9 research outputs found

    Realidad virtual y realidad aumentada como medios para un lenguaje generativo multimodal

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    El crecimiento exponencial de las nuevas tecnologías prácticamente ha impactado en todos los ámbitos de nuestras vidas. En particular, la Realidad Virtual (RV) y la Realidad Aumentada (RA) son medios que promueven la vivencia de aquellas realidades cuya experimentación activa es imposible. Estas han logrado alterar la percepción de un mundo canónico generando Realidades Alternativas, las cuales han modificado, incluso, la forma en que nos comunicamos. En este contexto ha surgido una innovación comunicacional multimodal que provee de recursos a los sistemas computacionales para la transmisión de información al usuario en forma rápida, eficiente, natural e intuitiva. En función de ello, se ha focalizado la atención sobre el potencial disruptivo de las modalidades de comunicación provistas por los sistemas de RV y RA favoreciendo las maneras en que las personas pueden ser entrenadas y educadas en relación con la información y las habilidades multimodales específicas que ellas necesitan para resolver problemas. Esta propuesta de trabajo analiza la configuración de la RV y la RA como sistemas de acceso al conocimiento, con el fin de lograr un lenguaje generativo como complemento motivacional en aquellos procesos que implican un esfuerzo físico y/o cognitivo junto con la creación de entornos multimodales para permitir la adquisición de habilidades y el aprendizaje.Eje: Computación Gráfica, Imágenes y Visualización.Red de Universidades con Carreras en Informátic

    Realidad virtual y realidad aumentada como medios para un lenguaje generativo multimodal

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    El crecimiento exponencial de las nuevas tecnologías prácticamente ha impactado en todos los ámbitos de nuestras vidas. En particular, la Realidad Virtual (RV) y la Realidad Aumentada (RA) son medios que promueven la vivencia de aquellas realidades cuya experimentación activa es imposible. Estas han logrado alterar la percepción de un mundo canónico generando Realidades Alternativas, las cuales han modificado, incluso, la forma en que nos comunicamos. En este contexto ha surgido una innovación comunicacional multimodal que provee de recursos a los sistemas computacionales para la transmisión de información al usuario en forma rápida, eficiente, natural e intuitiva. En función de ello, se ha focalizado la atención sobre el potencial disruptivo de las modalidades de comunicación provistas por los sistemas de RV y RA favoreciendo las maneras en que las personas pueden ser entrenadas y educadas en relación con la información y las habilidades multimodales específicas que ellas necesitan para resolver problemas. Esta propuesta de trabajo analiza la configuración de la RV y la RA como sistemas de acceso al conocimiento, con el fin de lograr un lenguaje generativo como complemento motivacional en aquellos procesos que implican un esfuerzo físico y/o cognitivo junto con la creación de entornos multimodales para permitir la adquisición de habilidades y el aprendizaje.Eje: Computación Gráfica, Imágenes y Visualización.Red de Universidades con Carreras en Informátic

    Conceptual model for usable multi-modal mobile assistance during Umrah

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    Performing Umrah is very demanding and to be performed in very crowded environments. In response to that, many efforts have been initiated to overcome the difficulties faced by pilgrims. However, those efforts focus on acquiring initial perspective and background knowledge before going to Mecca. Findings of preliminary study show that those efforts do not support multi-modality for user interaction. Nowadays the computational capabilities in mobile phones enable it to serve people in various aspects of daily life. Consequently, the mobile phone penetration has increased dramatically in the last decade. Hence, this study aims to propose a comprehensive conceptual model for usable multimodal mobile assistance during Umrah called Multi-model Mobile Assistance during Umrah (MMA-U). Thus, four (4) supporting objectives are formulated, and the Design Science Research Methodology has been adopted. For the usability of MMA-U, Systematic Literature Review (SLR) indicates ten (10) attributes: usefulness, errors rate, simplicity, reliability, ease of use, safety, flexibility, accessibility, attitude, and acceptability. Meanwhile, the content and comparative analysis result in five (5) components that construct the conceptual model of MMA-U: structural, content composition, design principles, development approach, technology, and the design and usability theories. Then, the MMA-U has been reviewed and well-accepted by 15 experts. Later, the MMA-U was incorporated into a prototype called Personal Digital Mutawwif (PDM). The PDM was developed for the purpose of user test in the field. The findings indicate that PDM facilitates the execution of Umrah and successfully meet pilgrims’ needs and expectations. Also, the pilgrims were satisfied and felt that they need to have PDM. In fact, they would recommend PDM to their friends, which mean that use of PDM is safe and suitable while performing Umrah. As a conclusion, the theoretical contribution; the conceptual model of MMA-U; provides guidelines for developing multimodal content mobile applications during Umrah

    Integrated multimodal interaction framework for virtual reality foot reflexology stress therapy

