850 research outputs found

    Virtual worlds for education: methodology, interaction and evaluation

    Get PDF
    2011 - 2012When students arrive in the classroom they expect to be involved in immersive, fun and challenging learning experiences. There is a high risk that they become quickly bored by the traditional instructional methods. The technological evolution offers a great variety of sophisticated interactive devices and applications that can be combined with innovative learning approaches to enhance study efficiency during the learning process. 3D immersive multi-user Virtual Worlds (VWs) are increasingly becoming popular and accessible to wide public due to the advances in computational power graphics and network bandwidth also connected with reduced costs. As a consequence, it is possible to offer more engaging user experiences. This is particularly true in the learning sector, where an increasing interest is worldwide rising towards three-dimensional (3D) VWs and new interaction modalities to which young digital native people are accustomed to. Researches on the educational value of VWs have revealed their potential as learning platforms. However, further studies are always needed in order to assess their effectiveness, satisfactorily and social engagement not only in the general didactic use of the environment, but also for each specific learning subjects, activities and modality. The main challenge is to well exploit VW features and determine learning approaches and interaction modalities in which the didactic actions present added value with respect to traditional education. Indeed, educational VW activities are evolving from the early ones based only on information displaying towards simulated laboratories and new interaction modalities. The main objective of this thesis is to propose new learning methodologies in Virtual Worlds, also experimenting new interaction modalities and evaluating the effectiveness of the support provided. To this aim we first investigate how effectively a 3D city-building game supports the learning of the waste disposal practice and promotes behavior change. The game is one of the results of a research project funded by Regione Campania and is addressed to primary school children. A deep analysis of the didactic methodologies adopted worldwide has been performed to propose a reputation-based learning approach based on collaborative, competitive and individual activities. Also, the effectiveness of the proposed approach has been evaluated. The didactic opportunities offered by VWs when considering new interaction approaches are also investigated. Indeed, if for the last four decades keyboard and mouse have been the primary means for interacting with computers, recently, the availability of greater processing power, wider memories, cameras, and sensors make it possible to introduce new interaction modalities in commonly used software. Gestural interfaces offer new interaction modalities that the primary school children known well and may result accepted also for higher students. To assess the potentiality of this new interaction approach during learning activities we selected Geography as subject, since there is a decreasing interest of the students towards this topic. To this aim the GeoFly system supporting the Geography learning based on a Virtual Globe and on the interaction modalities offered by Microsoft Kinect has been developed. GeoFly is designed for elementary school level Geography students. It enables the exploration of the World by flying, adopting the bird (or aeroplane) metaphor. It also enables the teacher to create learning trips by associating to specific places images, text and videos, to develop learning activities concerning geographically situated scenarios. The proposed approach has been evaluated through a controlled experiment aiming at assessing the effect of the adoption of GeoFly on both the students' attitude towards learning Geography and also on their knowledge. [edited by author]XI n.s

    Video interaction using pen-based technology

    Get PDF
    Dissertação para obtenção do Grau de Doutor em InformáticaVideo can be considered one of the most complete and complex media and its manipulating is still a difficult and tedious task. This research applies pen-based technology to video manipulation, with the goal to improve this interaction. Even though the human familiarity with pen-based devices, how they can be used on video interaction, in order to improve it, making it more natural and at the same time fostering the user’s creativity is an open question. Two types of interaction with video were considered in this work: video annotation and video editing. Each interaction type allows the study of one of the interaction modes of using pen-based technology: indirectly, through digital ink, or directly, trough pen gestures or pressure. This research contributes with two approaches for pen-based video interaction: pen-based video annotations and video as ink. The first uses pen-based annotations combined with motion tracking algorithms, in order to augment video content with sketches or handwritten notes. It aims to study how pen-based technology can be used to annotate a moving objects and how to maintain the association between a pen-based annotations and the annotated moving object The second concept replaces digital ink by video content, studding how pen gestures and pressure can be used on video editing and what kind of changes are needed in the interface, in order to provide a more familiar and creative interaction in this usage context.This work was partially funded by the UTAustin-Portugal, Digital Media, Program (Ph.D. grant: SFRH/BD/42662/2007 - FCT/MCTES); by the HP Technology for Teaching Grant Initiative 2006; by the project "TKB - A Transmedia Knowledge Base for contemporary dance" (PTDC/EAT/AVP/098220/2008 funded by FCT/MCTES); and by CITI/DI/FCT/UNL (PEst-OE/EEI/UI0527/2011

