341 research outputs found

    Two Heads are Better than One: A Bio-inspired Method for Improving Classification on EEG-ET Data

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    Classifying EEG data is integral to the performance of Brain Computer Interfaces (BCI) and their applications. However, external noise often obstructs EEG data due to its biological nature and complex data collection process. Especially when dealing with classification tasks, standard EEG preprocessing approaches extract relevant events and features from the entire dataset. However, these approaches treat all relevant cognitive events equally and overlook the dynamic nature of the brain over time. In contrast, we are inspired by neuroscience studies to use a novel approach that integrates feature selection and time segmentation of EEG data. When tested on the EEGEyeNet dataset, our proposed method significantly increases the performance of Machine Learning classifiers while reducing their respective computational complexity.Comment: 6 pages, 3 figures, HCI International 2023 Poste

    On the Feasibility of Real-Time 3D Hand Tracking using Edge GPGPU Acceleration

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    This paper presents the case study of a non-intrusive porting of a monolithic C++ library for real-time 3D hand tracking, to the domain of edge-based computation. Towards a proof of concept, the case study considers a pair of workstations, a computationally powerful and a computationally weak one. By wrapping the C++ library in Java container and by capitalizing on a Java-based offloading infrastructure that supports both CPU and GPGPU computations, we are able to establish automatically the required server-client workflow that best addresses the resource allocation problem in the effort to execute from the weak workstation. As a result, the weak workstation can perform well at the task, despite lacking the sufficient hardware to do the required computations locally. This is achieved by offloading computations which rely on GPGPU, to the powerful workstation, across the network that connects them. We show the edge-based computation challenges associated with the information flow of the ported algorithm, demonstrate how we cope with them, and identify what needs to be improved for achieving even better performance.Comment: 6 pages, 5 figure

    How to make privacy policies both GDPR-compliant and usable

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    It is important for organisations to ensure that their privacy policies are General Data Protection Regulation (GDPR) compliant, and this has to be done by the May 2018 deadline. However, it is also important for these policies to be designed with the needs of the human recipient in mind. We carried out an investigation to find out how best to achieve this.We commenced by synthesising the GDPR requirements into a checklist-type format. We then derived a list of usability design guidelines for privacy notifications from the research literature. We augmented the recommendations with other findings reported in the research literature, in order to confirm the guidelines. We conclude by providing a usable and GDPR-compliant privacy policy template for the benefit of policy writers

    Use of Qualitative Research in Architectural Design and Evaluation of the Built Environment

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    AbstractErgonomics is everywhere design. Aim of each architect should be the optimization and efficiency of the proposed design solutions, the correct diagnosis and meet the needs of users, the implementation of priority investment objectives as a business, future thinking in terms of sensitivity to changes in object and to anticipate all the consequences of their decisions. In today's world, the basis of all activities is knowledge. Development of the Internet led easy access and transfer of knowledge. At the same time excess and information overload can cause confusion. It is essential to proper diagnosis, which knowledge is valuable and useful. The built environment and its users are a direct source of knowledge for design. In order to acquire this knowledge be used qualitative research (quality: technical, functional, organizational, behavioral, economic), observation, surveys, interviews, way-finding, participations, etc. On the basis of 15 years of experience in the field of qualitative research conducted in many places, their own projects and in the classroom with students of architecture, the authors have developed their own methods of knowledge acquisition from the built environment. These methods are mainly based on a simplified POE (Post Occupancy Evaluation) adapted to Polish conditions. The paper presents selected research projects in the field of architecture conducted at the Faculty of Architecture at the Silesian University of Technology. The Faculty has been involved in quality analyses of the built environment since the nineties of the twentieth century

    Developing mHealth Apps with researchers: multi-stakeholder design considerations

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    The authors have been involved with developing a number of mHealth smartphone Apps for use in health or wellness research in collaboration with researchers, clinicians and patient groups for clinical areas including Sickle Cell Disease, Attention Deficit Hyperactivity Disorder, asthma and infertility treatment. In these types of applications, end-users self-report their symptoms and quality of life or conduct psychometric tests. Physiological data may also be captured using sensors that are internal or external to the device. Following a discussion of the multiple stakeholders that are typically involved in small scale research projects involving end-user data collection, four Apps are used as case studies to explore the issue of non-functional requirements

    IMPLEMENTANSI AUGMENTED REALITY DALAM PEMILIHAN MENU MAKANAN DI FOOD COURT BERBASIS ANDROID

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    Technological developments are currently growing, one of which is augmented reality which is popular with the community, many companies have started using augmented reality to offer goods and food. Therefore, Foodcourt A2 needs to use augmented reality in order to attract customer attention in food selection through the application. The method used is the waterfall method which consists of requirements, design, implementation, testing and maintenance. The result of this study is an android-based food menu selection information system that makes it easier for customers to choose food menus

    Learning HCI Across Institutions, Disciplines and Countries: A Field Study of Cognitive Styles in Analytical and Creative Tasks

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    Human-computer interaction (HCI) is increasingly becoming a subject taught in universities around the world. However, little is known of the interactions of the HCI curriculum with students in different types of institutions and disciplines internationally. In order to explore these interactions, we studied the performance of HCI students in design, technology and business faculties in universities in UK, India, Namibia, Mexico and China who participated in a common set of design and evaluation tasks. We obtained participants’ cognitive style profiles based on Allinson and Hayes scale in order to gain further insights into their learning styles and explore any relation between these and performance. We found participants’ cognitive style preferences to be predominantly in the adaptive range, i.e. with combined analytical and intuitive traits, compared to normative data for software engineering, psychology and design professionals. We further identified significant relations between students’ cognitive styles and performance in analytical and creative tasks of a HCI professional individual. We discuss the findings in the context of the distinct backgrounds of the students and universities that participated in this study and the value of research that explores and promotes diversity in HCI education

    Editorial of the special issue on quantified self and personal informatics

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    In recent years, we witnessed the spreading of a plethora of wearable and mobile technologies allowing for a continuous and “transparent” gathering of personal data [...
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