320 research outputs found
Advances in Human-Robot Interaction
Rapid advances in the field of robotics have made it possible to use robots not just in industrial automation but also in entertainment, rehabilitation, and home service. Since robots will likely affect many aspects of human existence, fundamental questions of human-robot interaction must be formulated and, if at all possible, resolved. Some of these questions are addressed in this collection of papers by leading HRI researchers
Eyewear Computing \u2013 Augmenting the Human with Head-Mounted Wearable Assistants
The seminar was composed of workshops and tutorials on head-mounted eye tracking, egocentric
vision, optics, and head-mounted displays. The seminar welcomed 30 academic and industry
researchers from Europe, the US, and Asia with a diverse background, including wearable and
ubiquitous computing, computer vision, developmental psychology, optics, and human-computer
interaction. In contrast to several previous Dagstuhl seminars, we used an ignite talk format to
reduce the time of talks to one half-day and to leave the rest of the week for hands-on sessions,
group work, general discussions, and socialising. The key results of this seminar are 1) the
identification of key research challenges and summaries of breakout groups on multimodal eyewear
computing, egocentric vision, security and privacy issues, skill augmentation and task guidance,
eyewear computing for gaming, as well as prototyping of VR applications, 2) a list of datasets and
research tools for eyewear computing, 3) three small-scale datasets recorded during the seminar, 4)
an article in ACM Interactions entitled \u201cEyewear Computers for Human-Computer Interaction\u201d,
as well as 5) two follow-up workshops on \u201cEgocentric Perception, Interaction, and Computing\u201d
at the European Conference on Computer Vision (ECCV) as well as \u201cEyewear Computing\u201d at
the ACM International Joint Conference on Pervasive and Ubiquitous Computing (UbiComp)
Somatic ABC's: A Theoretical Framework for Designing, Developing and Evaluating the Building Blocks of Touch-Based Information Delivery
abstract: Situations of sensory overload are steadily becoming more frequent as the ubiquity of technology approaches reality--particularly with the advent of socio-communicative smartphone applications, and pervasive, high speed wireless networks. Although the ease of accessing information has improved our communication effectiveness and efficiency, our visual and auditory modalities--those modalities that today's computerized devices and displays largely engage--have become overloaded, creating possibilities for distractions, delays and high cognitive load; which in turn can lead to a loss of situational awareness, increasing chances for life threatening situations such as texting while driving. Surprisingly, alternative modalities for information delivery have seen little exploration. Touch, in particular, is a promising candidate given that it is our largest sensory organ with impressive spatial and temporal acuity. Although some approaches have been proposed for touch-based information delivery, they are not without limitations including high learning curves, limited applicability and/or limited expression. This is largely due to the lack of a versatile, comprehensive design theory--specifically, a theory that addresses the design of touch-based building blocks for expandable, efficient, rich and robust touch languages that are easy to learn and use. Moreover, beyond design, there is a lack of implementation and evaluation theories for such languages. To overcome these limitations, a unified, theoretical framework, inspired by natural, spoken language, is proposed called Somatic ABC's for Articulating (designing), Building (developing) and Confirming (evaluating) touch-based languages. To evaluate the usefulness of Somatic ABC's, its design, implementation and evaluation theories were applied to create communication languages for two very unique application areas: audio described movies and motor learning. These applications were chosen as they presented opportunities for complementing communication by offloading information, typically conveyed visually and/or aurally, to the skin. For both studies, it was found that Somatic ABC's aided the design, development and evaluation of rich somatic languages with distinct and natural communication units.Dissertation/ThesisPh.D. Computer Science 201
Human factors in instructional augmented reality for intravehicular spaceflight activities and How gravity influences the setup of interfaces operated by direct object selection
In human spaceflight, advanced user interfaces are becoming an interesting mean to facilitate human-machine interaction, enhancing and guaranteeing the sequences of intravehicular space operations. The efforts made to ease such operations have shown strong interests in novel human-computer interaction like Augmented Reality (AR). The work presented in this thesis is directed towards a user-driven design for AR-assisted space operations, iteratively solving issues arisen from the problem space, which also includes the consideration of the effect of altered gravity on handling such interfaces.Auch in der bemannten Raumfahrt steigt das Interesse an neuartigen Benutzerschnittstellen, um nicht nur die Mensch-Maschine-Interaktion effektiver zu gestalten, sondern auch um einen korrekten Arbeitsablauf sicherzustellen. In der Vergangenheit wurden wiederholt Anstrengungen unternommen, Innenbordarbeiten mit Hilfe von Augmented Reality (AR) zu erleichtern. Diese Arbeit konzentriert sich auf einen nutzerorientierten AR-Ansatz, welcher zum Ziel hat, die Probleme schrittweise in einem iterativen Designprozess zu lösen. Dies erfordert auch die Berücksichtigung veränderter Schwerkraftbedingungen
Efecto de la metodología mobile learning en la enseñanza universitaria : meta-análisis de las investigaciones publicadas en WOS y Scopus