    Context-aware gestural interaction in the smart environments of the ubiquitous computing era

    Get PDF
    A thesis submitted to the University of Bedfordshire in partial fulfilment of the requirements for the degree of Doctor of PhilosophyTechnology is becoming pervasive and the current interfaces are not adequate for the interaction with the smart environments of the ubiquitous computing era. Recently, researchers have started to address this issue introducing the concept of natural user interface, which is mainly based on gestural interactions. Many issues are still open in this emerging domain and, in particular, there is a lack of common guidelines for coherent implementation of gestural interfaces. This research investigates gestural interactions between humans and smart environments. It proposes a novel framework for the high-level organization of the context information. The framework is conceived to provide the support for a novel approach using functional gestures to reduce the gesture ambiguity and the number of gestures in taxonomies and improve the usability. In order to validate this framework, a proof-of-concept has been developed. A prototype has been developed by implementing a novel method for the view-invariant recognition of deictic and dynamic gestures. Tests have been conducted to assess the gesture recognition accuracy and the usability of the interfaces developed following the proposed framework. The results show that the method provides optimal gesture recognition from very different view-points whilst the usability tests have yielded high scores. Further investigation on the context information has been performed tackling the problem of user status. It is intended as human activity and a technique based on an innovative application of electromyography is proposed. The tests show that the proposed technique has achieved good activity recognition accuracy. The context is treated also as system status. In ubiquitous computing, the system can adopt different paradigms: wearable, environmental and pervasive. A novel paradigm, called synergistic paradigm, is presented combining the advantages of the wearable and environmental paradigms. Moreover, it augments the interaction possibilities of the user and ensures better gesture recognition accuracy than with the other paradigms

    Guiding Random Graphical and Natural User Interface Testing Through Domain Knowledge

    Get PDF
    Users have access to a diverse set of interfaces that can be used to interact with software. Tools exist for automatically generating test data for an application, but the data required by each user interface is complex. Generating realistic data similar to that of a user is difficult. The environment which an application is running inside may also limit the data available, or updates to an operating system can break support for tools that generate test data. Consequently, applications exist for which there are no automated methods of generating test data similar to that which a user would provide through real usage of a user interface. With no automated method of generating data, the cost of testing increases and there is an increased chance of bugs being released into production code. In this thesis, we investigate techniques which aim to mimic users, observing how stored user interactions can be split to generate data targeted at specific states of an application, or to generate different subareas of the data structure provided by a user interface. To reduce the cost of gathering and labelling graphical user interface data, we look at generating randomised screen shots of applications, which can be automatically labelled and used in the training stage of a machine learning model. These trained models could guide a randomised approach at generating tests, achieving a significantly higher branch coverage than an unguided random approach. However, for natural user interfaces, which allow interaction through body tracking, we could not learn such a model through generated data. We find that models derived from real user data can generate tests with a significantly higher branch coverage than a purely random tester for both natural and graphical user interfaces. Our approaches use no feedback from an application during test generation. Consequently, the models are “generating data in the dark”. Despite this, these models can still generate tests with a higher coverage than random testing, but there may be a benefit to inferring the current state of an application and using this to guide data generation

    An original framework for understanding human actions and body language by using deep neural networks