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    Frameworks in interaction research have seen varying compositions from numerous researchers, and have been applied for either a specific or general purposes in several domains. Previous studies have highlighted virtual reality (VR) in stress therapy, and revealed the potential of foot reflexology therapy using VR technology. However, the interaction framework for foot reflexology through virtual reality requires further investigation. This study presents the design and evaluation of an integrated multimodal interaction framework for virtual reality foot reflexology stress therapy. The components of the proposed framework were identified from the literature review and previous research, which included design principles, technology, structural components, multimodal interaction architecture, and segment composition. This formed the proposed integrated multimodal interaction framework for virtual reality foot reflexology stress therapy. The proposed framework was then validated using expert reviews. This was followed by prototype development, which explored the effectiveness of the virtual reality foot reflexology therapy application on relaxation and stress relief using Smith Relaxation States Inventory (SRSI-3). A pre and post-test intervention quasi experiment was employed in the study for the evaluation. The findings revealed that Virtual Reality Foot Reflexology Stress Therapy (VR–FRST) effectively evokes the relaxation state categories of transcendence, mindfulness, positive energy, and basic relaxation, and also reduces users stress state. This research provides a concise, organized, practical and validated integrated multimodal interaction framework for the design and development of foot reflexology therapy in a virtual environment. This contributes to the field of interaction design for virtual reality developers and complementary therapy for the alternative medical practitioners

    An evaluation framework for multimodal interaction: determining quality aspects and modality choice

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    This book presents (1) an exhaustive and empirically validated taxonomy of quality aspects of multimodal interaction as well as respective measurement methods, (2) a validated questionnaire specifically tailored to the evaluation of multimodal systems and covering most of the taxonomy‘s quality aspects, (3) insights on how the quality perceptions of multimodal systems relate to the quality perceptions of its individual components, (4) a set of empirically tested factors which influence modality choice, and (5) models regarding the relationship of the perceived quality of a modality and the actual usage of a modality

    Enhanced Multi-Touch Gestures for Complex Tasks

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    Recent technological advances have resulted in a major shift, from high-performance notebook and desktop computers -- devices that rely on keyboard and mouse for input -- towards smaller, personal devices like smartphones, tablets and smartwatches which rely primarily on touch input. Users of these devices typically have a relatively high level of skill in using multi-touch gestures to interact with them, but the multi-touch gesture sets that are supported are often restricted to a small subset of one and two-finger gestures, such as tap, double tap, drag, flick, pinch and spread. This is not due to technical limitations, since modern multi-touch smartphones and tablets are capable of accepting at least ten simultaneous points of contact. Likewise, human movement models suggest that humans are capable of richer and more expressive forms of interaction that utilize multiple fingers. This suggests a gap between the technical capabilities of multi-touch devices, the physical capabilities of end-users, and the gesture sets that have been implemented for these devices. Our work explores ways in which we can enrich multi-touch interaction on these devices by expanding these common gesture sets. Simple gestures are fine for simple use cases, but if we want to support a wide range of sophisticated behaviours -- the types of interactions required by expert users -- we need equally sophisticated capabilities from our devices. In this thesis, we refer to these more sophisticated, complex interactions as `enhanced gestures' to distinguish them from common but simple gestures, and to suggest the types of expert scenarios that we are targeting in their design. We do not need to necessarily replace current, familiar gestures, but it makes sense to consider augmenting them as multi-touch becomes more prevalent, and is applied to more sophisticated problems. This research explores issues of approachability and user acceptance around gesture sets. Using pinch-to-zoom as an example, we establish design guidelines for enhanced gestures, and systematically design, implement and evaluate two different types of expert gestures, illustrative of the type of functionality that we might build into future systems

    Spoken dialogue systems: architectures and applications

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    171 p.Technology and technological devices have become habitual and omnipresent. Humans need to learn tocommunicate with all kind of devices. Until recently humans needed to learn how the devices expressthemselves to communicate with them. But in recent times the tendency has become to makecommunication with these devices in more intuitive ways. The ideal way to communicate with deviceswould be the natural way of communication between humans, the speech. Humans have long beeninvestigating and designing systems that use this type of communication, giving rise to the so-calledSpoken Dialogue Systems.In this context, the primary goal of the thesis is to show how these systems can be implemented.Additionally, the thesis serves as a review of the state-of-the-art regarding architectures and toolkits.Finally, the thesis is intended to serve future system developers as a guide for their construction. For that

    XX Workshop de Investigadores en Ciencias de la Computación - WICC 2018 : Libro de actas

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    Actas del XX Workshop de Investigadores en Ciencias de la Computación (WICC 2018), realizado en Facultad de Ciencias Exactas y Naturales y Agrimensura de la Universidad Nacional del Nordeste, los dìas 26 y 27 de abril de 2018.Red de Universidades con Carreras en Informática (RedUNCI

    XX Workshop de Investigadores en Ciencias de la Computación - WICC 2018 : Libro de actas

    Get PDF
    Actas del XX Workshop de Investigadores en Ciencias de la Computación (WICC 2018), realizado en Facultad de Ciencias Exactas y Naturales y Agrimensura de la Universidad Nacional del Nordeste, los dìas 26 y 27 de abril de 2018.Red de Universidades con Carreras en Informática (RedUNCI
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