99,599 research outputs found

    A rapid prototyping/artificial intelligence approach to space station-era information management and access

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    Applications of rapid prototyping and Artificial Intelligence techniques to problems associated with Space Station-era information management systems are described. In particular, the work is centered on issues related to: (1) intelligent man-machine interfaces applied to scientific data user support, and (2) the requirement that intelligent information management systems (IIMS) be able to efficiently process metadata updates concerning types of data handled. The advanced IIMS represents functional capabilities driven almost entirely by the needs of potential users. Space Station-era scientific data projected to be generated is likely to be significantly greater than data currently processed and analyzed. Information about scientific data must be presented clearly, concisely, and with support features to allow users at all levels of expertise efficient and cost-effective data access. Additionally, mechanisms for allowing more efficient IIMS metadata update processes must be addressed. The work reported covers the following IIMS design aspects: IIMS data and metadata modeling, including the automatic updating of IIMS-contained metadata, IIMS user-system interface considerations, including significant problems associated with remote access, user profiles, and on-line tutorial capabilities, and development of an IIMS query and browse facility, including the capability to deal with spatial information. A working prototype has been developed and is being enhanced

    VRLAB: an interactive 3D learning environment

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    The recent information and networks explosion has greatly affected the fields of education and distance learning, leading to the development of educational material that provides support for interactive communication between trainers and learners. Web technology in particular stands as a medium with great educational value, mainly due to its ability to grant access to training material without any spatial or temporal constraints, thus motivating and attracting new users to experience this novel form of learning. As the Internet constantly evolves, new technologies tend to influence the domains of e-learning. The combination of the Web, multimedia and 3D graphics has resulted to the implementation of new training tools bearing advanced navigational and interactive functionalities along with appealing user interfaces that encourage learners to actively participate in the learning process. Moreover, 3D Virtual Worlds have surfaced making available new forms of visualization, distribution and presentation of training material. The objectives of the present paper are to discuss the educational value of 3D virtual worlds and the emerging challenges regarding the analysis, design and development of these innovative user interfaces. VRLAB is an e-learning system created solely to address the aforementioned issues. It offers a three dimensional multimedia user interface with extended interactivity, permitting learners to participate virtually in studying and performing simulated lab experiments for a course in Computer Graphics

    Investigating the generalizability of EEG-based Cognitive Load Estimation Across Visualizations

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    We examine if EEG-based cognitive load (CL) estimation is generalizable across the character, spatial pattern, bar graph and pie chart-based visualizations for the nback~task. CL is estimated via two recent approaches: (a) Deep convolutional neural network, and (b) Proximal support vector machines. Experiments reveal that CL estimation suffers across visualizations motivating the need for effective machine learning techniques to benchmark visual interface usability for a given analytic task

    Usability Engineering and PPGIS - Towards a Learning-improving Cycle

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    July 21 - 2

    Teegi: Tangible EEG Interface

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    We introduce Teegi, a Tangible ElectroEncephaloGraphy (EEG) Interface that enables novice users to get to know more about something as complex as brain signals, in an easy, en- gaging and informative way. To this end, we have designed a new system based on a unique combination of spatial aug- mented reality, tangible interaction and real-time neurotech- nologies. With Teegi, a user can visualize and analyze his or her own brain activity in real-time, on a tangible character that can be easily manipulated, and with which it is possible to interact. An exploration study has shown that interacting with Teegi seems to be easy, motivating, reliable and infor- mative. Overall, this suggests that Teegi is a promising and relevant training and mediation tool for the general public.Comment: to appear in UIST-ACM User Interface Software and Technology Symposium, Oct 2014, Honolulu, United State

    Implementation and analysis of several keyframe-based browsing interfaces to digital video

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    In this paper we present a variety of browsing interfaces for digital video information. The six interfaces are implemented on top of Físchlár, an operational recording, indexing, browsing and playback system for broadcast TV programmes. In developing the six browsing interfaces, we have been informed by the various dimensions which can be used to distinguish one interface from another. For this we include layeredness (the number of “layers” of abstraction which can be used in browsing a programme), the provision or omission of temporal information (varying from full timestamp information to nothing at all on time) and visualisation of spatial vs. temporal aspects of the video. After introducing and defining these dimensions we then locate some common browsing interfaces from the literature in this 3-dimensional “space” and then we locate our own six interfaces in this same space. We then present an outline of the interfaces and include some user feedback
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