168 research outputs found

    Integrating heterogeneous open-source software into web browsers using AMICO:WEB

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    A web browser provides a uniform user interface to different types of information. Making this interface universally accessible and more interactive is a long term goal still far from being achieved. Universally accessible browsers require novel interaction modalities and additional functionalities, for which existing browsers tend to provide only partial solutions. Although functionality for web accessibility can be found as open-source and free software components, their reuse and integration is complex because they were developed in diverse implementation environments, following standards and conventions incompatible with the web. To enable the integration of existing partial solutions within a mainstream web browser environment, we have developed a middleware infrastructure, AMICO:WEB. This enables browser access to a wide variety of open source and free software components. The main contribution of AMICO:WEB is in enabling the syntactic interoperability between web extension mechanisms and a variety of integration mechanisms used by open-source and free software components. It also bridges the semantic differences between the high-level world of web XML-based APIs and the low-level APIs of the device-oriented world. We discuss the design decisions made during the development of AMICO:WEB in the context of web accessibility, using two typical usage scenarios: one describing a disabled user using a mainstream web browser with additional interaction modalities; another describing a non-disabled user browsing in a suboptimal interaction situation

    Web browser accessibility using open source software

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    A Web browser provides a uniform user interface to different types of information. Making this interface universally accessible and more interactive is a long term goal still far from being achieved. Universally accessible browsers require novel interaction modalities and additional functionalities, for which existing browsers tend to provide only partial solutions. Although functionality for Web accessibility can be found as open source and free software components, their reuse and integration is complex because they were developed in diverse implementation environments, following standards and conventions incompatible with the Web. To enable the integration of existing partial solutions within a mainstream Web browser environment, we have developed a middleware infrastructure, AMICO:WEB. This enables browser access to a wide variety of open source and free software components. The main contribution of AMICO:WEB is in enabling the syntactic interoperability between Web extension mechanisms and a variety of integration mechanisms used by open source and free software components. It als

    Practical applications for multitouch gaming technology in the middle school classroom

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    The educational merits of computer-based gaming and simulations have been understood for decades. Carefully designed games, combined with modern processing power, can create learning environments that foster critical thinking and provide instant and constant feedback to the user. While these merits have been utilized successfully in the military and private sectors, simulations have yet to be embraced in a similar fashion in the classroom.Simulations have even greater potential in the classroom when combined with novel input systems. The multitouch display, which allows multiple users to interact with a computer using hand and finger gestures, creates an invisible interface with a shallow learning curve, providing users with a more natural way to work. This thesis demonstrates the potential of gaming, web, and new input technologies to meet the changing educational needs of a modern middle school classroom. A prototype teaching tool, influenced by current educational theory, demonstrates this platform and creates an exploratory environment where students learn through play and are encouraged to continue the learning experience outside the classroom.M.S., Digital Media -- Drexel University, 200

    Context-dependent multimodal communication in human-robot collaboration

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    In the dynamic environment of human-robot collaboration, a key for boosting the efficiency of human workers is supporting them with context-dependent work instructions, delivered via communication modalities that suit the actual context. Workers, in turn, should be supported in controlling the robot or other components of the production system by using the most convenient modality, thus lifting the limitations of traditional interfaces as push buttons installed at fixed locations. We introduce a workflow for context-dependent multimodal communication in a collaborative work environment and present its implementation in a Human-Machine Interface Controller system

    3D Virtual Worlds and the Metaverse: Current Status and Future Possibilities

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    Moving from a set of independent virtual worlds to an integrated network of 3D virtual worlds or Metaverse rests on progress in four areas: immersive realism, ubiquity of access and identity, interoperability, and scalability. For each area, the current status and needed developments in order to achieve a functional Metaverse are described. Factors that support the formation of a viable Metaverse, such as institutional and popular interest and ongoing improvements in hardware performance, and factors that constrain the achievement of this goal, including limits in computational methods and unrealized collaboration among virtual world stakeholders and developers, are also considered

    Application-driven visual computing towards industry 4.0 2018

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    245 p.La Tesis recoge contribuciones en tres campos: 1. Agentes Virtuales Interactivos: autónomos, modulares, escalables, ubicuos y atractivos para el usuario. Estos IVA pueden interactuar con los usuarios de manera natural.2. Entornos de RV/RA Inmersivos: RV en la planificación de la producción, el diseño de producto, la simulación de procesos, pruebas y verificación. El Operario Virtual muestra cómo la RV y los Co-bots pueden trabajar en un entorno seguro. En el Operario Aumentado la RA muestra información relevante al trabajador de una manera no intrusiva. 3. Gestión Interactiva de Modelos 3D: gestión online y visualización de modelos CAD multimedia, mediante conversión automática de modelos CAD a la Web. La tecnología Web3D permite la visualización e interacción de estos modelos en dispositivos móviles de baja potencia.Además, estas contribuciones han permitido analizar los desafíos presentados por Industry 4.0. La tesis ha contribuido a proporcionar una prueba de concepto para algunos de esos desafíos: en factores humanos, simulación, visualización e integración de modelos

    Analysis of Visualisation and Interaction Tools Authors

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    This document provides an in-depth analysis of visualization and interaction tools employed in the context of Virtual Museum. This analysis is required to identify and design the tools and the different components that will be part of the Common Implementation Framework (CIF). The CIF will be the base of the web-based services and tools to support the development of Virtual Museums with particular attention to online Virtual Museum.The main goal is to provide to the stakeholders and developers an useful platform to support and help them in the development of their projects, despite the nature of the project itself. The design of the Common Implementation Framework (CIF) is based on an analysis of the typical workflow ofthe V-MUST partners and their perceived limitations of current technologies. This document is based also on the results of the V-MUST technical questionnaire (presented in the Deliverable 4.1). Based on these two source of information, we have selected some important tools (mainly visualization tools) and services and we elaborate some first guidelines and ideas for the design and development of the CIF, that shall provide a technological foundation for the V-MUST Platform, together with the V-MUST repository/repositories and the additional services defined in the WP4. Two state of the art reports, one about user interface design and another one about visualization technologies have been also provided in this document

    Spanish Sign Language synthesis system

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    This is the author’s version of a work that was accepted for publication in Journal of Visual Languages and Computing. Changes resulting from the publishing process, such as peer review, editing, corrections, structural formatting, and other quality control mechanisms may not be reflected in this document. Changes may have been made to this work since it was submitted for publication. A definitive version was subsequently published in Journal of Visual Languages and Computing,23, 3, (2012) DOI: 10.1016/j.jvlc.2012.01.003This work presents a new approach to the synthesis of Spanish Sign Language (LSE). Its main contributions are the use of a centralized relational database for storing sign descriptions, the proposal of a new input notation and a new avatar design, the skeleton structure of which improves the synthesis process. The relational database facilitates a highly detailed phonologic description of the signs that include parameter synchronization and timing. The centralized database approach has been introduced to allow the representation of each sign to be validated by the LSE National Institution, FCNSE. The input notation, designated HLSML, presents multiple levels of abstraction compared with current input notations. Redesigned input notation is used to simplify the description and the manual definition of LSE messages. Synthetic messages obtained using our approach have been evaluated by deaf users; in this evaluation a maximum recognition rate of 98.5% was obtained for isolated signs and a recognition rate of 95% was achieved for signed sentences
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