34,005 research outputs found
Creating Interaction Scenarios With a New Graphical User Interface
The field of human-centered computing has known a major progress these past
few years. It is admitted that this field is multidisciplinary and that the
human is the core of the system. It shows two matters of concern:
multidisciplinary and human. The first one reveals that each discipline plays
an important role in the global research and that the collaboration between
everyone is needed. The second one explains that a growing number of researches
aims at making the human commitment degree increase by giving him/her a
decisive role in the human-machine interaction. This paper focuses on these
both concerns and presents MICE (Machines Interaction Control in their
Environment) which is a system where the human is the one who makes the
decisions to manage the interaction with the machines. In an ambient context,
the human can decide of objects actions by creating interaction scenarios with
a new visual programming language: scenL.Comment: 5th International Workshop on Intelligent Interfaces for
Human-Computer Interaction, Palerme : Italy (2012
New Media and the Quality of Life
We are currently in the middle of a revolution. This revolution, sometimes called the digital revolution, is the revolutionary transformation brought about in the information and communication structure of society by the advent of the digital computer, with most of the major transformations having taken place in the past thirty years. Digital computing technology has generated the mainframe and personal computer, the multimedia computer, and computer networks. It has also transformed the telephone system and the monetary system, it is transforming all kinds of conventional products ranging from washing machines to automobiles, and it is on its way to change television as well. More than ever, contemporary society is an Information Society, in which the importance of information and communication is much greater than in past societies, and of which technologies that facilitate information and communication processes are a central societal feature. In this paper, I want to evaluate the implications of contemporary information and communication media for the quality of life, including both the new media from the digital revolution and the older media that still remain in use. My evaluation of contemporary media will proceed in three parts. In the section to follow, the benefits of contemporary media will be discussed, with special emphasis given to their immediate functional benefits. The section thereafter is devoted to a discussion of four potential threats posed by contemporary media. In a final major section, I look at the future of digital media and the possibilities available to us in shaping that future. A short concluding section ends the paper
A Conceptual Framework for Motion Based Music Applications
Imaginary projections are the core of the framework for motion
based music applications presented in this paper. Their design depends
on the space covered by the motion tracking device, but also
on the musical feature involved in the application. They can be considered
a very powerful tool because they allow not only to project
in the virtual environment the image of a traditional acoustic instrument,
but also to express any spatially defined abstract concept.
The system pipeline starts from the musical content and, through a
geometrical interpretation, arrives to its projection in the physical
space. Three case studies involving different motion tracking devices
and different musical concepts will be analyzed. The three
examined applications have been programmed and already tested
by the authors. They aim respectively at musical expressive interaction
(Disembodied Voices), tonal music knowledge (Harmonic
Walk) and XX century music composition (Hand Composer)
Spatial audio in small display screen devices
Our work addresses the problem of (visual) clutter in mobile device interfaces. The solution we propose involves the translation of technique-from the graphical to the audio domain-for expliting space in information representation. This article presents an illustrative example in the form of a spatialisedaudio progress bar. In usability tests, participants performed background monitoring tasks significantly more accurately using this spatialised audio (a compared with a conventional visual) progress bar. Moreover, their performance in a simultaneously running, visually demanding foreground task was significantly improved in the eye-free monitoring condition. These results have important implications for the design of multi-tasking interfaces for mobile devices
A Review on Energy Consumption Optimization Techniques in IoT Based Smart Building Environments
In recent years, due to the unnecessary wastage of electrical energy in
residential buildings, the requirement of energy optimization and user comfort
has gained vital importance. In the literature, various techniques have been
proposed addressing the energy optimization problem. The goal of each technique
was to maintain a balance between user comfort and energy requirements such
that the user can achieve the desired comfort level with the minimum amount of
energy consumption. Researchers have addressed the issue with the help of
different optimization algorithms and variations in the parameters to reduce
energy consumption. To the best of our knowledge, this problem is not solved
yet due to its challenging nature. The gap in the literature is due to the
advancements in the technology and drawbacks of the optimization algorithms and
the introduction of different new optimization algorithms. Further, many newly
proposed optimization algorithms which have produced better accuracy on the
benchmark instances but have not been applied yet for the optimization of
energy consumption in smart homes. In this paper, we have carried out a
detailed literature review of the techniques used for the optimization of
energy consumption and scheduling in smart homes. The detailed discussion has
been carried out on different factors contributing towards thermal comfort,
visual comfort, and air quality comfort. We have also reviewed the fog and edge
computing techniques used in smart homes
Revisión tecnológica del aprendizaje de idiomas asistido por ordenador: una perspectiva cronológica
El presente artículo aborda la evolución y el
avance de las tecnologías del aprendizaje de
lenguas asistido por ordenador (CALL por sus
siglas en inglés, que corresponden a Computer-
Assisted Language Learning) desde una perspectiva
histórica. Esta revisión de la literatura sobre
tecnologías del aprendizaje de lenguas asistido
por ordenador comienza con la definición del
concepto de CALL y otros términos relacionados,
entre los que podemos destacar CAI, CAL,
CALI, CALICO, CALT, CAT, CBT, CMC o
CMI, para posteriormente analizar las primeras
iniciativas de implementación del aprendizaje
de lenguas asistido por ordenador en las décadas
de 1950 y 1960, avanzando posteriormente a
las décadas de las computadoras centrales y las
microcomputadoras. En última instancia, se
revisan las tecnologías emergentes en el siglo XXI,
especialmente tras la irrupción de Internet, donde
se presentan el impacto del e-learning, b-learning,
las tecnologías de la Web 2.0, las redes sociales
e incluso el aprendizaje de lenguas asistido por
robots.The main focus of this paper is on the advancement
of technologies in Computer-Assisted Language
Learning (CALL) from a historical perspective.
The review starts by defining CALL and its related
terminology, highlighting the first CALL attempts
in 1950s and 1960s, and then moving to other
decades of mainframes and microcomputers.
At the final step, emerging technologies in 21st
century will be reviewed
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