188 research outputs found

    Natural User Interface Usability Research in Context of Curved Displays Systems

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    Continuous development of information technologies makes us review ex-isting rules and recommendations designed to improve the efficiency of IT use, to ensure optimal working conditions for the users, to increase produc-tivity, security and to protect human health. Relevant researrch in the field of computer engineering is performed in the dissertation. The thesis analyzes natural user interfaces and their usabil-ity (efficiency, productivity and satisfaction with witch a particular user can reach specific goals in a specific environment) for performing of various functions. This dissertation examines factors, which determine efficiency of usability, and how efficiency is influenced by a curved display. The problem is relevant and the raised goal and objectives are new from the point of view of science. First of all, the thesis examines how to improve working conditions by developing graphical user interface of the infor-mation systems. Secondly, the influence of information submission to human, while one is performing task and specific domain tasks using graph-ical user interface, is examined. As there is no common opinion on how to create natural user interfaces and there is no definite set of parameters which determine the efficiency of usability, performed experimental research is an important contribution to the solution of these problems

    Recent Applications in Graph Theory

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    Graph theory, being a rigorously investigated field of combinatorial mathematics, is adopted by a wide variety of disciplines addressing a plethora of real-world applications. Advances in graph algorithms and software implementations have made graph theory accessible to a larger community of interest. Ever-increasing interest in machine learning and model deployments for network data demands a coherent selection of topics rewarding a fresh, up-to-date summary of the theory and fruitful applications to probe further. This volume is a small yet unique contribution to graph theory applications and modeling with graphs. The subjects discussed include information hiding using graphs, dynamic graph-based systems to model and control cyber-physical systems, graph reconstruction, average distance neighborhood graphs, and pure and mixed-integer linear programming formulations to cluster networks

    Brain-Computer Interface

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    Brain-computer interfacing (BCI) with the use of advanced artificial intelligence identification is a rapidly growing new technology that allows a silently commanding brain to manipulate devices ranging from smartphones to advanced articulated robotic arms when physical control is not possible. BCI can be viewed as a collaboration between the brain and a device via the direct passage of electrical signals from neurons to an external system. The book provides a comprehensive summary of conventional and novel methods for processing brain signals. The chapters cover a range of topics including noninvasive and invasive signal acquisition, signal processing methods, deep learning approaches, and implementation of BCI in experimental problems

    Sensor-based artificial intelligence to support people with cognitive and physical disorders

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    A substantial portion of the world's population deals with disability. Many disabled people do not have equal access to healthcare, education, and employment opportunities, do not receive specific disability-related services, and experience exclusion from everyday life activities. One way to face these issues is through the use of healthcare technologies. Unfortunately, there is a large amount of diverse and heterogeneous disabilities, which require ad-hoc and personalized solutions. Moreover, the design and implementation of effective and efficient technologies is a complex and expensive process involving challenging issues, including usability and acceptability. The work presented in this thesis aims to improve the current state of technologies available to support people with disorders affecting the mind or the motor system by proposing the use of sensors coupled with signal processing methods and artificial intelligence algorithms. The first part of the thesis focused on mental state monitoring. We investigated the application of a low-cost portable electroencephalography sensor and supervised learning methods to evaluate a person's attention. Indeed, the analysis of attention has several purposes, including the diagnosis and rehabilitation of children with attention-deficit/hyperactivity disorder. A novel dataset was collected from volunteers during an image annotation task, and used for the experimental evaluation using different machine learning techniques. Then, in the second part of the thesis, we focused on addressing limitations related to motor disability. We introduced the use of graph neural networks to process high-density electromyography data for upper limbs amputees’ movement/grasping intention recognition for enabling the use of robotic prostheses. High-density electromyography sensors can simultaneously acquire electromyography signals from different parts of the muscle, providing a large amount of spatio-temporal information that needs to be properly exploited to improve recognition accuracy. The investigation of the approach was conducted using a recent real-world dataset consisting of electromyography signals collected from 20 volunteers while performing 65 different gestures. In the final part of the thesis, we developed a prototype of a versatile interactive system that can be useful to people with different types of disabilities. The system can maintain a food diary for frail people with nutrition problems, such as people with neurocognitive diseases or frail elderly people, which may have difficulties due to forgetfulness or physical issues. The novel architecture automatically recognizes the preparation of food at home, in a privacy-preserving and unobtrusive way, exploiting air quality data acquired from a commercial sensor, statistical features extraction, and a deep neural network. A robotic system prototype is used to simplify the interaction with the inhabitant. For this work, a large dataset of annotated sensor data acquired over a period of 8 months from different individuals in different homes was collected. Overall, the results achieved in the thesis are promising, and pave the way for several real-world implementations and future research directions

