158 research outputs found

    Algorithmic Efficiency of Stroke Gesture Recognizers: a Comparative Analysis

    Get PDF
    Gesture interaction is today recognized as a natural, intuitive way to execute commands of an interactive system. For this purpose, several stroke gesture recognizers become more efficient in recognizing end-user gestures from a training set. Although the rate algorithms propose their rates of return there is a deficiency in knowing which is the most recommended algorithm for its use. In the same way, the experiments known by the most successful algorithms have been carried out under different conditions, resulting in non-comparable results. To better understand their respective algorithmic efficiency, this paper compares the recognition rate, the error rate, and the recognition time of five reference stroke gesture recognition algorithms, i.e., 1,1, P, Q,!FTL,andPennyPincher,onthreediversegesturesets,i.e.,NicIcon,HHReco,andUtopianoAlphabet,inauser−independentscenario.Similarconditionswereappliedtoallalgorithms,tobeexecutedunderthesamecharacteristics.Forthealgorithmsstudied,themethodagreedtoevaluatetheerrorrateandperformancerate,aswellastheexecutiontimeofeachofthesealgorithms.AsoftwaretestingenvironmentwasdevelopedinJavaScripttoperformthecomparativeanalysis.Theresultsofthisanalysishelprecommendingarecognizerwhereitturnsouttobethemostefficient.!FTL(NLSD)isthebestrecognitionrateandthemostefficientalgorithmfortheHHrecoandNicIcondatasets.However,PennyPincherwasthefasteralgorithmforHHrecodatasets.Finally,Q, !FTL, and Penny Pincher, on three diverse gesture sets, i.e., NicIcon, HHReco, and Utopiano Alphabet, in a user-independent scenario. Similar conditions were applied to all algorithms, to be executed under the same characteristics. For the algorithms studied, the method agreed to evaluate the error rate and performance rate, as well as the execution time of each of these algorithms. A software testing environment was developed in JavaScript to perform the comparative analysis. The results of this analysis help recommending a recognizer where it turns out to be the most efficient. !FTL (NLSD) is the best recognition rate and the most efficient algorithm for the HHreco and NicIcon datasets. However, Penny Pincher was the faster algorithm for HHreco datasets. Finally, 1 obtained the best recognition rate for the Utopiano Alphabet dataset

    Model-Driven Development of Interactive Multimedia Applications

    Get PDF
    The development of highly interactive multimedia applications is still a challenging and complex task. In addition to the application logic, multimedia applications typically provide a sophisticated user interface with integrated media objects. As a consequence, the development process involves different experts for software design, user interface design, and media design. There is still a lack of concepts for a systematic development which integrates these aspects. This thesis provides a model-driven development approach addressing this problem. Therefore it introduces the Multimedia Modeling Language (MML), a visual modeling language supporting a design phase in multimedia application development. The language is oriented on well-established software engineering concepts, like UML 2, and integrates concepts from the areas of multimedia development and model-based user interface development. MML allows the generation of code skeletons from the models. Thereby, the core idea is to generate code skeletons which can be directly processed in multimedia authoring tools. In this way, the strengths of both are combined: Authoring tools are used to perform the creative development tasks while models are used to design the overall application structure and to enable a well-coordinated development process. This is demonstrated using the professional authoring tool Adobe Flash. MML is supported by modeling and code generation tools which have been used to validate the approach over several years in various student projects and teaching courses. Additional prototypes have been developed to demonstrate, e.g., the ability to generate code for different target platforms. Finally, it is discussed how models can contribute in general to a better integration of well-structured software development and creative visual design

    A framework to identify primitives that represent usability within Model-Driven Development methods

    Get PDF
    Context: Nowadays, there are sound methods and tools which implement the Model-Driven Development approach (MDD) satisfactorily. However, MDD approaches focus on representing and generating code that represents functionality, behaviour and persistence, putting the interaction, and more specifically the usability, in a second place. If we aim to include usability features in a system developed with a MDD tool, we need to extend manually the generated code. Objective: This paper tackles how to include functional usability features (usability recommendations strongly related to system functionality) in MDD through conceptual primitives. Method: The approach consists of studying usability guidelines to identify usability properties that can be represented in a conceptual model. Next, these new primitives are the input for a model compiler that generates the code according to the characteristics expressed in them. An empirical study with 66 subjects was conducted to study the effect of including functional usability features regarding end users' satisfaction and time to complete tasks. Moreover, we have compared the workload of two MDD analysts including usability features by hand in the generated code versus including them through conceptual primitives according to our approach. Results: Results of the empirical study shows that after including usability features, end users' satisfaction improves while spent time does not change significantly. This justifies the use of usability features in the software development process. Results of the comparison show that the workload required to adapt the MDD method to support usability features through conceptual primitives is heavy. However, once MDD supports these features, MDD analysts working with primitives are more efficient than MDD analysts implementing these features manually. Conclusion: This approach brings us a step closer to conceptual models where models represent not only functionality, behaviour or persistence, but also usability features. (C) 2014 Elsevier B.V. All rights reserved.This work was developed with the support of the Spanish Ministry of Science and Innovation Project SMART ADAPT (TIN201342981-P), TIN2011-23216 and was co-financed by ERDF. It also has the support of Generalitat Valenciana-funded ORCA Project (PROMETEO/2009/015) and UV (UV-INV-PRECOMP13-115032).Panach Navarrete, JI.; Juristo, N.; Valverde Giromé, F.; Pastor López, O. (2015). A framework to identify primitives that represent usability within Model-Driven Development methods. Information and Software Technology. (58):338-354. https://doi.org/10.1016/j.infsof.2014.07.002S3383545

