Search results for "human–computer interaction"
showing 10 items of 663 documents
Multimodal accomplishment of alignment and affiliation in the local space of distant meetings
2017
Technology-mediated (i.e. distant) meetings are complex settings that involve distributed participation frameworks and the coordination of actions in multiple interactional spaces. This paper examines how problems with hearing, speaking, or understanding in the overall meeting space enable the negotiation of alignment and affiliation by co-present participants in the same local meeting space. Conversation analysis is used to investigate the local accomplishment of alignment and affiliation achieved through the sequential and temporal organization of verbal, embodied, and material resources of interaction in three types of situations: during technological trouble, silences, and disagreements…
Multimodal and Agent-Based Human–Computer Interaction in Cultural Heritage Applications: an Overview
2010
One of the most recent and interesting applications of human–computer interaction technologies is the provision of advanced information services within public places, such as cultural heritage sites or schools and university campuses. In such contexts, concurrent technologies used in smart mobile devices can be used to satisfy the mobility need of users allowing them to access relevant resources in a context-dependent manner. Of course, most of the constraints to be taken into account when designing a pervasive information providing system are given by the actual domain where they are deployed.
A Robotic Humanoid for Information Exploration on Cultural Heritage Domain
2020
The work presented here illustrates an humanoid robot capable of interacting with an human user within the Cultural Heritage domain. Two different and complementary AI approaches, namely sub-symbolic and symbolic, have been implemented and combined together to design the framework of a robot having both rational and intuitive capabilities. Furthermore, the robot is capable of providing information expressively and of adapting its behavior according to the emotional content of the artworks descriptions. This could make the robot more effective in providing information and entertaining the users.
A cultural heritage experience for visually impaired people
2020
Abstract In recent years, we have assisted to an impressive advance of computer vision algorithms, based on image processing and artificial intelligence. Among the many applications of computer vision, in this paper we investigate on the potential impact for enhancing the cultural and physical accessibility of cultural heritage sites. By using a common smartphone as a mediation instrument with the environment, we demonstrate how convolutional networks can be trained for recognizing monuments in the surroundings of the users, thus enabling the possibility of accessing contents associated to the monument itself, or new forms of fruition for visually impaired people. Moreover, computer vision …
Scaling Consultative Selling with Virtual Reality: Design and Evaluation of Digitally Enhanced Services
2018
Virtual, augmented, and mixed reality technologies allow creation of powerful customer experiences and illustrative demonstrations especially in use cases that benefit from spatial visualizations. Our study focuses on the natural resource management sector and digitalizing of consultative selling process. More specifically, we look at how to improve customer engagement with the use of virtual reality (VR) and thus digitally scale consultative selling. In this process, a VR application is used to demonstrate various management operations and their economic results. Design research methodology is applied to a pre-development phase and three application development iterations between 2016 and …
Visual Attention in Virtual Reality Settings: An Abstract
2019
Virtual reality, VR, is challenging marketers to understand both brand interaction and the customer experience at the point of sale. In order to test the usefulness of VR in retailing, research must address how the customer’s visual attention in a VR setting affects his/her behavior. There are two main drivers for this research. First, there has been an enormous growth in recent years in the use of neurophysiological methods to measure visual attention. At the store level, previous works show that attention to products measured through eye tracking influences consumer decision. Second, VR is being increasingly adopted by brands, but research is lacking into comparisons between VR formats. W…
Robots that look like humans: A brief look into humanoid robotics
2018
This article provides a brief overview of the technology of humanoid robots. First, historical development and hardware progress are presented mainly on human-size full-body biped humanoid robots, together with progress in pattern generation of biped locomotion. Then, «whole-body motion» – coordinating leg and arm movements to fully leverage humanoids’ high degrees of freedom – is presented, followed by its applications in fields such as device evaluation and large-scale assembly. Upper-body humanoids with a mobile base, which are mainly utilized for research on human-robot interaction and cognitive robotics, are also introduced before addressing current issues and perspectives.
Dynamic Perception of Plastic Movements: Biomechanics and Digital Artifacts
2017
The article offers some reflections on the body-space relationship through images, graphic translations and visual studies that converge into a contemporary digital illuminated avant-garde of the fourth virtual dimension. Starting from the study of the Soviet coreutics of the 1920s and the biomechanics of multimedia performances, it moves on the cinesthetic suggestions and to the dance theorization integrated with the musical score. Finally, some contemporary forms of digital image production are taken into account by addressing a number of issues regarding the exploration of the object-image and its experiential re-elaboration through the production of new graphic knowledge.
High-Level Context Information for Tasks in Teaching
2017
Tasks are often used in the teaching process. Using mobile and wearable technology, we created an application which uses sensors to support teachers in creating tasks with dependencies and feedback generation. However, in the field of sports education, a variety of non-measurable data can influence the training progress. This high-level context data can be gathered using human input. In this paper, we explain the task-based teacher supporting application and how it can be enriched with high-level context data. We use gamification for data collection and motivation of students. We conducted a survey about the acceptance of three different approaches in the field of skiing education. The surv…
CSCW '98 workshop program
1998
This workshop will discuss different approaches used to evaluate CSCW systems. Our goal is to produce a taxonomy of evaluation methodologies for CSCW systems, idenillYing the type of systems for \\hich a technique is most useful, the stage of development in \\bich a methodology is appropriate, the resources needed to conduct an evaluation, and the appropriate measures for the various techniques. We plan to discuss various methods of data collection for collaborative work and identi1)' the evaluation methodologies for \\hich various types of data collection are most appropriate. Other issues we hope to discuss during the workshop include sharing and comparing collected data, the usefulness o…