3,129 research outputs found

    Modeling and "smart" prototyping human-in-the-loop interactions for AmI environments

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    [EN] Autonomous capabilities are required in AmI environments in order to adapt systems to new environmental conditions and situations. However, keeping the human in the loop and in control of such systems is still necessary because of the diversity of systems, domains, environments, context situations, and social and legal constraints, which makes full autonomy a utopia within the short or medium term. Human-system integration introduces an important number of challenges and problems that have to be solved. On the one hand, humans should interact with systems even in those situations where their attentional, cognitive, and physical resources are limited in order to perform the interaction. On the other hand, systems must avoid overwhelming the user with unnecessary actions. Therefore, appropriate user-centered methods for AmI development should be used to help designers analyze and design human-in-the-loop interactions in AmI environments. This paper presents a user-centered design method that defines a process with a set of tools and techniques that supports the process steps in order to systematically design, prototype, and validate human-in-the-loop (HiL) solutions. The process starts with the definition of the HiL design, which defines how the system cooperates with the human. This HiL design is built using a conceptual framework that focuses on achieving human-system interactions that get human attention and avoid obtrusiveness. Then, we provide a software infrastructure to generate a prototype based on the HiL design and validate it by having end-users use a web simulator. The feedback data generated during the prototype user validation is gathered and used by a machine learning tool that infers the user's needs and preferences. Finally, these inferences are used to automatically enhance the human-in-the-loop designs and prototypes. We have validated the proposed method through a twofold perspective: an experiment to analyze the perception of interaction designers regarding their acceptance of the design method and another experiment to evaluate the usefulness of the "smart" prototyping technique. The results obtained point out the acceptability of the proposed method by designers and the useful adaptations provided by the "smart" prototyping technique to achieve a HiL design that adapts well to users' preferences and needs.This work has been developed with the financial support of the Spanish State Research Agency and the Generalitat Valenciana under the projects TIN2017-84094-R and AICO/2019/009 and co-financed with ERDF.Gil, M.; Albert Albiol, M.; Fons Cors, J.; Pelechano Ferragud, V. (2022). Modeling and "smart" prototyping human-in-the-loop interactions for AmI environments. Personal and Ubiquitous Computing. 26:1413-1444. https://doi.org/10.1007/s00779-020-01508-x141314442

    MindTheGappℱ Between standards and practice of mobile learning experience design

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    Final FLaReNet deliverable: Language Resources for the Future - The Future of Language Resources

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    Language Technologies (LT), together with their backbone, Language Resources (LR), provide an essential support to the challenge of Multilingualism and ICT of the future. The main task of language technologies is to bridge language barriers and to help creating a new environment where information flows smoothly across frontiers and languages, no matter the country, and the language, of origin. To achieve this goal, all players involved need to act as a community able to join forces on a set of shared priorities. However, until now the field of Language Resources and Technology has long suffered from an excess of individuality and fragmentation, with a lack of coherence concerning the priorities for the field, the direction to move, not to mention a common timeframe. The context encountered by the FLaReNet project was thus represented by an active field needing a coherence that can only be given by sharing common priorities and endeavours. FLaReNet has contributed to the creation of this coherence by gathering a wide community of experts and making them participate in the definition of an exhaustive set of recommendations

    Development and Specification of Virtual Environments

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    This thesis concerns the issues involved in the development of virtual environments (VEs). VEs are more than virtual reality. We identify four main characteristics of them: graphical interaction, multimodality, interface agents, and multi-user. These characteristics are illustrated with an overview of different classes of VE-like applications, and a number of state-of-the-art VEs. To further define the topic of research, we propose a general framework for VE systems development, in which we identify five major classes of development tools: methodology, guidelines, design specification, analysis, and development environments. Of each, we give an overview of existing best practices

    Human-Computer Interaction

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    In this book the reader will find a collection of 31 papers presenting different facets of Human Computer Interaction, the result of research projects and experiments as well as new approaches to design user interfaces. The book is organized according to the following main topics in a sequential order: new interaction paradigms, multimodality, usability studies on several interaction mechanisms, human factors, universal design and development methodologies and tools

    The Multimodal Tutor: Adaptive Feedback from Multimodal Experiences

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    This doctoral thesis describes the journey of ideation, prototyping and empirical testing of the Multimodal Tutor, a system designed for providing digital feedback that supports psychomotor skills acquisition using learning and multimodal data capturing. The feedback is given in real-time with machine-driven assessment of the learner's task execution. The predictions are tailored by supervised machine learning models trained with human annotated samples. The main contributions of this thesis are: a literature survey on multimodal data for learning, a conceptual model (the Multimodal Learning Analytics Model), a technological framework (the Multimodal Pipeline), a data annotation tool (the Visual Inspection Tool) and a case study in Cardiopulmonary Resuscitation training (CPR Tutor). The CPR Tutor generates real-time, adaptive feedback using kinematic and myographic data and neural networks

    Interoperability Among Unmanned Maritime Vehicles: Review and First In-field Experimentation

