Search results for "human–computer interaction"
showing 10 items of 663 documents
Exploiting Imperfections in Perception-Action Learning
2019
In this paper a some examples of simulations and experiments performed in the last few years in the field of bio-inspired robotics are reviewed and revisited, deepening their characteristics and emphasising the role of imperfections that could be the main actors guiding their success in real environment. Our cases of study rely on both geetic and behavioral experiments on the fruit fly, from which models, simulations and robotic experiments were performed.
A COLLABORATIVE VIRTUAL REALITY ENVIRONMENT FOR NEUROSURGICAL PLANNING AND TRAINING
2007
OBJECTIVE We have developed a highly interactive virtual environment that enables collaborative examination of stereoscopic three-dimensional (3-D) medical imaging data for planning, discussing, or teaching neurosurgical approaches and strategies. MATERIALS AND METHODS The system consists of an interactive console with which the user manipulates 3-D data using hand-held and tracked devices within a 3-D virtual workspace and a stereoscopic projection system. The projection system displays the 3-D data on a large screen while the user is working with it. This setup allows users to interact intuitively with complex 3-D data while sharing this information with a larger audience. RESULTS We have…
GTVcut for neuro-radiosurgery treatment planning: an MRI brain cancer seeded image segmentation method based on a cellular automata model
2018
Despite of the development of advanced segmentation techniques, achieving accurate and reproducible gross tumor volume (GTV) segmentation results is still an important challenge in neuro-radiosurgery. Nowadays, magnetic resonance imaging (MRI) is the most prominent modality in radiation therapy for soft-tissue anatomical districts. Gamma Knife stereotactic neuro-radiosurgery is a minimally invasive technology for dealing with inaccessible or insufficiently treated tumors with traditional surgery or radiotherapy. During a treatment planning phase, the GTV is generally contoured by experienced neurosurgeons and radiation oncologists using fully manual segmentation procedures on MR images. Unf…
Video-based Word Problems or Modelling Projects—Classifying ICT-based Modelling Tasks
2021
Mathematical modelling tasks increasingly feature the use of digital tools and media. In this chapter, we discuss the wide variety of these. Until now, classifications for modelling tasks did not consider the use of tools and media. Therefore, we developed a new classification for ICT-based modelling tasks. One class relates to mathematics; the others differentiate across (1) modelling aspects unrelated to tool and media, (2) the task context, (3) the digital tools and media (CAS, Wikipedia, type of feedback, etc.) and (4) students’ anticipated activities guided by task regulations, such as group work or time restrictions. The classification was validated with three example tasks. A visual …
Fitbit for learning: Towards capturing the learning experience using wearable sensing
2020
The assessment of learning during class activities mostly relies on standardized questionnaires to evaluate the efficacy of the learning design elements. However, standardized questionnaires pose additional strain on students, do not provide “temporal” information during the learning experience, require considerable effort and language competence, and sometimes are not appropriate. To overcome these challenges, we propose using wearable devices, which allow for continuous and unobtrusive monitoring of physiological parameters during learning. In this paper we set out to quantify how well we can infer students’ learning experience from wrist-worn devices capturing physiological data. We coll…
A Map-Based Visualization Tool To Support Tutors In E-Learning 2.0
2009
Web 2.0 regards essentially the social issues about the new usage of web applications, but participative web and user generated contents induce a new way to think about the design of the web applications themselves. This is particularly true in the field of educational systems that are all web based applications. Many researchers are now devoted to study what is called e-learning 2.0 both as regards the technological issues in the field of computer science, and in relation to the impact of the web 2.0 social and psychological issues on the education process itself. One of the most crucial topics in e-learning 2.0 is the way to provide support to the teacher/tutor to avoid cognitive overload…
Building Bridges Between User and Designer: Co-creation, Immersion and Perspective Taking
2016
Designing for users rather than with users is still a common practice in technology design and innovation as opposed to taking them on board in the process. Design for inclusion aims to define and understand end-users, their needs, context of use, and, by doing so, ensure that end-users are catered for and included, while the results are geared towards universality of use. We describe the central role of end-user and designer participation, immersion and perspective to build user-driven solutions. These approaches provided a critical understanding of the counterpart role. Designer(s) could understand what the user’s needs were, experience physical impairments, and see from other’s perspecti…
Crowdboard: An Augmented Whiteboard to Support Large-Scale Co-Design
2013
Co-design efforts attempt to account for many diverse viewpoints. However, design teams lack support for meaningful real-time interaction with a large community of potential stakeholders. We present Crowdboard, a novel whiteboard system that enables many potential stakeholders to provide real-time input during early-stage design activities, such as concept mapping. Local design teams develop ideas on a standard whiteboard, which is augmented with annotations and comments from online participants. The system makes it possible for design teams to solicit real-time opinions and ideas from a community of people intrinsically motivated to shape the product/service.
Querytogether : Enabling entity-centric exploration in multi-device collaborative search
2018
Collaborative and co-located information access is becoming increasingly common. However, fairly little attention has been devoted to the design of ubiquitous computing approaches for spontaneous exploration of large information spaces enabling co-located collaboration. We investigate whether an entity-based user interface provides a solution to support co-located search on heterogeneous devices. We present the design and implementation of QueryTogether, a multi-device collaborative search tool through which entities such as people, documents, and keywords can be used to compose queries that can be shared to a public screen or specific users with easy touch enabled interaction. We conducted…
Modality-specific dysfunctional neural processing of social-abstract and non-social-concrete information in schizophrenia
2021
Highlights • Social/non-social information processing in three modalities was investigated in SZ. • SZ showed reduced activation for social information only in gesture modality. • Reduced activation in SZ was observed for non-social information only in speech. • Neural Neural processing in bimodal condition is not different between patients and controls.