    System-Level Power Estimation Methodology for MPSoC based Platforms

    Get PDF
    Avec l'essor des nouvelles technologies d'intégration sur silicium submicroniques, la consommation de puissance dans les systÚmes sur puce multiprocesseur (MPSoC) est devenue un facteur primordial au niveau du flot de conception. La prise en considération de ce facteur clé dÚs les premiÚres phases de conception, joue un rÎle primordial puisqu'elle permet d'augmenter la fiabilité des composants et de réduire le temps d'arrivée sur le marché du produit final.Shifting the design entry point up to the system-level is the most important countermeasure adopted to manage the increasing complexity of Multiprocessor System on Chip (MPSoC). The reason is that decisions taken at this level, early in the design cycle, have the greatest impact on the final design in terms of power and energy efficiency. However, taking decisions at this level is very difficult, since the design space is extremely wide and it has so far been mostly a manual activity. Efficient system-level power estimation tools are therefore necessary to enable proper Design Space Exploration (DSE) based on power/energy and timing.VALENCIENNES-Bib. électronique (596069901) / SudocSudocFranceF

    Systems Analysis Department annual progress report 1999

    Get PDF

    Dynamic self-organization in holonic multi-agent manufacturing systems: The ADACOR evolution

    Get PDF
    Nowadays, systems are becoming increasingly complex, mainly due to an exponential increase in the number of entities and their interconnections. Examples of these complex systems can be found in manufacturing, smart-grids, traffic control, logistics, economics and biology, among others. Due to this complexity, particularly in manufacturing, a lack of responsiveness in coping with demand for higher quality products, the drastic reduction in product lifecycles and the increasing need for product customization are being observed. Traditional solutions, based on central monolithic control structures, are becoming obsolete as they are not suitable for reacting and adapting to these perturbations. The decentralization of the complexity problem through simple, intelligent and autonomous entities, such as those found in multi-agent systems, is seen as a suitable methodology for tackling this challenge in industrial scenarios. Additionally, the use of biologically inspired self-organization concepts has proved to be suitable for being embedded in these approaches enabling better performances to be achieved. According to these principals, several approaches have been proposed but none can be truly embedded and extract all the potential of self-organization mechanisms. This paper proposes an evolution to the ADACOR holonic control architecture inspired by biological and evolutionary theories. In particular, a two-dimension al self-organization mechanism was designed taking the behavioural and structural vectors into consideration, thus allowing truly evolutionary and reconfigurable systems to be achieved that can cope with emergent requirements. The approach proposed is validated with two simulation use cases.info:eu-repo/semantics/publishedVersio

    Foundations and applications of human-machine-interaction

    Get PDF
    Der vorliegende Tagungsband zur 10. Berliner Werkstatt Mensch-Maschine-Systeme gibt einen Einblick in die aktuelle Forschung im Bereich der Mensch-Maschine- Interaktion. Einen besonderen Fokus stellt das Wechselspiel von Grundlagenforschung und anwendungsbezogener Forschung dar, was sich im breiten Themenspektrum widerspiegelt, welches von theoretischen und methodischen Betrachtungen bis hin zu anwendungsnahen Fragestellungen reicht. Dabei finden Inhalte aus allen Phasen des Forschungsprozesses Beachtung, sodass auch im Rahmen der 10. Berliner Werkstatt MMS wieder sowohl neue Untersuchungskonzepte als auch abschließende Befunde diskutiert werden. Zentrale Themengebiete sind u. a. Fahrer-Fahrzeug-Interaktion, Assistenzsysteme, User Experience, Usability, Ubiquitous Computing, Mixed & Virtual Reality, Robotics & Automation, Wahrnehmungsspezifika sowie Psychophysiologie und Beanspruchung in der Mensch-Maschine-Interaktion.The proceedings of the 10th Berlin Workshop Human-Machine-Systems provide an insight into the current research in the field of human-machine-interaction. The main focus lies on the interplay between basic and applied research, which is reflected in the wide range of subjects: from theoretical and methodological issues to application oriented considerations. Again all stages of the research process are represented in the contributions of the 10th Berlin Workshop HMS. This means new research concepts as well as final results are subject of this volume. Central topics include driver-vehicleinteraction, assistance systems, user experience, usability, ubiquitous computing, mixed and virtual reality, robotics & automation, perception specifics, as well as psychophysiology and workload in human-machine-interaction

    Proceedings of the 18th International Conference on Engineering Design (ICED11):Book of Abstracts

    Get PDF
    The ICED series of conferences is the Design Society's "flagship" event. ICED11 took place on August 15-18, 2011, at the campus of the Danish Technical University in Lyngby/Copenhagen, Denmark. The Proceedings of the conference are published in 10 individual volumes, arranged according to topics. All volumes of the Proceedings may be purchased individually through Amazon and other on-line booksellers. For members of the Design Society, all papers are available on this website. The Programme and Abstract Book is publically available for download
    • 

    corecore