Search results for "human–computer interaction"

showing 10 items of 663 documents

XPL the Extensible Presentation Language

2009

The last decade has witnessed a growing interest in the development of web interfaces enabling both multiple ways to access contents and, at the same time, fruition by multiple modalities of interaction (point-and-click, contents reading, voice commands, gestures, etc.). In this paper we describe a framework aimed at streamlining the design process of multi-channel, multimodal interfaces enabling full reuse of software components. This framework is called the eXtensible Presentation architecture and Language (XPL), a presentation language based on design pattern paradigm that keeps separated the presentation layer from the underlying programming logic. The language supplies a methodology to…

Communication designMultimediaComputer Networks and CommunicationsInterface (Java)Computer scienceDesign patternmedia_common.quotation_subjectTK5101-6720computer.software_genreComputer Science ApplicationsPresentationPresentation layerHuman–computer interactionSoftware design patternComponent-based software engineeringTelecommunicationDesign patterns verbal interaction presentation languages data access multimodal interfaces for mobile systemscomputerLogic programmingmedia_commonMobile Information Systems
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Coordination games with asymmetric payoffs: An experimental study with intra-group communication

2020

Abstract Two alternative modes of reasoning in coordination games are prominently discussed in the literature: level-k thinking and team reasoning. In order to differentiate between the two modes of reasoning, we experimentally investigate payoff-asymmetric coordination games using an intra-group communication design that incentivizes subjects to explain the reasoning behind their decisions. We find that the reasoning process is significantly different between games. In payoff-symmetric games, team reasoning plays an important role for coordination. In payoff-asymmetric games, level-k reasoning results in frequent miscoordination. Our study clearly illustrates how small differences between …

Communication designOrganizational Behavior and Human Resource ManagementEconomics and EconometricsProcess (engineering)Computer scienceOrder (business)Human–computer interaction0502 economics and business05 social sciencesCommunication in small groups050206 economic theoryCoordination game050207 economicsJournal of Economic Behavior & Organization
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Artificial Pleasure and Pain Antagonism Mechanism in a Social Robot

2017

The goal of the work is to build some Python modules that allow the Nao robot to emulate a somatosensorial system similar to the human one. Assuming it can perceive some feelings similar to the ones recognized by the human system, it will be possible to make it react appropriately to the external stimuli. The idea is to have a group of software sensors working simultaneously, providing some feedback to show how the robot is feeling at a particular time. It will be able to feel articular pain and stress, to perceive people in his surroundings (and in a future work to react according to the knowledge of them with face recognition), feel pleasure by recognizing caresses on his head and respond…

CommunicationSocial robotbusiness.industrymedia_common.quotation_subject05 social sciencesPain and pleasure050105 experimental psychologyPleasure03 medical and health sciences0302 clinical medicineFeelingHuman–computer interactionRobot0501 psychology and cognitive sciencesCognitive roboticsPsychologybusinessArticular pain030217 neurology & neurosurgeryMechanism (sociology)media_common
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Social Animation in Complex Environments

2007

This work presents a market-based social model to produce good quality behavioral animations for groups of intelligent virtual agents. The social model coordinates the activities of groups of virtual characters and also includes social actions in the agent decision-making. We follow the Multi-Agent Resource Allocation approach presented in [2], where agents express their preferences using utility functions. The dynamics of social interactions is inspired by the theory of Piaget [3] over which we have implemented reciprocal task exchanges.

Communicationbusiness.industrymedia_common.quotation_subjectAnimationAgent-based social simulationTask (project management)Social actionsHuman–computer interactionDynamics (music)Resource allocationQuality (business)businessPsychologyReciprocalmedia_common
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A Reconfigurable Immersive Workbench and Wall-System for Designing and Training in 3D Environments

2007

Virtual and Augmented Reality have been widely used in many scientific fields for the last two decades in order to visualize complex data and information. Although both techniques are oriented to show users complex 3D environments by means of an intuitive and easy mechanism, they use to become useless to manipulate the information in an intuitive and realistic way. In this paper, we present SOROLLA, a new concept of workbench designed for virtual and augmented reality purposes and specially oriented to the fields of teleeducation and engineering. Unlike other proposals, SOROLLA not only allows an easy utilization and configuration, but also shows a cost-effective immersive visualization sys…

Complex data typeHuman–computer interactionComputer scienceUser satisfactionWorkbenchAugmented realityComputer-mediated realityVirtual realityMixed realityVirtual prototyping
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Manipulatable Models for Investigating Processing of Dynamic Diagrams

2010

Existing approaches for collecting process data on human diagram comprehension have limited effectiveness. Analogue models that allow participants to manipulate diagram components offer powerful ways to capture the non-verbal and dynamic aspects of processing that are not available with some other approaches. Examples drawn from a variety of different domains illustrate the utility of model manipulation for revealing otherwise inaccessible aspects of how people process animated diagrams of complex content.

