Search results for "human–computer interaction"

showing 10 items of 663 documents

Current Trends on the Acquisition, Virtual Representation, and Interaction of Cultural Heritage

2020

Cultural heritage (CH) tells us about our roots, and therefore, constitutes a rich value for the society. Its conservation, dissemination, and understanding are of utmost importance. In order to preserve CH for the upcoming generations, it needs to be documented, a process that nowadays is done digitally. Current trends involve a set of technologies (cameras, scanners, etc.) for the shape and radiometric acquisition of assets. Also, intangible CH can be digitally documented in a variety of forms. Having such assets virtualized, a proper dissemination channel is of relevance, and recently, new technologies that make use of interaction paradigms have emerged. Among them, in this chapter, the …

Engineeringbusiness.industry010401 analytical chemistryVirtual representation020207 software engineering02 engineering and technology01 natural sciences0104 chemical sciencesCultural heritageHuman–computer interaction0202 electrical engineering electronic engineering information engineeringAugmented realityCurrent (fluid)business
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Virtual and Augmented Reality for the Visualization of Summarized Information in Smart Cities

2020

In this chapter, authors deal with the problem of visualizing summarized information in a complex system like a smart city. They introduce the topic of smart city in the context of the information revolution that is taking place in the world. Next, they review how this information can be visualized, highlighting immersive 3D methods such as Virtual Reality (VR) and Augmented Reality (AR), which are particularly suitable for these applications, since 2D information does not usually induce a focused and sustained attention. The chapter describes and shows a use case in which VR and Spatial AR (SAR) are used in a smart city system to visualize summarized information about the state and managem…

Engineeringbusiness.industryHuman–computer interaction0202 electrical engineering electronic engineering information engineering020207 software engineering020201 artificial intelligence & image processingAugmented reality02 engineering and technologybusinessVisualization
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A virtual testbed for analysis and design of sensorimotoric aspects of agent control

1997

Abstract In this paper XRaptor is introduced, an object-oriented simulation tool. It provides a virtual multi-agent world which acts as testbed for agent control mechanisms. This environment encompasses a 3-dimensional space, in which the agents may move. Currently agents are realized modelling some abstract properties of flies and bats. XRaptor provides different levels of information flow and world manipulation capabilities from the agents' point of view. A further purpose of XRaptor is educational: Different teams of developers may design control units for agents which can then be subjected to a tournament.

Engineeringbusiness.industryHuman–computer interactionModeling and SimulationDistributed computingControl (management)TestbedInformation flow (information theory)Space (commercial competition)Virtual realityDesign controlbusinessComputingMethodologies_ARTIFICIALINTELLIGENCESimulation Practice and Theory
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Intelligent Collaborative Platform for Testing a Product by Virtual Prototyping

2013

This paper presents an integrated platform, based on collaborative environment, which can improve the design and prototyping activities. Collaborative activities in supporting product development and design during all product life-cycle, needs a Digital Factory framework. Demonstration of prototyping in real-time where are available changes in geometry, constraints, or other parameters can be based on virtual and augmented platforms. The mechanical and non-mechanical design needs, or any other virtual experiment can be experimented in virtual laboratory where researchers located in different geographical zones, can work on the improvement of product, by sharing resources and research result…

Engineeringbusiness.industryHuman–computer interactionNew product developmentGeneral EngineeringKey (cryptography)Virtual LaboratoryStrategic managementProduct (category theory)businessInstructional simulationShared resourceVirtual prototypingAdvanced Materials Research
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Experiences and motivations of the young for participation in virtual worlds

2010

Abstract The aim of this paper is to analyze the motivations and experiences of children to utilize virtual worlds. The paper identifies the activities that children perform in virtual worlds, features they use as well as the reasons for abandoning these virtual worlds. The paper presents results of a qualitative field study. The results indicate that features that are liked in the virtual worlds are similar to games. The main reasons to abandon virtual worlds were increased needs for social networking and better gaming experiences. Students showed interest in using games and virtual worlds at schools, but were generally rather skeptic about this possibility.

