436 research outputs found

    Human-Computer Interaction

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    In this book the reader will find a collection of 31 papers presenting different facets of Human Computer Interaction, the result of research projects and experiments as well as new approaches to design user interfaces. The book is organized according to the following main topics in a sequential order: new interaction paradigms, multimodality, usability studies on several interaction mechanisms, human factors, universal design and development methodologies and tools

    Design and implementation of an automatic speech recognition interface for a Multipurpose Assistant Robot (MASHI)

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    This project focuses in the initialization of the work and in the study of online services in order to design and implement an automatic speech recognition system for the robotic platform MASHI. This system will be implemented in two Raspberry Pi 3 using a Master-Slave structure. Online resources and services will be used to maintain the wireless connection and control of the platform. As the desired functionality, this automatic speech recognition system will serve as an efficient interface for the interaction between MASHI and the people inside public buildings, the interaction of the system with other interconnected devices is also considered

    Designing Attentive Information Dashboards with Eye Tracking Technology

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    Ääneen lukemisen sujuvuuden automaattinen arviointi

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    Lukivaikeuksista kärsiviä etsitään arvioimalla ääneen lukemistaan. Arviointi vie aikaa, joka voitaisiin käyttää lukivaikeuden hoitamiseen. Automaattinen arviointi lisäisi hoitoon käytettävissä olevia resursseja, ja sitä voitaisiin käyttää myös harjoittelun tukena. Tässä työssä esitellään järjestelmä, joka arvioi lasten ääneen lukemisen sujuvuutta. Järjestelmä arvio puheen sujuvuutta joko yleisesti tai painotuksen, sujuvuuden, tahdin ja tunneilmaisun suhteen. Työssä analysoidaan myös järjestelmässä käytettyjen piirteiden vaikutusta arviointikriteereihin

    Ääneen lukemisen sujuvuuden automaattinen arviointi

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    Lukivaikeuksista kärsiviä etsitään arvioimalla ääneen lukemistaan. Arviointi vie aikaa, joka voitaisiin käyttää lukivaikeuden hoitamiseen. Automaattinen arviointi lisäisi hoitoon käytettävissä olevia resursseja, ja sitä voitaisiin käyttää myös harjoittelun tukena. Tässä työssä esitellään järjestelmä, joka arvioi lasten ääneen lukemisen sujuvuutta. Järjestelmä arvio puheen sujuvuutta joko yleisesti tai painotuksen, sujuvuuden, tahdin ja tunneilmaisun suhteen. Työssä analysoidaan myös järjestelmässä käytettyjen piirteiden vaikutusta arviointikriteereihin

    Rafigh: A Living Media System for Motivating Target Application Use for Children

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    Digital living media systems combine living media such as plants, animals and fungi with computational components. In this dissertation, I respond to the question of how can digital living media systems better motivate children to use target applications (i.e., learning and/or therapeutic applications)? To address this question, I employed a participatory design approach where I incorporated input from children, parents, speech language pathologists and teachers into the design of a new system. Rafigh is a digital embedded system that uses the growth of a living mushrooms colony to provide positive reinforcements to children when they conduct target activities. The growth of the mushrooms is affected by the amount of water administered to them, which in turn corresponds to the time children spend on target applications. I used an iterative design process to develop and evaluate three Rafigh prototypes. The evaluations showed that the system must be robust, customizable, and should include compelling engagement mechanisms to keep the children interested. I evaluated Rafigh using two case studies conducted in participants homes. In each case study, two siblings and their parent interacted with Rafigh over two weeks and the parents identified a series of target applications that Rafigh should motivate the children to use. The study showed that Rafigh motivated the children to spend significantly more time on target applications during the intervention phase and that it successfully engaged one out of two child participants in each case study who showed signs of responsibility, empathy and curiosity towards the living media. The study showed that the majority of participants described the relationship between using target applications and mushrooms growth correctly. Further, Rafigh encouraged more communication and collaboration between the participants. Rafighs slow responsivity did not impact the engagement of one out of two child participants in each case study and might even have contributed to their investment in the project. Finally, Rafighs presence as an ambient physical object allowed users to interact with it freely and as part of their home environment
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