15 research outputs found

    ACII 2009: Affective Computing and Intelligent Interaction. Proceedings of the Doctoral Consortium 2009

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    WEHST: Wearable Engine for Human-Mediated Telepresence

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    This dissertation reports on the industrial design of a wearable computational device created to enable better emergency medical intervention for situations where electronic remote assistance is necessary. The design created for this doctoral project, which assists practices by paramedics with mandates for search-and-rescue (SAR) in hazardous environments, contributes to the field of human-mediated teleparamedicine (HMTPM). Ethnographic and industrial design aspects of this research considered the intricate relationships at play in search-and-rescue operations, which lead to the design of the system created for this project known as WEHST: Wearable Engine for Human-Mediated Telepresence. Three case studies of different teams were carried out, each focusing on making improvements to the practices of teams of paramedics and search-and-rescue technicians who use combinations of ambulance, airplane, and helicopter transport in specific chemical, biological, radioactive, nuclear and explosive (CBRNE) scenarios. The three paramedicine groups included are the Canadian Air Force 442 Rescue Squadron, Nelson Search and Rescue, and the British Columbia Ambulance Service Infant Transport Team. Data was gathered over a seven-year period through a variety of methods including observation, interviews, examination of documents, and industrial design. The data collected included physiological, social, technical, and ecological information about the rescuers. Actor-network theory guided the research design, data analysis, and design synthesis. All of this leads to the creation of the WEHST system. As identified, the WEHST design created in this dissertation project addresses the difficulty case-study participants found in using their radios in hazardous settings. As the research identified, a means of controlling these radios without depending on hands, voice, or speech would greatly improve communication, as would wearing sensors and other computing resources better linking operators, radios, and environments. WEHST responds to this need. WEHST is an instance of industrial design for a wearable “engine” for human-situated telepresence that includes eight interoperable families of wearable electronic modules and accompanying textiles. These make up a platform technology for modular, scalable and adaptable toolsets for field practice, pedagogy, or research. This document details the considerations that went into the creation of the WEHST design

    Spatial cognition in virtual environments

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    Since the last decades of the past century, Virtual Reality (VR) has been developed also as a methodology in research, besides a set of helpful applications in medical field (trainings for surgeons, but also rehabilitation tools). In science, there is still no agreement if the use of this technology in research on cognitive processes allows us to generalize results found in a Virtual Environment (VE) to the human behavior or cognition in the real world. This happens because of a series of differences found in basic perceptual processes (for example, depth perception) suggest a big difference in visual environmental representation capabilities of Virtual scenarios. On the other side, in literature quite a lot of studies can be found, which give a proof of VEs reliability in more than one field (trainings and rehabilitation, but also in some research paradigms). The main aim of this thesis is to investigate if, and in which cases, these two different views can be integrated and shed a new light and insights on the use of VR in research. Through the many experiments conducted in the "Virtual Development and Training Center" of the Fraunhofer Institute in Magdeburg, we addressed both low-level spatial processes (within an "evaluation of distances paradigm") and high-level spatial cognition (using a navigation and visuospatial planning task, called "3D Maps"), trying to address, at the same time, also practical problems as, for example, the use of stereoscopy in VEs or the problem of "Simulator Sickness" during navigation in immersive VEs. The results obtained with our research fill some gaps in literature about spatial cognition in VR and allow us to suggest that the use of VEs in research is quite reliable, mainly if the investigated processes are from the higher level of complexity. In this case, in fact, human brain "adapts" pretty well even to a "new" reality like the one offered by the VR, providing of course a familiarization period and the possibility to interact with the environment; the behavior will then be “like if” the environment was real: what is strongly lacking, at the moment, is the possibility to give a completely multisensorial experience, which is a very important issue in order to get the best from this kind of “visualization” of an artificial world. From a low-level point of view, we can confirm what already found in literature, that there are some basic differences in how our visual system perceives important spatial cues as depth and relationships between objects, and, therefore, we cannot talk about "similar environments" talking about VR and reality. The idea that VR is a "different" reality, offering potentially unlimited possibilities of use, even overcoming some physical limits of the real world, in which this "new" reality can be acquired by our cognitive system just by interacting with it, is therefore discussed in the conclusions of this work