    The use of recovery methods by professional soccer teams in South Africa

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    Background Frequently, soccer players are in search of methods to speed-up recovery post-exercise due to fixture congestion. Players and staff have limited reliable evidence regarding the most effective recovery methods post-exercise. Vast differences in infrastructure, staff and finances exist between teams in South African soccer leagues. Monitoring the implementation of recovery methods by each team presents a significant challenge. The purpose of the present study is to describe the recovery methods, frequency of use, barriers to implementation and factors influencing potential decision makers. The findings could assist medical staff and players to select evidence-based methods. Methods A descriptive observational cross-sectional study was employed. Staff responsible for recovery methods throughout three professional soccer leagues in South Africa were purposively recruited. A customised questionnaire was designed to obtain data on the recovery methods implemented by South African soccer teams, as well as to investigate barriers to implementation of these methods. A panel of experts reviewed and validated the questionnaire. The majority of the questionnaires were completed online, and several face-to-face interviews were conducted. Confidentiality of the data was ensured, and informed consent was obtained from each participant. Results A total of 48 questionnaires were completed, 16 from each of the three leagues. Two questionnaires were excluded as participants indicated that they did not use recovery methods and one questionnaire was incomplete. The majority of respondents were fitness trainers or physiotherapists with an average of 8 ± 4 years’ working experience in soccer. Five different recovery methods were used most frequently. Rehydration (n= 45, 94%), nutrition (n= 41, 85%), and stretching (n= 41, 85%) post-exercise, were reportedly used most frequently. The majority of participants (n= 38, 79%) considered the recovery methods to improve performance. There was no statistical difference in the average number of recovery methods utilised by teams in the Premier Soccer League (PSL) and National First Division (NFD; PSL 7 ± 2 vs. NFD 6 ± 1, p = 0.24). However, National Second Division (NSD) teams used significantly fewer recovery methods than PSL teams (PSL 7 ± 2 vs. NSD 5 ± 1, p < 0.003). The greatest barriers staff reported were a lack of player interest and insufficient funds. Conclusion The findings of this study suggest that the use of recovery methods occurs at all professional levels of South African soccer. Teams are implementing recovery methods without sufficient evidence to justify its use (i.e. stretching, massage, active recovery or cold water immersion). While nutrition and hydration are very well utilised across South African soccer, sleep interventions remain under utilised. Most teams sourced protocols based on anecdotal evidence, therefore recovery method implementation should be re-examined. Teams in the top tiered league used more recovery methods compared to lower tiered teams, most likely due to the greater resources available. However, a lack of player interest was one of the biggest barriers to implementation. It is recommended that staff and players receive improved and focused educational interventions regarding the efficacy of various recovery methods, which may also assist in altering behaviour towards more evidence-based recovery methods

    Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING)

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    Background: In health care, the use of game-based interventions to increase motivation, engagement, and overall sustainability of health behaviors is steadily becoming more common. The most prevalent types of game-based interventions in health care research are gamification and serious games. Various researchers have discussed substantial conceptual differences between these 2 concepts, supported by empirical studies showing differences in the effects on specific health behaviors. However, researchers also frequently report cases in which terms related to these 2 concepts are used ambiguously or even interchangeably. It remains unclear to what extent existing health care research explicitly distinguishes between gamification and serious games and whether it draws on existing conceptual considerations to do so. Objective: This study aims to address this lack of knowledge by capturing the current state of conceptualizations of gamification and serious games in health care research. Furthermore, we aim to provide tools for researchers to disambiguate the reporting of game-based interventions. Methods: We used a 2-step research approach. First, we conducted a systematic literature review of 206 studies, published in the Journal of Medical Internet Research and its sister journals, containing terms related to gamification, serious games, or both. We analyzed their conceptualizations of gamification and serious games, as well as the distinctions between the two concepts. Second, based on the literature review findings, we developed a set of guidelines for researchers reporting on game-based interventions and evaluated them with a group of 9 experts from the field. Results: Our results show that less than half of the concept mentions are accompanied by an explicit definition. To distinguish between the 2 concepts, we identified four common approaches: implicit distinction, synonymous use of terms, serious games as a type of gamified system, and distinction based on the full game dimension. Our Game-Based Intervention Reporting Guidelines (GAMING) consist of 25 items grouped into four topics: conceptual focus, contribution, mindfulness about related concepts, and individual concept definitions. Conclusions: Conceptualizations of gamification and serious games in health care literature are strongly heterogeneous, leading to conceptual ambiguity. Following the GAMING can support authors in rigorous reporting on study results of game-based interventions