Engineeringcomputer-assisted learningmotivationbusiness.industryHuman–computer interactionField (Bourdieu)user experiencemulti-user virtual environmentsGeneral Materials ScienceVirtual worldsMetaversebusinessInstructional simulationProcedia - Social and Behavioral Sciences
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Beyond MAYA for game-changing multisensory design

2017

With information technology becoming ever more embedded in our surrounding everyday things, the nature of interactions and the way we experience digitalization is becoming increasingly embodied. Thus, growing effort is placed on examining the multisensory nature of interaction experience. From a design perspective, increased knowledge of how people experience materials and how to design to encourage varying material experiences opens new opportunities for the generation of rich multisensory user experience, and accomplishing game-changing results. In particular, the innovation space opened up by understanding people's material expectations of designs is significant. An experiment (N = 78) w…

Engineeringmedia_common.quotation_subjectdesign0211 other engineering and technologies02 engineering and technologysurpriseSpace (commercial competition)User experience designHuman–computer interactionuser experience0501 psychology and cognitive sciences050107 human factors021106 design practice & managementmedia_commonta113Focus (computing)ta213business.industry05 social sciencesPerspective (graphical)Information technologymultisensorySightSurprisematerialEmbodied cognitionbusinessSocial psychologyexpectationsProceedings of the 21st International Academic Mindtrek Conference
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Using human-values as a guide for understanding worthy design directions in augmented reality

2016

Augmented reality is a fast developing field, which will no doubt gain strong footing in the area of social media in the near future. Recently, Google Glass placed AR towards the top of the technological hype curve in regards to interaction possibilities, information overlay, information search and recording. Questions still remain however, regarding the added-value that AR offers to already existing interaction modes and technologies. In this study four concepts were designed and tested via video scenarios. The concepts related to three main product categories: educational tools; information presentation; and x-ray vision. The results positively reflected on the application of AR for educa…

Engineeringmedia_common.quotation_subjectdesignHuman valuesField (computer science)Human–computer interactionvalues0501 psychology and cognitive sciencesSocial medialisätty todellisuus050107 human factorsmedia_commoninhimilliset tekijätta113Distrustbusiness.industry05 social sciencesscenarios050301 educationskenaariotaugmented realityKey (cryptography)Augmented realitybusinessInformation presentationlife-based design0503 educationhuman factors
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Towards a Game-Design Framework for Evidence-Based Clinical Procedure Libraries

2019

Serious games have been and currently are used for multiple purposes other than just entertainment, such as education, healthcare or emergency management. This research presents game-design elements based on specific functional and professional requirements among which usability plays a key role. The aim of the research is to steer the direction towards a game-design framework for evidence-based clinical procedure libraries (eCPL). For context analysis and game-element presentation, a "serious application" example is shown to illustrate the improvement through game-design elements. A context analysis was required to select suitable game-design elements to target system usability and solve s…

Evidence-based practiceEmergency managementComputer sciencebusiness.industryComputingMilieux_PERSONALCOMPUTINGUsability02 engineering and technologyEntertainment03 medical and health sciencesContext analysis0302 clinical medicineInteractivityGame designHuman–computer interaction0202 electrical engineering electronic engineering information engineeringSystems design020201 artificial intelligence & image processing030212 general & internal medicinebusiness2019 IEEE 7th International Conference on Serious Games and Applications for Health (SeGAH)
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Use without training: A case study of evidence-based software design for intuitive use

2019

This paper reviews intuitive software design and outlines the development of an instrument for analysts to evaluate the intuitiveness of software design. Current intuition research outlines three requirements for intuitive use: (a) existing experiential domain knowledge and skills, (b) an unexplainable perception that a novel situation is contextually familiar, and (c) successful application of users’ previously acquired experiential knowledge and skills. A case study illustrates how these requirements can be specified, implemented, and evaluated. Questions to evaluate the characteristics of intuitive design and use resulted in an intuitive use evaluation of 3.2 on a scale of 0–4, indicatin…

Evidence-based practiceintuitive designSocial PsychologyComputer sciencebusiness.industryCommunicationaffordancesinteraction designsystem analysisUsabilityInteraction designintuitionusabilityHuman-Computer InteractionUser experience designHuman–computer interactionuser experienceSoftware designbusinessAffordanceIntuitionHuman Technology
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A Multimodal Guide for Virtual 3D Models of Cultural Heritage Artifacts

2008

The area of cultural heritage preservation and fruition has drawn an ever growing attention of artificial intelligence and human-computer interaction research in the last decades. The common aim is to develop systems that can interact with the user in a variety of modes and in the most natural way. In this paper, a multimodal guide for virtual 3D environment navigation is presented. The proposed system integrates X3D environment with a multimodal interface. The application scenario is to provide a visitor assistance and guidance during the visit of one of the halls in the historical Palazzo Steri, the headquarters of the University of Palermo.

ExhibitionCultural heritageCompetitive intelligenceComputer scienceHuman–computer interactionmultimodality3D virtual model cultural heritageVisitor patterncomputer.file_formatUser interfaceVirtual realityX3DcomputerVariety (cybernetics)
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