    Spatial cognition in virtual environments

    Get PDF
    Since the last decades of the past century, Virtual Reality (VR) has been developed also as a methodology in research, besides a set of helpful applications in medical field (trainings for surgeons, but also rehabilitation tools). In science, there is still no agreement if the use of this technology in research on cognitive processes allows us to generalize results found in a Virtual Environment (VE) to the human behavior or cognition in the real world. This happens because of a series of differences found in basic perceptual processes (for example, depth perception) suggest a big difference in visual environmental representation capabilities of Virtual scenarios. On the other side, in literature quite a lot of studies can be found, which give a proof of VEs reliability in more than one field (trainings and rehabilitation, but also in some research paradigms). The main aim of this thesis is to investigate if, and in which cases, these two different views can be integrated and shed a new light and insights on the use of VR in research. Through the many experiments conducted in the "Virtual Development and Training Center" of the Fraunhofer Institute in Magdeburg, we addressed both low-level spatial processes (within an "evaluation of distances paradigm") and high-level spatial cognition (using a navigation and visuospatial planning task, called "3D Maps"), trying to address, at the same time, also practical problems as, for example, the use of stereoscopy in VEs or the problem of "Simulator Sickness" during navigation in immersive VEs. The results obtained with our research fill some gaps in literature about spatial cognition in VR and allow us to suggest that the use of VEs in research is quite reliable, mainly if the investigated processes are from the higher level of complexity. In this case, in fact, human brain "adapts" pretty well even to a "new" reality like the one offered by the VR, providing of course a familiarization period and the possibility to interact with the environment; the behavior will then be “like if” the environment was real: what is strongly lacking, at the moment, is the possibility to give a completely multisensorial experience, which is a very important issue in order to get the best from this kind of “visualization” of an artificial world. From a low-level point of view, we can confirm what already found in literature, that there are some basic differences in how our visual system perceives important spatial cues as depth and relationships between objects, and, therefore, we cannot talk about "similar environments" talking about VR and reality. The idea that VR is a "different" reality, offering potentially unlimited possibilities of use, even overcoming some physical limits of the real world, in which this "new" reality can be acquired by our cognitive system just by interacting with it, is therefore discussed in the conclusions of this work

