué pueden aportar las ciencias de la visión al diseño gráfico?

2020

[ES] El diseño gráfico es importante y necesario en el mundo de hoy porque la vista es la principal forma de adquisición de información. Por lo tanto, es lógico pensar que las ciencias de la visión pueden ayudar en la toma de decisiones a nivel de diseño. Comprender conceptos como la agudeza visual, la sensibilidad al contraste, entre otros, contribuirá a optimizar la legibilidad del texto a través de una selección óptima de parámetros tipográficos para formatos impresos y digitales. Además, entender el efecto de las diferentes alteraciones en la visión del color mejorará la accesibilidad del diseño.

Computer scienceVisión del colorPercepció visualPercepciónAccesibilidad050105 experimental psychology03 medical and health sciencesSistema visualPsicofísica0302 clinical medicineDissenyHuman–computer interactionSelection (linguistics)Psychophysics0501 psychology and cognitive sciencesInformation acquisitionColour visionbusiness.industry05 social sciencesColour VisionGraphic designAccessibilityReadabilitySight030221 ophthalmology & optometryPerceptionVisual systembusiness
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Non-speech voice for sonic interaction: a catalogue

2016

This paper surveys the uses of non-speech voice as an interaction modality within sonic applications. Three main contexts of use have been identified: sound retrieval, sound synthesis and control, and sound design. An overview of different choices and techniques regarding the style of interaction, the selection of vocal features and their mapping to sound features or controls is here displayed. A comprehensive collection of examples instantiates the use of non-speech voice in actual tools for sonic interaction. It is pointed out that while voice-based techniques are already being used proficiently in sound retrieval and sound synthesis, their use in sound design is still at an exploratory p…

Computer scienceVoice - Sonic interaction - Information retrieval - Sound synthesis - Sound designSpeech recognitionSound design02 engineering and technologyExploratory phase020204 information systemsSonic interaction design0202 electrical engineering electronic engineering information engineeringSelection (linguistics)Information retrieval0501 psychology and cognitive sciences050107 human factorsSound (geography)Sonic interactiongeographyModality (human–computer interaction)geography.geographical_feature_categoryInformation retrieval; Sonic interaction; Sound design; Sound synthesis; Voice; Signal Processing; Human-Computer InteractionSettore INF/01 - Informatica05 social sciencesSound synthesiSound designHuman-Computer InteractionSignal ProcessingVoice
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Tracking Hands in Interaction with Objects: A Review

2017

Markerless vision-based 3D hand motion tracking is a key and popular component for interaction studies in many domains such as virtual reality and natural human-computer interfaces. While this research field has been well studied in the last decades, most approaches have considered the human hand in isolation and not in action or in interaction with the environment or the other articulated human body parts. Employing contextual information about the surrounding environment (e.g. the shape, the texture, and the posture of the object in the hand) can remarkably constrain the tracking problem. The goal of this survey is to develop an up-to-date taxonomy of existing vision-based hand tracking m…

Computer science[INFO.INFO-CV]Computer Science [cs]/Computer Vision and Pattern Recognition [cs.CV]020207 software engineering02 engineering and technologyVirtual reality[ INFO.INFO-CV ] Computer Science [cs]/Computer Vision and Pattern Recognition [cs.CV]Object (philosophy)Field (computer science)Domain (software engineering)Action (philosophy)Human–computer interactionTaxonomy (general)Component (UML)[INFO.INFO-TI]Computer Science [cs]/Image Processing [eess.IV][ INFO.INFO-TI ] Computer Science [cs]/Image Processing0202 electrical engineering electronic engineering information engineering020201 artificial intelligence & image processingPoseComputingMilieux_MISCELLANEOUS
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Identification of Reading Difficulties by a Digital Game-Based Assessment Technology

2020

Computerized game-based assessment (GBA) system for screening reading difficulties may provide substantial time and cost benefits over traditional paper-and-pencil assessment while providing means also to individually adapt learning content in educational games. To study the reliability and validity of a GBA system to identify struggling readers performing below a standard deviation from mean in paper-and-pencil test either in raw scores and grade-normative scores, a large-scale study with first to fourth grade students ( N = 723) was conducted, where GBA was administrated as a group test by tablet devices. Overall, the results indicated that the GBA can be successfully used to identify st…