    Get PDF
    The evolution of both fields of Computer Vision (CV) and Artificial Neural Networks (ANNs) has allowed the development of efficient automatic systems for the analysis of people's behaviour. By studying hand movements it is possible to recognize gestures, often used by people to communicate information in a non-verbal way. These gestures can also be used to control or interact with devices without physically touching them. In particular, sign language and semaphoric hand gestures are the two foremost areas of interest due to their importance in Human-Human Communication (HHC) and Human-Computer Interaction (HCI), respectively. While the processing of body movements play a key role in the action recognition and affective computing fields. The former is essential to understand how people act in an environment, while the latter tries to interpret people's emotions based on their poses and movements; both are essential tasks in many computer vision applications, including event recognition, and video surveillance. In this Ph.D. thesis, an original framework for understanding Actions and body language is presented. The framework is composed of three main modules: in the first one, a Long Short Term Memory Recurrent Neural Networks (LSTM-RNNs) based method for the Recognition of Sign Language and Semaphoric Hand Gestures is proposed; the second module presents a solution based on 2D skeleton and two-branch stacked LSTM-RNNs for action recognition in video sequences; finally, in the last module, a solution for basic non-acted emotion recognition by using 3D skeleton and Deep Neural Networks (DNNs) is provided. The performances of RNN-LSTMs are explored in depth, due to their ability to model the long term contextual information of temporal sequences, making them suitable for analysing body movements. All the modules were tested by using challenging datasets, well known in the state of the art, showing remarkable results compared to the current literature methods

    A Model-Based Approach for Gesture Interfaces

    Get PDF
    The description of a gesture requires temporal analysis of values generated by input sensors, and it does not fit well the observer pattern traditionally used by frameworks to handle the user’s input. The current solution is to embed particular gesture-based interactions into frameworks by notifying when a gesture is detected completely. This approach suffers from a lack of flexibility, unless the programmer performs explicit temporal analysis of raw sensors data. This thesis proposes a compositional, declarative meta-model for gestures definition based on Petri Nets. Basic traits are used as building blocks for defining gestures; each one notifies the change of a feature value. A complex gesture is defined by the composition of other sub-gestures using a set of operators. The user interface behaviour can be associated to the recognition of the whole gesture or to any other sub-component, addressing the problem of granularity for the notification of events. The meta-model can be instantiated for different gesture recognition supports and its definition has been validated through a proof of concept library. Sample applications have been developed for supporting multi-touch gestures in iOS and full body gestures with Microsoft Kinect. In addition to the solution for the event granularity problem, this thesis discusses how to separate the definition of the gesture from the user interface behaviour using the proposed compositional approach. The gesture description meta-model has been integrated into MARIA, a model-based user interface description language, extending it with the description of full-body gesture interfaces

    The Multimodal Tutor: Adaptive Feedback from Multimodal Experiences

    Get PDF
    This doctoral thesis describes the journey of ideation, prototyping and empirical testing of the Multimodal Tutor, a system designed for providing digital feedback that supports psychomotor skills acquisition using learning and multimodal data capturing. The feedback is given in real-time with machine-driven assessment of the learner's task execution. The predictions are tailored by supervised machine learning models trained with human annotated samples. The main contributions of this thesis are: a literature survey on multimodal data for learning, a conceptual model (the Multimodal Learning Analytics Model), a technological framework (the Multimodal Pipeline), a data annotation tool (the Visual Inspection Tool) and a case study in Cardiopulmonary Resuscitation training (CPR Tutor). The CPR Tutor generates real-time, adaptive feedback using kinematic and myographic data and neural networks

    Social signal processing for studying parent–infant interaction

    Get PDF
    International audienceStudying early interactions is a core issue of infant development and psychopathology. Automatic social signal processing theoretically offers the possibility to extract and analyze communication by taking an integrative perspective, considering the multimodal nature and dynamics of behaviors (including synchrony).This paper proposes an explorative method to acquire and extract relevant social signals from a naturalistic early parent–infant interaction. An experimental setup is proposed based on both clinical and technical requirements. We extracted various cues from body postures and speech productions of partners using the IMI2S (Interaction, Multimodal Integration, and Social Signal) Framework. Preliminary clinical and computational results are reported for two dyads (one pathological in a situation of severe emotional neglect and one normal control) as an illustration of our cross-disciplinary protocol. The results from both clinical and computational analyzes highlight similar differences: the pathological dyad shows dyssynchronic interaction led by the infant whereas the control dyad shows synchronic interaction and a smooth interactive dialog.The results suggest that the current method might be promising for future studies
    • …
    corecore