11 research outputs found

    Detecting users’ cognitive load by galvanic skin response with affective interference

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    Experiencing high cognitive load during complex and demanding tasks results in performance reduction, stress, and errors. However, these could be prevented by a system capable of constantly monitoring users’ cognitive load fluctuations and adjusting its interactions accordingly. Physiological data and behaviors have been found to be suitable measures of cognitive load and are now available in many consumer devices. An advantage of these measures over subjective and performance-based methods is that they are captured in real time and implicitly while the user interacts with the system, which makes them suitable for real-world applications. On the other hand, emotion interference can change physiological responses and make accurate cognitive load measurement more challenging. In this work, we have studied six galvanic skin response (GSR) features in detection of four cognitive load levels with the interference of emotions. The data was derived from two arithmetic experiments and emotions were induced by displaying pleasant and unpleasant pictures in the background. Two types of classifiers were applied to detect cognitive load levels. Results from both studies indicate that the features explored can detect four and two cognitive load levels with high accuracy even under emotional changes. More specifically, rise duration and accumulative GSR are the common best features in all situations, having the highest accuracy especially in the presence of emotions

    Exploring Emerging Technologies for Requirements Elicitation Interview Training: Empirical Assessment of Robotic and Virtual Tutors

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    Requirements elicitation interviews are a widely adopted technique, where the interview success heavily depends on the interviewer's preparedness and communication skills. Students can enhance these skills through practice interviews. However, organizing practice interviews for many students presents scalability challenges, given the time and effort required to involve stakeholders in each session. To address this, we propose REIT, an extensible architecture for Requirements Elicitation Interview Training system based on emerging educational technologies. REIT has components to support both the interview phase, wherein students act as interviewers while the system assumes the role of an interviewee, and the feedback phase, during which the system assesses students' performance and offers contextual and behavioral feedback to enhance their interviewing skills. We demonstrate the applicability of REIT through two implementations: RoREIT with a physical robotic agent and VoREIT with a virtual voice-only agent. We empirically evaluated both instances with a group of graduate students. The participants appreciated both systems. They demonstrated higher learning gain when trained with RoREIT, but they found VoREIT more engaging and easier to use. These findings indicate that each system has distinct benefits and drawbacks, suggesting that REIT can be realized for various educational settings based on preferences and available resources.Comment: Author submitted manuscrip

    Self-adaptive unobtrusive interactions of mobile computing systems

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    [EN] In Pervasive Computing environments, people are surrounded by a lot of embedded services. Since pervasive devices, such as mobile devices, have become a key part of our everyday life, they enable users to always be connected to the environment, making demands on one of the most valuable resources of users: human attention. A challenge of the mobile computing systems is regulating the request for usersÂż attention. In other words, service interactions should behave in a considerate manner by taking into account the degree to which each service intrudes on the userÂżs mind (i.e., the degree of obtrusiveness). The main goal of this paper is to introduce self-adaptive capabilities in mobile computing systems in order to provide non-disturbing interactions. We achieve this by means of an software infrastructure that automatically adapts the service interaction obtrusiveness according to the userÂżs context. This infrastructure works from a set of high-level models that define the unobtrusive adaptation behavior and its implication with the interaction resources in a technology-independent way. Our infrastructure has been validated through several experiments to assess its correctness, performance, and the achieved user experience through a user study.This work has been developed with the support of MINECO under the project SMART-ADAPT TIN2013-42981-P, and co-financed by the Generalitat Valenciana under the postdoctoral fellowship APOSTD/2016/042.Gil Pascual, M.; Pelechano Ferragud, V. (2017). Self-adaptive unobtrusive interactions of mobile computing systems. Journal of Ambient Intelligence and Smart Environments. 9(6):659-688. https://doi.org/10.3233/AIS-170463S65968896Aleksy, M., Butter, T., & Schader, M. (2008). Context-Aware Loading for Mobile Applications. 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    Modality Effects on Cognitive Load and Performance in High-Load Information Presentation

