11,161 research outputs found

    CGAMES'2009

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    Towards Avatars with Artificial Minds: Role of Semantic Memory

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    he first step towards creating avatars with human-like artificial minds is to give them human-like memory structures with an access to general knowledge about the world. This type of knowledge is stored in semantic memory. Although many approaches to modeling of semantic memories have been proposed they are not very useful in real life applications because they lack knowledge comparable to the common sense that humans have, and they cannot be implemented in a computationally efficient way. The most drastic simplification of semantic memory leading to the simplest knowledge representation that is sufficient for many applications is based on the Concept Description Vectors (CDVs) that store, for each concept, an information whether a given property is applicable to this concept or not. Unfortunately even such simple information about real objects or concepts is not available. Experiments with automatic creation of concept description vectors from various sources, including ontologies, dictionaries, encyclopedias and unstructured text sources are described. Haptek-based talking head that has an access to this memory has been created as an example of a humanized interface (HIT) that can interact with web pages and exchange information in a natural way. A few examples of applications of an avatar with semantic memory are given, including the twenty questions game and automatic creation of word puzzles

    Building a sign language corpus for use in machine translation

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    In recent years data-driven methods of machine translation (MT) have overtaken rule-based approaches as the predominant means of automatically translating between languages. A pre-requisite for such an approach is a parallel corpus of the source and target languages. Technological developments in sign language (SL) capturing, analysis and processing tools now mean that SL corpora are becoming increasingly available. With transcription and language analysis tools being mainly designed and used for linguistic purposes, we describe the process of creating a multimedia parallel corpus specifically for the purposes of English to Irish Sign Language (ISL) MT. As part of our larger project on localisation, our research is focussed on developing assistive technology for patients with limited English in the domain of healthcare. Focussing on the first point of contact a patient has with a GP’s office, the medical secretary, we sought to develop a corpus from the dialogue between the two parties when scheduling an appointment. Throughout the development process we have created one parallel corpus in six different modalities from this initial dialogue. In this paper we discuss the multi-stage process of the development of this parallel corpus as individual and interdependent entities, both for our own MT purposes and their usefulness in the wider MT and SL research domains

    Bacteria Hunt: Evaluating multi-paradigm BCI interaction

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    The multimodal, multi-paradigm brain-computer interfacing (BCI) game Bacteria Hunt was used to evaluate two aspects of BCI interaction in a gaming context. One goal was to examine the effect of feedback on the ability of the user to manipulate his mental state of relaxation. This was done by having one condition in which the subject played the game with real feedback, and another with sham feedback. The feedback did not seem to affect the game experience (such as sense of control and tension) or the objective indicators of relaxation, alpha activity and heart rate. The results are discussed with regard to clinical neurofeedback studies. The second goal was to look into possible interactions between the two BCI paradigms used in the game: steady-state visually-evoked potentials (SSVEP) as an indicator of concentration, and alpha activity as a measure of relaxation. SSVEP stimulation activates the cortex and can thus block the alpha rhythm. Despite this effect, subjects were able to keep their alpha power up, in compliance with the instructed relaxation task. In addition to the main goals, a new SSVEP detection algorithm was developed and evaluated

    Multimedia Communication in e-Government Interface: A Usability and User Trust Investigation

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    In the past few years, e-government has been a topic of much interest among those excited about the advent of Web technologies. Due to the growing demand for effective communication to facilitate real-time interaction between users and e-government applications, many governments are considering installing new tools by e-government portals to mitigate the problems associated with user – interface communication. Therefore, this study is to indicate the use of multimodal metaphors such as audio-visual avatars in e-government interfaces; to increase the user performance of communications and to reduce information overload and lack of trust that is common with many e-government interfaces. However, only a minority of empirical studies has been focused on assessing the role of audio-visual metaphors in e-government. Therefore, the subject of this thesis’ investigation was the use of novel combinations of multimodal metaphors in the presentation of messaging content to produce an evaluation of these combinations’ effects on the users’ communication performance as well as the usability of e-government interfaces and perception of trust. The thesis outlines research comprising three experimental phases. An initial experiment was to explore and compare the usability of text in the presentation of the messaging content versus recorded speech and text with graphic metaphors. The second experimental was to investigate two different styles of incorporating initial avatars versus the auditory channel. The third experiment examined a novel approach around the use of speaking avatars with human-like facial expressions, obverse speaking avatars full body gestures during the presentation of the messaging content to compare the usability and communication performance as well as the perception of trust. The achieved results demonstrated the usefulness of the tested metaphors to enhance e-government usability, improve the performance of communication and increase users’ trust. A set of empirically derived ground-breaking guidelines for the design and use of these metaphors to generate more usable e-government interfaces was the overall provision of the results.Saudi Arabia Embass

    The role of edutainment in e-learning: An empirical study.

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    Impersonal, non-face-to-face contact and text-based interfaces, in the e-Learning segment, present major problems that are encountered by learners, since they are out on vital personal interactions and useful feedback messages, as well as on real-time information about their learning performance. This research programme suggests a multimodal, combined with an edutainment approach, which is expected to improve the communications between users and e-Learning systems. This thesis empirically investigates users’ effectiveness; efficiency and satisfaction, in order to determine the influence of edutainment, (e.g. amusing speech and facial expressions), combined with multimodal metaphors, (e.g. speech, earcon, avatar, etc.), within e-Learning environments. Besides text, speech, visual, and earcon modalities, avatars are incorporated to offer a visual and listening realm, in online learning. The methodology used for this research project comprises a literature review, as well as three experimental platforms. The initial experiment serves as a first step towards investigating the feasibility of completing all the tasks and objectives in the research project, outlined above. The remaining two experiments explore, further, the role of edutainment in enhancing e-Learning user interfaces. The overall challenge is to enhance user-interface usability; to improve the presentation of learning, in e-Learning systems; to improve user enjoyment; to enhance interactivity and learning performance; and, also, to contribute in developing guidelines for multimodal involvement, in the context of edutainment. The results of the experiments presented in this thesis show an improvement in user enjoyment, through satisfaction measurements. In the first experiment, the enjoyment level increased by 11%, in the Edutainment (E) platform, compared to the Non-edutainment (NE) interface. In the second experiment, the Game-Based Learning (GBL) interface obtained 14% greater enhancement than the Virtual Class (VC) interface and 20.85% more than the Storytelling interface; whereas, the percentage obtained by the game incorporated with avatars increased by an extra 3%, compared with the other platforms, in the third experiment. In addition, improvement in both user performance and learning retention were detected through effective and efficiency measurements. In the first experiment, there was no significant difference between mean values of time, for both conditions (E) & (NE) which were not found to be significant, when tested using T-test. In the second experiment, the time spent in condition (GBL) was higher by 7-10 seconds, than in the other conditions. In the third experiment, the mean values of the time taken by the users, in all conditions, were comparable, with an average of 22.8%. With regards to effectiveness, the findings of the first experiment showed, generally, that the mean correct answer for condition (E) was higher by 20%, than the mean for condition (NE). Users in condition (GBL) performed better than the users in the other conditions, in the second experiment. The percentage of correct answers, in the second experiment, was higher by 20% and by 34.7%, in condition (GBL), than in the (VC) and (ST), respectively. Finally, a set of empirically derived guidelines was produced for the design of usable multimodal e-Learning and edutainment interfaces.Libyan Embass
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