1,590 research outputs found

    Toward a model of computational attention based on expressive behavior: applications to cultural heritage scenarios

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    Our project goals consisted in the development of attention-based analysis of human expressive behavior and the implementation of real-time algorithm in EyesWeb XMI in order to improve naturalness of human-computer interaction and context-based monitoring of human behavior. To this aim, perceptual-model that mimic human attentional processes was developed for expressivity analysis and modeled by entropy. Museum scenarios were selected as an ecological test-bed to elaborate three experiments that focus on visitor profiling and visitors flow regulation

    AmbiLearn: Multimodal assisted learning

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    Co-located Augmented Play-spaces:Past, Present, and Perspectives

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    In recent years, many different studies regarding Co-located Augmented Play-spaces (CAPs) have been published in a wide variety of conferences and journals. We present an overview. The work presented in these papers includes end user's perspectives as well as researcher's perspective. We place these within four aspects in this review: 1) Argumentation, the underlying reasons or the higher end goals to investigate interactive play from a user's perspective, 2) Systems, the kind of systems that are created, this includes their intended use which fits the end user's perspective, 3) Evaluation, the way in which the researchers evaluate the system, 4) Contribution, the goal of the studies from the researcher's perspective; what does the study contribute to the research community. CAPs are often multimodal in nature; this survey pays attention to the multimodal characteristics in relation to all four aspects. This overview contributes a clearer view on the current literature, points out where new opportunities lie, and hands us the tools for what we think is important: bringing the end-user and research perspective together in intervention based evaluations. In short, this paper discusses CAPs: their past, the present, and the perspectives

    The role of play

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    Play is seen as an activity that is fun, voluntary, offers escape, and is fundamentally exciting. Play is however, more than that; it is a working model of flexibility! There is a vital link between play, psychological development and learning. Moreover, the importance of play has gained importance by modern gaming, social networks and digital culture. Huizinga pointed out that play is of profound value to our culture. In his book Homo Ludens, play is restricted to a specific time and place. In the chair Design of Playful Interactions, we focus on new forms of play, which are integrated in daily activities (work, education) or other practices, e.g. art or citizenship, and share several qualities: exploration, communication, personalization and expression. In my lecture I will "play the ball", highlighting our educational and research efforts to design interactive toys, games, playgrounds, interactive art and (entertainment) applications. I will sketch future developments and relate these to examples in digital culture

    Brain-Computer Interfaces for Artistic Expression

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    Artists have been using BCIs for artistic expression since the 1960s. Their interest and creativity is now increasing because of the availability of affordable BCI devices and software that does not require them to invest extensive time in getting the BCI to work or tuning it to their application. Designers of artistic BCIs are often ahead of more traditional BCI researchers in ideas on using BCIs in multimodal and multiparty contexts, where multiple users are involved, and where robustness and efficiency are not the main matters of concern. The aim of this workshop is to look at current (research) activities in BCIs for artistic expression and to identify research areas that are of interest for both BCI and HCI researchers as well as artists/designers of BCI applications

    Smart Computing and Sensing Technologies for Animal Welfare: A Systematic Review

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    Animals play a profoundly important and intricate role in our lives today. Dogs have been human companions for thousands of years, but they now work closely with us to assist the disabled, and in combat and search and rescue situations. Farm animals are a critical part of the global food supply chain, and there is increasing consumer interest in organically fed and humanely raised livestock, and how it impacts our health and environmental footprint. Wild animals are threatened with extinction by human induced factors, and shrinking and compromised habitat. This review sets the goal to systematically survey the existing literature in smart computing and sensing technologies for domestic, farm and wild animal welfare. We use the notion of \emph{animal welfare} in broad terms, to review the technologies for assessing whether animals are healthy, free of pain and suffering, and also positively stimulated in their environment. Also the notion of \emph{smart computing and sensing} is used in broad terms, to refer to computing and sensing systems that are not isolated but interconnected with communication networks, and capable of remote data collection, processing, exchange and analysis. We review smart technologies for domestic animals, indoor and outdoor animal farming, as well as animals in the wild and zoos. The findings of this review are expected to motivate future research and contribute to data, information and communication management as well as policy for animal welfare

    SALSA: A Novel Dataset for Multimodal Group Behavior Analysis

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    Studying free-standing conversational groups (FCGs) in unstructured social settings (e.g., cocktail party ) is gratifying due to the wealth of information available at the group (mining social networks) and individual (recognizing native behavioral and personality traits) levels. However, analyzing social scenes involving FCGs is also highly challenging due to the difficulty in extracting behavioral cues such as target locations, their speaking activity and head/body pose due to crowdedness and presence of extreme occlusions. To this end, we propose SALSA, a novel dataset facilitating multimodal and Synergetic sociAL Scene Analysis, and make two main contributions to research on automated social interaction analysis: (1) SALSA records social interactions among 18 participants in a natural, indoor environment for over 60 minutes, under the poster presentation and cocktail party contexts presenting difficulties in the form of low-resolution images, lighting variations, numerous occlusions, reverberations and interfering sound sources; (2) To alleviate these problems we facilitate multimodal analysis by recording the social interplay using four static surveillance cameras and sociometric badges worn by each participant, comprising the microphone, accelerometer, bluetooth and infrared sensors. In addition to raw data, we also provide annotations concerning individuals' personality as well as their position, head, body orientation and F-formation information over the entire event duration. Through extensive experiments with state-of-the-art approaches, we show (a) the limitations of current methods and (b) how the recorded multiple cues synergetically aid automatic analysis of social interactions. SALSA is available at http://tev.fbk.eu/salsa.Comment: 14 pages, 11 figure

    Moving on from Weiser's Vision of Calm Computing: engaging UbiComp experiences

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    A motivation behind much UbiComp research has been to make our lives convenient, comfortable and informed, following in the footsteps of Weiser's calm computing vision. Three themes that have dominated are context awareness, ambient intelligence and monitoring/tracking. While these avenues of research have been fruitful their accomplishments do not match up to anything like Weiser's world. This paper discusses why this is so and argues that is time for a change of direction in the field. An alternative agenda is outlined that focuses on engaging rather than calming people. Humans are very resourceful at exploiting their environments and extending their capabilities using existing strategies and tools. I describe how pervasive technologies can be added to the mix, outlining three areas of practice where there is much potential for professionals and laypeople alike to combine, adapt and use them in creative and constructive ways
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