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    In this study, we argue that modality planning in multimodal presentation systems needs to consider the modality characteristics at not only the presentational level but also the cognitive level, especially in a situation where the information load is high and the user task is time-critical. As a first step towards automatic cognitive-aware modality planning, we integrated the effect of different modalities on cognitive load and performance, using a high-load information presentation scenario. Mainly based on modality-related psychology theories, we selected five modality conditions (text, image, text+image, text+speech, and text+sound) and made hypotheses about their effects on cognitive load. Modality effects were evaluated by two cognitive load measurements and two performance measurements. Results confirmed most of the predicted modality effects, and showed that these effects become significant when the information load and the task demand are high. The findings of this study suggest that it is highly necessary to encode modality-related principles of human cognition into the modality planning procedure for systems that support high-load human-computer interaction

    Multimodal information presentation for high-load human computer interaction

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    This dissertation addresses the question: given an application and an interaction context, how can interfaces present information to users in a way that improves the quality of interaction (e.g. a better user performance, a lower cognitive demand and a greater user satisfaction)? Information presentation is critical to the quality of interaction because it guides, constrains and even determines cognitive behavior. A good presentation is particularly desired in high-load human computer interactions, such as when users are under time pressure, stress, or are multi-tasking. Under a high mental workload, users may not have the spared cognitive capacity to cope with the unnecessary workload induced by a bad presentation. In this dissertation work, the major presentation factor of interest is modality. We have conducted theoretical studies in the cognitive psychology domain, in order to understand the role of presentation modality in different stages of human information processing. Based on the theoretical guidance, we have conducted a series of user studies investigating the effect of information presentation (modality and other factors) in several high-load task settings. The two task domains are crisis management and driving. Using crisis scenario, we investigated how to presentation information to facilitate time-limited visual search and time-limited decision making. In the driving domain, we investigated how to present highly-urgent danger warnings and how to present informative cues that help drivers manage their attention between multiple tasks. The outcomes of this dissertation work have useful implications to the design of cognitively-compatible user interfaces, and are not limited to high-load applications

    Multimodal Content Delivery for Geo-services

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    This thesis describes a body of work carried out over several research projects in the area of multimodal interaction for location-based services. Research in this area has progressed from using simulated mobile environments to demonstrate the visual modality, to the ubiquitous delivery of rich media using multimodal interfaces (geo- services). To effectively deliver these services, research focused on innovative solutions to real-world problems in a number of disciplines including geo-location, mobile spatial interaction, location-based services, rich media interfaces and auditory user interfaces. My original contributions to knowledge are made in the areas of multimodal interaction underpinned by advances in geo-location technology and supported by the proliferation of mobile device technology into modern life. Accurate positioning is a known problem for location-based services, contributions in the area of mobile positioning demonstrate a hybrid positioning technology for mobile devices that uses terrestrial beacons to trilaterate position. Information overload is an active concern for location-based applications that struggle to manage large amounts of data, contributions in the area of egocentric visibility that filter data based on field-of-view demonstrate novel forms of multimodal input. One of the more pertinent characteristics of these applications is the delivery or output modality employed (auditory, visual or tactile). Further contributions in the area of multimodal content delivery are made, where multiple modalities are used to deliver information using graphical user interfaces, tactile interfaces and more notably auditory user interfaces. It is demonstrated how a combination of these interfaces can be used to synergistically deliver context sensitive rich media to users - in a responsive way - based on usage scenarios that consider the affordance of the device, the geographical position and bearing of the device and also the location of the device