    Proficiency-aware systems

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    In an increasingly digital world, technological developments such as data-driven algorithms and context-aware applications create opportunities for novel human-computer interaction (HCI). We argue that these systems have the latent potential to stimulate users and encourage personal growth. However, users increasingly rely on the intelligence of interactive systems. Thus, it remains a challenge to design for proficiency awareness, essentially demanding increased user attention whilst preserving user engagement. Designing and implementing systems that allow users to become aware of their own proficiency and encourage them to recognize learning benefits is the primary goal of this research. In this thesis, we introduce the concept of proficiency-aware systems as one solution. In our definition, proficiency-aware systems use estimates of the user's proficiency to tailor the interaction in a domain and facilitate a reflective understanding for this proficiency. We envision that proficiency-aware systems leverage collected data for learning benefit. Here, we see self-reflection as a key for users to become aware of necessary efforts to advance their proficiency. A key challenge for proficiency-aware systems is the fact that users often have a different self-perception of their proficiency. The benefits of personal growth and advancing one's repertoire might not necessarily be apparent to users, alienating them, and possibly leading to abandoning the system. To tackle this challenge, this work does not rely on learning strategies but rather focuses on the capabilities of interactive systems to provide users with the necessary means to reflect on their proficiency, such as showing calculated text difficulty to a newspaper editor or visualizing muscle activity to a passionate sportsperson. We first elaborate on how proficiency can be detected and quantified in the context of interactive systems using physiological sensing technologies. Through developing interaction scenarios, we demonstrate the feasibility of gaze- and electromyography-based proficiency-aware systems by utilizing machine learning algorithms that can estimate users' proficiency levels for stationary vision-dominant tasks (reading, information intake) and dynamic manual tasks (playing instruments, fitness exercises). Secondly, we show how to facilitate proficiency awareness for users, including design challenges on when and how to communicate proficiency. We complement this second part by highlighting the necessity of toolkits for sensing modalities to enable the implementation of proficiency-aware systems for a wide audience. In this thesis, we contribute a definition of proficiency-aware systems, which we illustrate by designing and implementing interactive systems. We derive technical requirements for real-time, objective proficiency assessment and identify design qualities of communicating proficiency through user reflection. We summarize our findings in a set of design and engineering guidelines for proficiency awareness in interactive systems, highlighting that proficiency feedback makes performance interpretable for the user.In einer zunehmend digitalen Welt schaffen technologische Entwicklungen - wie datengesteuerte Algorithmen und kontextabhängige Anwendungen - neuartige Interaktionsmöglichkeiten mit digitalen Geräten. Jedoch verlassen sich Nutzer oftmals auf die Intelligenz dieser Systeme, ohne dabei selbst auf eine persönliche Weiterentwicklung hinzuwirken. Wird ein solches Vorgehen angestrebt, verlangt dies seitens der Anwender eine erhöhte Aufmerksamkeit. Es ist daher herausfordernd, ein entsprechendes Design für Kompetenzbewusstsein (Proficiency Awareness) zu etablieren. Das primäre Ziel dieser Arbeit ist es, eine Methodik für das Design und die Implementierung von interaktiven Systemen aufzustellen, die Nutzer dabei unterstützen über ihre eigene Kompetenz zu reflektieren, um dadurch Lerneffekte implizit wahrnehmen können. Diese Arbeit stellt ein Konzept für fähigkeitsbewusste Systeme (proficiency-aware systems) vor, welche die Fähigkeiten von Nutzern abschätzen, die Interaktion entsprechend anpassen sowie das Bewusstsein der Nutzer über deren Fähigkeiten fördern. Hierzu sollten die Systeme gesammelte Daten von Nutzern einsetzen, um Lerneffekte sichtbar zu machen. Die Möglichkeit der Anwender zur Selbstreflexion ist hierbei als entscheidend anzusehen, um als Motivation zur Verbesserung der eigenen Fähigkeiten zu dienen. Eine zentrale Herausforderung solcher Systeme ist die Tatsache, dass Nutzer - im Vergleich zur Abschätzung des Systems - oft eine divergierende Selbstwahrnehmung ihrer Kompetenz haben. Im ersten Moment sind daher die Vorteile einer persönlichen Weiterentwicklung nicht unbedingt ersichtlich. Daher baut diese Forschungsarbeit nicht darauf auf, Nutzer über vorgegebene Lernstrategien zu unterrichten, sondern sie bedient sich der Möglichkeiten interaktiver Systeme, die Anwendern die notwendigen Hilfsmittel zur Verfügung stellen, damit diese selbst über ihre Fähigkeiten reflektieren können. Einem Zeitungseditor könnte beispielsweise die aktuelle Textschwierigkeit angezeigt werden, während einem passionierten Sportler dessen Muskelaktivität veranschaulicht wird. Zunächst wird herausgearbeitet, wie sich die Fähigkeiten der Nutzer mittels physiologischer Sensortechnologien erkennen und quantifizieren lassen. Die Evaluation von Interaktionsszenarien demonstriert die Umsetzbarkeit fähigkeitsbewusster Systeme, basierend auf der Analyse von Blickbewegungen und Muskelaktivität. Hierbei kommen Algorithmen des maschinellen Lernens zum Einsatz, die das Leistungsniveau der Anwender für verschiedene Tätigkeiten berechnen. Im Besonderen analysieren wir stationäre Aktivitäten, die hauptsächlich den Sehsinn ansprechen (Lesen, Aufnahme von Informationen), sowie dynamische Betätigungen, die die Motorik der Nutzer fordern (Spielen von Instrumenten, Fitnessübungen). Der zweite Teil zeigt auf, wie Systeme das Bewusstsein der Anwender für deren eigene Fähigkeiten fördern können, einschließlich der Designherausforderungen , wann und wie das System erkannte Fähigkeiten kommunizieren sollte. Abschließend wird die Notwendigkeit von Toolkits für Sensortechnologien hervorgehoben, um die Implementierung derartiger Systeme für ein breites Publikum zu ermöglichen. Die Forschungsarbeit beinhaltet eine Definition für fähigkeitsbewusste Systeme und veranschaulicht dieses Konzept durch den Entwurf und die Implementierung interaktiver Systeme. Ferner werden technische Anforderungen objektiver Echtzeitabschätzung von Nutzerfähigkeiten erforscht und Designqualitäten für die Kommunikation dieser Abschätzungen mittels Selbstreflexion identifiziert. Zusammengefasst sind die Erkenntnisse in einer Reihe von Design- und Entwicklungsrichtlinien für derartige Systeme. Insbesondere die Kommunikation, der vom System erkannten Kompetenz, hilft Anwendern, die eigene Leistung zu interpretieren

    Proceedings of the Scientific-Practical Conference "Research and Development - 2016"

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    talent management; sensor arrays; automatic speech recognition; dry separation technology; oil production; oil waste; laser technolog

    Proceedings of the Scientific-Practical Conference "Research and Development - 2016"

    Get PDF
    talent management; sensor arrays; automatic speech recognition; dry separation technology; oil production; oil waste; laser technolog

    Integration of Reciprocal Teaching-ICT Model To Improve Students’Mathematics Critical Thinking Ability

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    This research examines the effectiveness on how mathematics teachers have begun to integrate information and communication technology (ICT) with reciprocal teaching model to improve students’ mathematics critical thinking ability into seventh junior high school classroom practice. This study was experimental research with a quasi-experimental design. The samples of the study are 36 students for classroom experiments and 36 students for classroom control. The instruments employed in this study were pre-test and post-test. All the instruments are made in essays forms. The data were analyzed by using descriptive statistics. Based on the research findings, it was gotten that (1) the development of teaching instructional multimedia of the seven grade students of junior high school; (2) the improvement of students’ mathematics critical thinking ability in experimental class; (3) the aspect of attractiveness shows that the developed instructional multimedia was very interesting; and (4) reciprocal learning has good impact on students’ mathematics critical thinking ability
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