Computer sciencearviointimenetelmätmedia_common.quotation_subjectreading assessmentEducation03 medical and health sciences0302 clinical medicineReading assessmentHuman–computer interactionReading (process)paper-and-pencil testingEvaluation methodsreading difficultiesReliability (statistics)media_commonEducational game4. Education05 social sciences050301 educationoppimispelitComputer Science ApplicationsIdentification (information)educational gamegame-based assessmentcomputer-based assessmentGame basedlukihäiriöt0503 education030217 neurology & neurosurgery
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Harnessing User Values to Understand Value Co-Creation and Co-Destruction in Augmented Reality Mobile Games

2021

This paper explores the phenomena of value co- creation and co-destruction in augmented reality (AR) mobile games. More specifically, we aim to achieve an in-depth understanding of value co-creation and co- destruction occurring in Pokémon GO and the user values underlying these occurrences. Service-dominant (S-D) logic provides our study with a lens for understanding users as active co-creators, co- destroyers, and determinants of value. Further, the means-end theory establishes users’ personal values and goals as the basis for service value determination. We uncover key values highlighted in users’ positive and negative gaming experiences through a qualitative content analysis of 43 in-de…

Computer sciencearvonluontiladdering interviewsaugmented reality mobile gamesvalue co-creationvalue co-destructionPokémon Go (peli)Human–computer interactionpelaajatCo-creationpeliteollisuusAugmented realitylisätty todellisuusValue (mathematics)mobiilipelitkäyttäjätutkimusProceedings of the Annual Hawaii International Conference on System Sciences
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Simulating socially intelligent agents in semantic virtual environments

2008

AbstractThe simulation of synthetic humans inhabiting virtual environments is a current research topic with a great number of behavioral problems to be tackled. Semantical virtual environments (SVEs) have recently been proposed not only to ease world modeling but also to enhance the agent–object and agent–agent interaction. Thus, we propose the use of ontologies to define the world’s knowledge base and to introduce semantic levels of detail that help the sensorization of complex scenes—containing lots of interactive objects. The object taxonomy also helps to create general and reusable operativity for autonomous characters—for example, liquids can be poured from containers such as bottles. …

Computer sciencebusiness.industryArtificial societyOntology (information science)Object (computer science)computer.software_genreSocial relationTask (project management)Intelligent agentKnowledge baseArtificial IntelligenceHuman–computer interactionTaxonomy (general)Artificial intelligencebusinesscomputerSoftwareThe Knowledge Engineering Review
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Integrating miniMin-HSP agents in a dynamic simulation framework

2004

In this paper, we describe the framework created for implementing AI-based animations for artificial actors in the context of IVE (Intelligent Virtual Environments). The minMin-HSP (Heuristic Search Planner) planner presented in [12] has been updated to deal with 3D dynamic simulation environments, using the sensory/actuator system fully implemented in UnrealTM and presented in [10]. Here, we show how we have integrated these systems to handle the necessary balance between the reactive and deliberative skills for 3D Intelligent Virtual Agents (3DIVAs). We have carried out experiments in a multi-agent 3D blocks world, where 3DIVAs will have to interleave sensing, planning and execution to be…

Computer sciencebusiness.industryBlocks worldContext (language use)computer.software_genreDynamic simulationIntelligent agentHuman–computer interactionArtificial intelligenceUser interfaceAgent architecturebusinesscomputerComputer animation
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Towards Advanced Visualisation Techniques in Case

1999

The complexity of information systems has resulted in more sophisticated CASE tools which integrate multifaceted design information using metamodeling and hypertext technologies. A designer can use this vast amount of tightly coupled information efficiently only if it is presented based on his needs and cognitive capabilities. In this paper we discuss how representations in CASE can be improved using advanced visualisation techniques.

Computer sciencebusiness.industryDesign informationlaw.inventionMetamodelingInformation visualizationIf and only iflawHuman–computer interactionVisualisation techniquesInformation systemHypertextComputer-aided software engineeringbusiness
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