ComprehensionComputer scienceProcess (engineering)Human–computer interactionbusiness.industryDiagramArtificial intelligencebusinessVariety (cybernetics)
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Using the visualization tool SimReal to orchestrate mathematical teaching for engineering students

2018

Visualization tools provide a potentially powerful support for the learning of abstract mathematical topics in engineering courses. SimReal is a visualization tool for teaching mathematics for a wide range of engineering topics. It provides video lessons, interactive simulations and animations to enhance comprehension and engagement in abstract mathematics subjects. The aim of this paper is to explore the role of SimReal to orchestrate mathematical teaching for engineering students. It uses the framework of instrumental orchestration to configure and exploit various artefacts with the intention of performing a didactical purpose.

ComprehensionRange (mathematics)ExploitHuman–computer interaction05 social sciencesComputingMilieux_COMPUTERSANDEDUCATION050301 education0501 psychology and cognitive sciencesOrchestration (computing)0503 education050104 developmental & child psychologyVisualization2018 IEEE Global Engineering Education Conference (EDUCON)
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Towards more Valid Assessment of Learning from Animations

2020

Animated explanations have become an ubiquitous feature of modern educational practice. They provide a distinctive, non-verbal means of presenting information that is particularly appropriate for dynamic subject matter. However, the prevailing approaches used to assess learning from educational animations are almost exclusively verbal. There is thus a clear disconnect between the form of representation students encounter during their learning activity and the very different form of representation used to assess the resulting learning outcomes. This fundamental inconsistency undermines the validity of current assessment approaches and signals the need for a fresh look at how learning from an…

ComprehensionRange (mathematics)Human–computer interactionComputer scienceFeature (machine learning)AnimationRepresentation (mathematics)Subject matter
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Remote interspecies interactions: Improving humans and animals wellbeing through mobile playful spaces

2019

[EN] Play is an essential activity for both humans and animals as it provides stimulation and favors cognitive, physical and social development. This paper proposes a novel pervasive playful environment that allows hospitalized children to participate in remote interspecies play with dogs in a dog daycare facility, while it also allows the dogs to play by themselves with the pervasive system. The aim of this playful interactive space is to help improving both children¿s and animal¿s wellbeing and their relationships by means of technologically mediated play, while creating a solid knowledge base to define the future of pervasive interactive environments for animals.

Computer Networks and CommunicationsComputer scienceMobile application02 engineering and technologySpace (commercial competition)Child computer interactionAnimal computer interactionHuman–computer interactionInteractive environment0202 electrical engineering electronic engineering information engineeringChild computer interactionRemote playbusiness.industrySocial changeComputingMilieux_PERSONALCOMPUTING020206 networking & telecommunicationsCognitionComputer Science ApplicationsAnimal computer interactionKnowledge baseHardware and Architecture020201 artificial intelligence & image processingbusinessLENGUAJES Y SISTEMAS INFORMATICOSSoftwareInformation Systems
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Multimodal data as a means to understand the learning experience

2019

Most work in the design of learning technology uses click-streams as their primary data source for modelling & predicting learning behaviour. In this paper we set out to quantify what, if any, advantages do physiological sensing techniques provide for the design of learning technologies. We conducted a lab study with 251 game sessions and 17 users focusing on skill development (i.e., user's ability to master complex tasks). We collected click-stream data, as well as eye-tracking, electroencephalography (EEG), video, and wristband data during the experiment. Our analysis shows that traditional click-stream models achieve 39% error rate in predicting learning performance (and 18% when we perf…

Computer Networks and CommunicationsComputer scienceMultimodal data05 social sciencesWord error rateFeature selection02 engineering and technologyLibrary and Information SciencesSkill developmentVariety (cybernetics)Dreyfus model of skill acquisitionLearning experienceHuman–computer interaction020204 information systems0502 economics and business0202 electrical engineering electronic engineering information engineering050211 marketingSet (psychology)Information Systems
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