    Exploring virtual music communities: a case study of artist-making program of Now.com.

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    Chung Yuen Yee.Thesis (M.Phil.)--Chinese University of Hong Kong, 2006.Includes bibliographical references (leaves 168-174).Abstracts in English and Chinese.Abstract (English Version) --- p.i-iiiAbstract (Chinese Version) --- p.iv-vAcknowledgement --- p.viChapter Chapter 1 --- Introduction --- p.1-15Chapter Chapter 2 --- Literature Review --- p.16-39Chapter 2.1 --- Cyberspace and its Activism --- p.17Chapter 2.2 --- Communication in Virtual Community --- p.20Chapter 2.3 --- Virtual Community and Public Sphere --- p.26Chapter 2.4 --- Virtual Community and Commercial Control --- p.32Chapter Chapter 3 --- Theoretical Framework and Research Design --- p.40-51Chapter 3.1 --- Theoretical Framework --- p.40Chapter 3.2 --- Research Design --- p.45Chapter 3.2.1 --- Participant-Observation --- p.46Chapter 3.2.2 --- In-depth Interview --- p.47Chapter 3.2.3 --- Textual Analysis --- p.49Chapter Chapter 4 --- Briefing on LIFT --- p.52-66Chapter 4.1 --- The Concept of LIFT --- p.52Chapter 4.2 --- Participants as Artist Managers in Virtual Music Community --- p.56Chapter 4.3 --- Participants as Artists in Virtual Music Community --- p.59Chapter 4.4 --- Main Events for all Members in LIFT --- p.60Chapter 4.4.1 --- Audition --- p.61Chapter 4.4.2 --- Post-audition Dinner --- p.62Chapter 4.4.3 --- Artist Management Talk --- p.62Chapter 4.4.4 --- Mini Show --- p.63Chapter 4.4.5 --- Street Show --- p.64Chapter Chapter 5 --- Interaction in Virtual Music Community --- p.67-107Chapter 5.1 --- Structure of the Corporation (Virtual Music Community): Loud Music --- p.69Chapter 5.2 --- Virtual Status on the Forum: How did the Virtual Members Build Up? --- p.73Chapter 5.3 --- Cultural Characteristics in Virtual Music Communities --- p.74Chapter 5.3.1 --- Usage Pattern --- p.75Chapter 5.3.2 --- The Use of Language --- p.76Chapter 5.4 --- Accomplishment through Interaction in Virtual Music Communities --- p.78Chapter 5.4.1 --- Company Name of the Virtual Music Community: How did the Virtual Members Make it? --- p.78Chapter 5.4.2 --- Company Logo of the Virtual Music Community: How did the Virtual Members Create it? --- p.80Chapter 5.4.3 --- Company Slogan of the Virtual Music Community: How did the Virtual Members Generate the Ideas? --- p.84Chapter 5.4.4 --- Lyrics Creations for Our Artists: How did the Virtual Members Draft and Collect them? --- p.85Chapter 5.4.5 --- CD Album Cover for the Artists of Virtual Music Community: How did the Virtual Members Conduct? --- p.87Chapter 5.4.6 --- Virtual Advertisement in Hompy of the Virtual Music Community: How did the Virtual Members Conceive such Idea and Put it into Practice? --- p.90Chapter 5.5 --- Difficulties of Interaction in Virtual Music Community --- p.96Chapter 5.5.1 --- The Concern of Off Topic Discussion and the Problem of Inactiveness --- p.96Chapter 5.5.2 --- The Occurrence of Virtual Argument --- p.99Chapter 5.5.3 --- The Existence of Troublemakers --- p.103Chapter Chapter 6 --- Commercial Intervention in Virtual Music Community --- p.108-127Chapter 6.1 --- The Arrangement of Real Core Groups in LIFT --- p.108Chapter 6.1.1 --- The Invitation of CUHK Real Core Group --- p.108Chapter 6.1.2 --- The Withdrawal of Real Core Groups --- p.111Chapter 6.2 --- Exclusive Participation --- p.113Chapter 6.2.1 --- Virtual Artist Managers as well as Net Users --- p.113Chapter 6.2.2 --- Virtual Artists as well as Net Users --- p.114Chapter 6.3 --- The Autonomy of Involvement in Virtual Music Community --- p.115Chapter 6.3.1 --- The Involvement in Judge Panel --- p.115Chapter 6.3.2 --- The Involvement in Promotion Work for the Artists --- p.116Chapter 6.3.3 --- The Role / Duties of Virtual Music Community --- p.118Chapter 6.3.4 --- The Interaction on the Forum --- p.121Chapter 6.4 --- Turning Point: Negotiation between the Organization and Virtual Music Community --- p.123Chapter Chapter 7 --- Conclusion and Discussion --- p.128-12Chapter 7.1 --- Conclusion and Discussion --- p.121Chapter 7.2 --- Limitation and Further Research --- p.134Chapter 7.3 --- Epilogue --- p.135Appendices (1 -26) --- p.137-16Bibliography --- p.168-1