    Analyse visuelle et cĂ©rĂ©brale de l’état cognitif d’un apprenant

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    Un Ă©tat cognitif peut se dĂ©finir comme Ă©tant l’ensemble des processus cognitifs infĂ©rieurs (par exemple : perception et attention) et supĂ©rieurs (par exemple : prise de dĂ©cision et raisonnement), nĂ©cessitant de la part de l’ĂȘtre humain toutes ses capacitĂ©s mentales en vue d’utiliser des connaissances existantes pour rĂ©soudre un problĂšme donnĂ© ou bien d’établir de nouvelles connaissances. Dans ce contexte, une attention particuliĂšre est portĂ©e par les environnements d’apprentissage informatisĂ©s sur le suivi et l’analyse des rĂ©actions Ă©motionnelles de l’apprenant lors de l’activitĂ© d’apprentissage. En effet, les Ă©motions conditionnent l’état mental de l’apprenant qui a un impact direct sur ses capacitĂ©s cognitives tel que le raisonnement, la prise de dĂ©cision, la mĂ©morisation, etc. Dans ce contexte, l’objectif est d’amĂ©liorer les capacitĂ©s cognitives de l’apprenant en identifiant et corrigeant les Ă©tats mentaux dĂ©favorables Ă  l’apprentissage en vue d’optimiser les performances des apprenants. Dans cette thĂšse, nous visons en particulier Ă  examiner le raisonnement en tant que processus cognitif complexe de haut niveau. Notre objectif est double : en premier lieu, nous cherchons Ă  Ă©valuer le processus de raisonnement des Ă©tudiants novices en mĂ©decine Ă  travers leur comportement visuel et en deuxiĂšme lieu, nous cherchons Ă  analyser leur Ă©tat mental quand ils raisonnent afin de dĂ©tecter des indicateurs visuels et cĂ©rĂ©braux permettant d’amĂ©liorer l’expĂ©rience d’apprentissage. Plus prĂ©cisĂ©ment, notre premier objectif a Ă©tĂ© d’utiliser les mouvements des yeux de l’apprenant pour Ă©valuer son processus de raisonnement lors d’interactions avec des jeux sĂ©rieux Ă©ducatifs. Pour ce faire, nous avons analysĂ© deux types de mesures oculaires Ă  savoir : des mesures statiques et des mesures dynamiques. Dans un premier temps, nous avons Ă©tudiĂ© la possibilitĂ© d’identifier automatiquement deux classes d’apprenants Ă  partir des diffĂ©rentes mesures statiques, Ă  travers l’entrainement d’algorithmes d’apprentissage machine. Ensuite, en utilisant les mesures dynamiques avec un algorithme d’alignement de sĂ©quences issu de la bio-informatique, nous avons Ă©valuĂ© la sĂ©quence logique visuelle suivie par l’apprenant en cours de raisonnement pour vĂ©rifier s’il est en train de suivre le bon processus de raisonnement ou non. Notre deuxiĂšme objectif a Ă©tĂ© de suivre l’évolution de l’état mental d’engagement d’un apprenant Ă  partir de son activitĂ© cĂ©rĂ©brale et aussi d’évaluer la relation entre l’engagement et les performances d’apprentissage. Pour cela, une Ă©tude a Ă©tĂ© rĂ©alisĂ©e oĂč nous avons analysĂ© la distribution de l’indice d’engagement de l’apprenant Ă  travers tout d’abord les diffĂ©rentes phases de rĂ©solution du problĂšme donnĂ© et deuxiĂšmement, Ă  travers les diffĂ©rentes rĂ©gions qui composent l’interface de l’environnement. L’activitĂ© cĂ©rĂ©brale de chaque participant a Ă©tĂ© mesurĂ©e tout au long de l’interaction avec l’environnement. Ensuite, Ă  partir des signaux obtenus, un indice d’engagement a Ă©tĂ© calculĂ© en se basant sur les trois bandes de frĂ©quences α, ÎČ et Ξ. Enfin, notre troisiĂšme objectif a Ă©tĂ© de proposer une approche multimodale Ă  base de deux senseurs physiologiques pour permettre une analyse conjointe du comportement visuel et cĂ©rĂ©bral de l’apprenant. Nous avons Ă  cette fin enregistrĂ© les mouvements des yeux et l’activitĂ© cĂ©rĂ©brale de l’apprenant afin d’évaluer son processus de raisonnement durant la rĂ©solution de diffĂ©rents exercices cognitifs. Plus prĂ©cisĂ©ment, nous visons Ă  dĂ©terminer quels sont les indicateurs clĂ©s de performances Ă  travers un raisonnement clinique en vue de les utiliser pour amĂ©liorer en particulier, les capacitĂ©s cognitives des apprenants novices et en gĂ©nĂ©ral, l’expĂ©rience d’apprentissage.A cognitive state can be defined as a set of inferior (e.g. perception and attention) and superior (e.g. perception and