La implementación de dispositivos móviles en la enseñanza universitaria es una realidad que precisa poner el foco de atención en el efecto que están teniendo en el aprendizaje. Este trabajo tiene por objetivo analizar el efecto de la metodología mobile learning en la enseñanza universitaria a partir de la revisión de la literatura científica en las bases de datos Web of Science y Scopus. Se ha seguido una estrategia metodológica de revisión sistemática con meta-análisis tomando como base una población de 9.686 artículos. De la muestra resultante (n = 22) se han analizado 5 variables sustantivas y metodológicas. Entre los resultados, resalta la variabilidad en los ámbitos de enseñanza donde se implementan los dispositivos móviles. Asimismo, se constata que el mobile learning produce efectos estadísticamente significativos en el aprendizaje. Todo ello nos lleva a replantearnos cuál es el papel actual de las tecnologías móviles emergentes en la enseñanza universitariaThe implementation of mobile devices in university education is a reality that needs to focus on the effect they are having on learning. The purpose of this paper is to analyze the effect of the mobile learning methodology in university teaching from on the review of the scientific literature in Web of Science and Scopus databases. A methodological strategy of systematic review with meta-analysis has been followed, based on a population of 9,686 scientific articles. From the resulting sample (n = 22), 5 substantive and methodological variables were analyzed. Among the results obtained, it is highlighted the variability in the teaching areas where mobile devices are implemented. Likewise, it is noted that mobile learning produces statistically significant effects on learning. All this leads us to rethink what is the current role of emerging mobile technologies in university educatio
Re-thinking lifelogging : designing human-centric prosthetic memory devices.
Building Prosthetic Memory (PM) technology has been an active research area for the
past few decades, with the primary aim in supporting Organic Memory (OM) in
remembering everyday events and experiences. Through building and evaluating new PM
tools, this thesis attempts to explore how and when PM tools are used to help OM in
everyday memory tasks.
The focus of this thesis is to investigate PM tools as an extension of, or a supplement to,
OM and to understand why people choose to use PM as opposed to their OM to help
them retrieve information. Further aims of this thesis are to investigate the role of
Metamemory and social processes. Finally, the work aims to support Autobiographical
memory through building new PM tools.
The studies apply mixed experimental and naturalistic methods, and include 3 controlled
lab studies and 3 field trials involving a total of 217 participants. Overall, there were 5
new PM devices built and evaluated in long-term and controlled contexts.
Results obtained through lab studies suggest that PM and OM function in a synergetic
relationship. In particular, use of PM increases when OM is particularly weak and this
interaction is mediated by organic Metamemory processes. PM properties also have an
influence - people prefer efficient over accurate PM devices. Furthermore, PM cues help
in two ways: 1) at encoding to help focus OM; and 2) at retrieval to cue partially
remembered information.
Longer term studies also reveal that PM is not used to substitute for OM. Instead users
prefer to use recordings to access specific parts of a lecture rather than listen to the
whole thing. Such tools are extensively used by non-native speakers, although only native
speakers' coursework benefits from usage. PM tools that support social summarisation
demonstrate that people exploit social feedback and cues provided by other users and
that these improve recall.
IV
Finally, evaluations of new autobiographical memory tools show that people upload
mementos based on their importance. There is evidence for preference for mementos
that are associated with other people and home.
I conclude with a discussion of the design and theory implications of this work
Mobile navigation: a multimodal approach
The functionality and processing power of mobile devices has increased dramatically over the last few years. Location based services and rich interactions are feasible with the majority of smart phones available today. However, whilst the capabilities of current devices afford rich interaction tailored to the user in mobile situations, they are still linked with desktop style interactions.
Spatially situated virtual objects are used to represent multiple forms of information. Ranging from nav- igation beacons to places of interest and gaming objects. This thesis gives an review of the current literature of the use of virtual objects and examines the role of vibrotactile feedback for egocentric heading detection for virtual objects. Experiment results are also reported showing users can utilise vibrotactile feedback for heading acquisition. Possible future steps include combining directions and distance information for mobile navigation systems
Performing the digital: performativity and performance studies in digital cultures
How is performativity shaped by digital technologies - and how do performative practices reflect and alter techno-social formations? "Performing the Digital" explores, maps and theorizes the conditions and effects of performativity in digital cultures. Bringing together scholars from performance studies, media theory, sociology and organization studies as well as practitioners of performance, the contributions engage with the implications of digital media and its networked infrastructures for modulations of affect and the body, for performing cities, protest, organization and markets, and for the performativity of critique. With contributions by Marie-Luise Angerer, Timon Beyes, Scott deLahunta and Florian Jenett, Margarete Jahrmann, Susan Kozel, Ann-Christina Lange, Oliver Leistert, Martina Leeker, Jon McKenzie, Sigrid Merx, Melanie Mohren and Bernhard Herbordt, Imanuel Schipper and Jens Schröter
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