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.

Biomimeticsbusiness.industryHuman–computer interactionComputer sciencePerceptionmedia_common.quotation_subjectField (Bourdieu)RoboticsArtificial intelligencebusinessAction learningmedia_common2019 IEEE International Conference on Systems, Man and Cybernetics (SMC)
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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…

Brain Diseasesbusiness.industryEducational TechnologyNeurosurgeryComputer-Assisted InstructionStereoscopyPlan (drawing)Virtual realitycomputer.software_genrelaw.inventionImaging Three-DimensionallawHuman–computer interactionVirtual machineMedical imagingHumansMedicineComputer SimulationSurgeryNeurology (clinical)businessProjection (set theory)computerComputer-Assisted InstructionInstructional simulationOperative Neurosurgery
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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…

Cellular automataBrain cancersING-INF/06 - BIOINGEGNERIA ELETTRONICA E INFORMATICABrain cancers; Cellular automata; Computer-assisted segmentation; Gamma Knife neuro-radiosurgery; MR imagingComputer sciencemedicine.medical_treatment02 engineering and technologyBrain cancerRadiosurgeryING-INF/05 - SISTEMI DI ELABORAZIONE DELLE INFORMAZIONI030218 nuclear medicine & medical imaging03 medical and health sciences0302 clinical medicine0202 electrical engineering electronic engineering information engineeringmedicineSegmentationRadiation treatment planningModality (human–computer interaction)medicine.diagnostic_testbusiness.industryComputer Science ApplicationComputer-assisted segmentationINF/01 - INFORMATICAMagnetic resonance imagingPattern recognitionGamma Knife neuro-radiosurgeryComputer Science Applications1707 Computer Vision and Pattern RecognitionImage segmentationCellular automatonComputer Science ApplicationsRadiation therapy020201 artificial intelligence & image processingComputer Vision and Pattern RecognitionArtificial intelligencebusinessMR imaging
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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 …

Class (computer programming)Human–computer interactionInformation and Communications Technologybusiness.industryTask analysisContext (language use)Group workbusinessTask (project management)Variety (cybernetics)Digital media
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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…

Class (computer programming)Reflection (computer programming)Computer sciencebusiness.industry05 social sciencesGeneral Engineering050301 educationWearable computerMetacognitionHuman Factors and ErgonomicsStudent engagementEducationHuman-Computer InteractionHardware and ArchitectureHuman–computer interaction0501 psychology and cognitive sciencesSet (psychology)business0503 education050107 human factorsSoftwareWearable technology
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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…

Class (computer programming)medicine.medical_specialtyWeb 2.0business.industryComputer scienceSocial Semantic WebIntelligent tutoring systemHuman–computer interactionmapmedicineWeb applicationThe InternetTUTORbusinesscomputerWeb modelinge-learningcomputer.programming_language
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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…

Co-designEngineeringProcess managementbusiness.industryUser participationOn board03 medical and health sciencesSense of ownership0302 clinical medicineHuman–computer interaction030220 oncology & carcinogenesisPerspective-takingCo-creation030211 gastroenterology & hepatologybusinessDesign technology
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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.

Co-designService (systems architecture)Computer scienceConcept mapbusiness.industryWhiteboardScale (chemistry)ViewpointsCrowdsourcingCreativity supportHuman–computer interactionreal-time collaborationcrowdsourcingProduct (category theory)business
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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…

Co-located searchUbiquitous computingComputer scienceExploratory searchmedia_common.quotation_subjectInformation access02 engineering and technologyLibrary and Information SciencesManagement Science and Operations ResearchMulti-deviceHuman–computer interaction020204 information systemsMulti device0202 electrical engineering electronic engineering information engineeringMedia TechnologyConversationBaseline (configuration management)media_commonSettore ING-INF/05 - Sistemi Di Elaborazione Delle Informazionita113Settore INF/01 - InformaticaCommon groundFlexibility (personality)020207 software engineering113 Computer and information sciencesComputer Science ApplicationsUser interfaceCollaborative searchInformation Systems
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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.

Cognitive NeuroscienceSchizoaffective disorderDysfunctional familylcsh:Computer applications to medicine. Medical informaticsmPFC050105 experimental psychologylcsh:RC346-42903 medical and health sciencesGesture0302 clinical medicineSocialmedicineImage Processing Computer-AssistedHumansSpeech0501 psychology and cognitive sciencesRadiology Nuclear Medicine and imaging10. No inequalityPrefrontal cortexlcsh:Neurology. Diseases of the nervous systemBrain MappingModality (human–computer interaction)medicine.diagnostic_testGestures05 social sciencesRegular ArticleMultimodal processingmedicine.diseaseMagnetic Resonance ImagingNeurologySchizophreniaNeural processingSchizophrenialcsh:R858-859.7Neurology (clinical)PsychologyFunctional magnetic resonance imaging030217 neurology & neurosurgeryCognitive psychologyGestureNeuroImage: Clinical
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