204,471 research outputs found

    Continuity in cognition

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    Designing for continuous interaction requires designers to consider the way in which human users can perceive and evaluate an artefact’s observable behaviour, in order to make inferences about its state and plan, and execute their own continuous behaviour. Understanding the human point of view in continuous interaction requires an understanding of human causal reasoning, of the way in which humans perceive and structure the world, and of human cognition. We present a framework for representing human cognition, and show briefly how it relates to the analysis of structure in continuous interaction, and the ways in which it may be applied in design

    Exploring the Usage and the User Interface of Mobile apps for Donors in Natural Disaster in East Java, Indonesia

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    Natural disasters occur quite often in Indonesia. Relief can be in the forms of logistics or funds. Indonesian Red Cross is one of the institutions most trusted in distributing donations. Unfortunately, there is still no easy facilitation for donors in transferring funds. An effective system is needed to ease donors in transferring funds using an online application, to guarantee that the funds are not misused, to inform the kind of disasters requiring financial aids or to report the utilization of the aids. Not many researches have been conducted on this subject. Those related to the Human-Computer Interaction in Health Care were focused on patients. The ones in the field of e-commerce were focused on customers. Meanwhile, this research on the case of natural disaster was focusing on donors, which was not quite ordinary. The researches in the case of natural disasters were mostly focusing on the problem of distribution and supply of logistics or searching the nearest locations using GIS. This research aims to explore the user expectations of the mobile apps on the process of donating applying the principles of HCI such as conveniences, effectiveness, security, completeness of information, feedback, and visibility. The result of this research shows that the expected users with this application could provide quality of information, continuity, ease of access and high security. Developing a mobile application with effective interaction between the application and the users is really a challenge. Keywords: human–computer interface; humanitarian logistics; donor syste

    Speech emotion recognition via multiple fusion under spatial–temporal parallel network

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    The authors are grateful to the anonymous reviewers and the editor for their valuable comments and suggestions. This work was supported by the National Natural Science Foundation of China (No. 61702066), the Chongqing Research Program of Basic Research and Frontier Technology, China (No. cstc2021jcyj-msxmX0761) and partially supported by Project PID2020-119478GB-I00 funded by MICINN/AEI/10.13039/501100011033 and by Project A-TIC-434- UGR20 funded by FEDER/Junta de Andalucía Consejería de Transformación Económica, Industria, Conocimiento Universidades.Speech, as a necessary way to express emotions, plays a vital role in human communication. With the continuous deepening of research on emotion recognition in human-computer interaction, speech emotion recognition (SER) has become an essential task to improve the human-computer interaction experience. When performing emotion feature extraction of speech, the method of cutting the speech spectrum will destroy the continuity of speech. Besides, the method of using the cascaded structure without cutting the speech spectrum cannot simultaneously extract speech spectrum information from both temporal and spatial domains. To this end, we propose a spatial-temporal parallel network for speech emotion recognition without cutting the speech spectrum. To further mix the temporal and spatial features, we design a novel fusion method (called multiple fusion) that combines the concatenate fusion and ensemble strategy. Finally, the experimental results on five datasets demonstrate that the proposed method outperforms state-of-the-art methods.National Natural Science Foundation of China 61702066Chongqing Research Program of Basic Research and Frontier Technology, China cstc2021jcyj-msxmX0761MICINN/AEI/10.13039/501100011033: PID2020-119478GB-I00FEDER/Junta de Andalucía A-TIC-434- UGR2

    Computer simulation of three-dimensional plaque formation and progression in the carotid artery

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    Atherosclerosis is becoming the number one cause of death worldwide. In this study, three-dimensional computer model of plaque formation and development for human carotid artery is developed. The three-dimensional blood flow is described by the Navier-Stokes equation, together with the continuity equation. Mass transfer within the blood lumen and through the arterial wall is coupled with the blood flow and is modeled by a convection-diffusion equation. The low-density lipoproteins transports in lumen of the vessel and through the vessel tissue are coupled by Kedem-Katchalsky equations. The inflammatory process is modeled using three additional reaction-diffusion partial differential equations. Fluid-structure interaction is used to estimate effective wall stress analysis. Plaque growth functions for volume progression are correlated with shear stress and effective wall stress distribution. We choose two specific patients from MRI study with significant plaque progression

    Effects of hyperlinks on navigation in virtual environments

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    Hyperlinks introduce discontinuities of movement to 3-D virtual environments (VEs). Nine independent attributes of hyperlinks are defined and their likely effects on navigation in VEs are discussed. Four experiments are described in which participants repeatedly navigated VEs that were either conventional (i.e. obeyed the laws of Euclidean space), or contained hyperlinks. Participants learned spatial knowledge slowly in both types of environment, echoing the findings of previous studies that used conventional VEs. The detrimental effects on participants' spatial knowledge of using hyperlinks for movement were reduced when a time-delay was introduced, but participants still developed less accurate knowledge than they did in the conventional VEs. Visual continuity had a greater influence on participants' rate of learning than continuity of movement, and participants were able to exploit hyperlinks that connected together disparate regions of a VE to reduce travel time

    Facilitating open plot structures in story driven video games using situation generation

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    Story driven video games are rising in popularity, along with the players desire to make meaningful choice within the plot and therefore become more involved and immersed within the experience. This paper investigates the problems which arise from implementing interactive narrative within video games and potential techniques to solve those problems. The main focus of the study was the situation generation technique, used to maintain the continuity within open, emergent plot structures, using behaviour trees as a means to implement and traverse plot sequences. The ISGEngine was developed during the course of this study in order to implement and evaluate the situation generation technique

    A multi-projector CAVE system with commodity hardware and gesture-based interaction

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    Spatially-immersive systems such as CAVEs provide users with surrounding worlds by projecting 3D models on multiple screens around the viewer. Compared to alternative immersive systems such as HMDs, CAVE systems are a powerful tool for collaborative inspection of virtual environments due to better use of peripheral vision, less sensitivity to tracking errors, and higher communication possibilities among users. Unfortunately, traditional CAVE setups require sophisticated equipment including stereo-ready projectors and tracking systems with high acquisition and maintenance costs. In this paper we present the design and construction of a passive-stereo, four-wall CAVE system based on commodity hardware. Our system works with any mix of a wide range of projector models that can be replaced independently at any time, and achieves high resolution and brightness at a minimum cost. The key ingredients of our CAVE are a self-calibration approach that guarantees continuity across the screen, as well as a gesture-based interaction approach based on a clever combination of skeletal data from multiple Kinect sensors.Preprin
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