    Multimodal Technologies in Precision Education: Providing New Opportunities or Adding More Challenges?

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    Personalized or precision education (PE) considers the integration of multimodal technologies to tailor individuals’ learning experiences based on their preferences and needs. To identify the impact that emerging multimodal technologies have on personalized education, we reviewed recent implementations and applications of systems (e.g., MOOCs, serious games, artificial intelligence, learning management systems, mobile applications, augmented/virtual reality, classroom technologies) that integrate such features. Our findings revealed that PE techniques could leverage the instructional potential of educational platforms and tools by facilitating students’ knowledge acquisition and skill development. The added value of PE is also extended beyond the online digital learning context, as positive outcomes were also identified in blended/face-to-face learning scenarios, with multiple connections being discussed between the impact of PE on student efficacy, achievement, and well-being. In line with the recommendations and suggestions that supporters of PE make, we provide implications for research and practice as well as ground for policy formulation and reformation on how multimodal technologies can be integrated into the educational context.</p

    Designing Playful Systems

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    Play is a common, yet elusive phenomenon. Many definitions of play and explanations for its existence have been brought forward in various disciplines such as psychology, anthropology, ethology and in the humanities. As an activity apparently serving no other purpose than itself, play can be simply considered a pleasant pastime. Yet its equation with fun has been challenged by artists and scholars alike. Being in a playful state does not warrant extrinsic motivation or being conscious of an external purpose. However, play creates meaning, and scientists are pursuing functional explanations for it. These conflicting observations are contributing to the ambiguity of play and they raise questions about the limits of complexity that present discourses are able to reflect. This thesis presents a comprehensive, transdisciplinary approach to describe and understand play, based on systems-theory, constructivism, cybernetics and practical exploration. Observing play in this way involves theoretical analysis, reflection and critique as well as the practice of design, development and artistic exposition. By constructing, re-contextualising and discussing eight of my own projects, I explore the distinction between theory and practice through which playful systems emerge. Central to my methodology is the concept of distinctions as a fundamental method of observation. It is introduced itself as a distinction and then applied throughout, in order to describe and discuss phenomena of play from a wide range of different perspectives. This includes paradoxical, first-person and conflicting accounts and it enables discourses that cross disciplinary boundaries. In summary, the three interrelated contributions to knowledge in my research project are: I contribute to the emerging field of game studies through a comprehensive systems-theoretical description on play. I also provide a methodology in which theory and practice inform each other through mutual observation, construction, reflection and critical evaluation. Finally, I present eight projects, including a playful system developed in a speculative approach that I call anthroponeutral design. These results represent a novel transdisciplinary perspective on play that offers new opportunities for further research
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