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    Complex maritime missions, both above and below the surface, have traditionally been carried out by manned surface ships and submarines equipped with advanced sensor systems. Unmanned Maritime Vehicles (UMVs) are increasingly demonstrating their potential for improving existing naval capabilities due to their rapid deployability, easy scalability, and high reconfigurability, offering a reduction in both operational time and cost. In addition, they mitigate the risk to personnel by leaving the man far-from-the-risk but in-the-loop of decision making. In the long-term, a clear interoperability framework between unmanned systems, human operators, and legacy platforms will be crucial for effective joint operations planning and execution. However, the present multi-vendor multi-protocol solutions in multi-domain UMVs activities are hard to interoperate without common mission control interfaces and communication protocol schemes. Furthermore, the underwater domain presents significant challenges that cannot be satisfied with the solutions developed for terrestrial networks. In this paper, the interoperability topic is discussed blending a review of the technological growth from 2000 onwards with recent authors' in-field experience; finally, important research directions for the future are given. Within the broad framework of interoperability in general, the paper focuses on the aspect of interoperability among UMVs not neglecting the role of the human operator in the loop. The picture emerging from the review demonstrates that interoperability is currently receiving a high level of attention with a great and diverse deal of effort. Besides, the manuscript describes the experience from a sea trial exercise, where interoperability has been demonstrated by integrating heterogeneous autonomous UMVs into the NATO Centre for Maritime Research and Experimentation (CMRE) network, using different robotic middlewares and acoustic modem technologies to implement a multistatic active sonar system. A perspective for the interoperability in marine robotics missions emerges in the paper, through a discussion of current capabilities, in-field experience and future advanced technologies unique to UMVs. Nonetheless, their application spread is slowed down by the lack of human confidence. In fact, an interoperable system-of-systems of autonomous UMVs will require operators involved only at a supervisory level. As trust develops, endorsed by stable and mature interoperability, human monitoring will be diminished to exploit the tremendous potential of fully autonomous UMVs

    Conceitos e métodos para apoio ao desenvolvimento e avaliação de colaboração remota utilizando realidade aumentada

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    Remote Collaboration using Augmented Reality (AR) shows great potential to establish a common ground in physically distributed scenarios where team-members need to achieve a shared goal. However, most research efforts in this field have been devoted to experiment with the enabling technology and propose methods to support its development. As the field evolves, evaluation and characterization of the collaborative process become an essential, but difficult endeavor, to better understand the contributions of AR. In this thesis, we conducted a critical analysis to identify the main limitations and opportunities of the field, while situating its maturity and proposing a roadmap of important research actions. Next, a human-centered design methodology was adopted, involving industrial partners to probe how AR could support their needs during remote maintenance. These outcomes were combined with literature methods into an AR-prototype and its evaluation was performed through a user study. From this, it became clear the necessity to perform a deep reflection in order to better understand the dimensions that influence and must/should be considered in Collaborative AR. Hence, a conceptual model and a humancentered taxonomy were proposed to foster systematization of perspectives. Based on the model proposed, an evaluation framework for contextualized data gathering and analysis was developed, allowing support the design and performance of distributed evaluations in a more informed and complete manner. To instantiate this vision, the CAPTURE toolkit was created, providing an additional perspective based on selected dimensions of collaboration and pre-defined measurements to obtain “in situ” data about them, which can be analyzed using an integrated visualization dashboard. The toolkit successfully supported evaluations of several team-members during tasks of remote maintenance mediated by AR. Thus, showing its versatility and potential in eliciting a comprehensive characterization of the added value of AR in real-life situations, establishing itself as a generalpurpose solution, potentially applicable to a wider range of collaborative scenarios.Colaboração Remota utilizando Realidade Aumentada (RA) apresenta um enorme potencial para estabelecer um entendimento comum em cenĂĄrios onde membros de uma equipa fisicamente distribuĂ­dos precisam de atingir um objetivo comum. No entanto, a maioria dos esforços de investigação tem-se focado nos aspetos tecnolĂłgicos, em fazer experiĂȘncias e propor mĂ©todos para apoiar seu desenvolvimento. À medida que a ĂĄrea evolui, a avaliação e caracterização do processo colaborativo tornam-se um esforço essencial, mas difĂ­cil, para compreender as contribuiçÔes da RA. Nesta dissertação, realizĂĄmos uma anĂĄlise crĂ­tica para identificar as principais limitaçÔes e oportunidades da ĂĄrea, ao mesmo tempo em que situĂĄmos a sua maturidade e propomos um mapa com direçÔes de investigação importantes. De seguida, foi adotada uma metodologia de Design Centrado no Humano, envolvendo parceiros industriais de forma a compreender como a RA poderia responder Ă s suas necessidades em manutenção remota. Estes resultados foram combinados com mĂ©todos da literatura num protĂłtipo de RA e a sua avaliação foi realizada com um caso de estudo. Ficou entĂŁo clara a necessidade de realizar uma reflexĂŁo profunda para melhor compreender as dimensĂ”es que influenciam e devem ser consideradas na RA Colaborativa. Foram entĂŁo propostos um modelo conceptual e uma taxonomia centrada no ser humano para promover a sistematização de perspetivas. Com base no modelo proposto, foi desenvolvido um framework de avaliação para recolha e anĂĄlise de dados contextualizados, permitindo apoiar o desenho e a realização de avaliaçÔes distribuĂ­das de forma mais informada e completa. Para instanciar esta visĂŁo, o CAPTURE toolkit foi criado, fornecendo uma perspetiva adicional com base em dimensĂ”es de colaboração e medidas predefinidas para obter dados in situ, que podem ser analisados utilizando o painel de visualização integrado. O toolkit permitiu avaliar com sucesso vĂĄrios colaboradores durante a realização de tarefas de manutenção remota apoiada por RA, permitindo mostrar a sua versatilidade e potencial em obter uma caracterização abrangente do valor acrescentado da RA em situaçÔes da vida real. Sendo assim, estabelece-se como uma solução genĂ©rica, potencialmente aplicĂĄvel a uma gama diversificada de cenĂĄrios colaborativos.Programa Doutoral em Engenharia InformĂĄtic
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