attention) cognitive processes, requiring the human being to have all of his mental abilities in an effort to use existing knowledge to solve a given problem or to establish new knowledge. In this context, a particular attention is paid by computer-based learning environments to monitor and assess learner’s emotional reactions during a learning activity. In fact, emotions govern the learner’s mental state that has in turn a direct impact on his cognitive abilities such as reasoning, decision-making, memory, etc. In this context, the objective is to improve the cognitive abilities of the learner by identifying and redressing the mental states that are unfavorable to learning in order to optimize the learners’ performances. In this thesis, we aim in particular to examine the reasoning as a high-level cognitive process. Our goal is two-fold: first, we seek to evaluate the reasoning process of novice medical students through their visual behavior and second, we seek to analyze learners’ mental states when reasoning to detect visual and cerebral indicators that can improve learning outcomes. More specifically, our first objective was to use the learner’s eye movements to assess his reasoning process while interacting with educational serious games. For this purpose, we have analyzed two types of ocular metrics namely, static metrics and dynamic metrics. First of all, we have studied the feasibility of using static metrics to automatically identify two groups of learners through the training of machine learning algorithms. Then, we have assessed the logical visual sequence followed by the learner when reasoning using dynamic metrics and a sequence alignment method from bio-informatics to see if he/she performed the correct reasoning process or not. Our second objective was to analyze the evolution of the learner’s engagement mental state from his brain activity and to assess the relationship between engagement and learning performance. An experimental study was conducted where we analyzed the distribution of the learner engagement index through first, the different phases of the problem-solving task and second, through the different regions of the environment interface. The cerebral activity of each participant was recorded during the whole game interaction. Then, from the obtained signals, an engagement index was computed based on the three frequency bands α, ÎČ et Ξ. Finally, our third objective was to propose a multimodal approach based on two physiological sensors to provide a joint analysis of the learner’s visual and cerebral behaviors. To this end, we recorded eye movements and brain activity of the learner to assess his reasoning process during the resolution of different cognitive tasks. More precisely, we aimed to identify key indicators of reasoning performance in order to use them to improve the cognitive abilities of novice learners in particular, and the learning experience in general

    Development of context-sensitive user interfaces

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    Dobro dizajniran, intuitivan i privlačan za koriơćenje korisnički interfejs predstavlja ključni faktor uspeha računarskih proizvoda i sistema. Radi unapređenja razvoja i upotrebljivosti korisničkih interfejsa potrebno je uzeti u obzir karakteristike korisnika. Ovo zahteva interdisciplinaran pristup i koriơćenje znanja iz različitih oblasti kao ĆĄto su računarske, saznajne i bioloĆĄke nauke. Pored toga, potrebno je uzeti u obzir karakteristike medija i fizičkog okruĆŸenja u kojem se odvija interakcija čoveka i računara. Razvoj korisničkog interfejsa treba da uvaĆŸi i karakteristike hardverskih uređaja koji se koriste u komunikaciji sa korisnikom, dostupne softverske resurse, kao i karakteristike programskih sistema koji treba da koriste korisnički interfejs. U skladu sa tim, uvodi se pojam kontekstno-osetljivog interfejsa koji se definiĆĄe kao korisnički interfejs koji je prilagodljiv kontekstu interakcije sa konkretnim korisnikom. Kontekst interakcije čine tri klase entiteta: korisnik računarskog sistema (čovek); hardverska i softverska platforma pomoću kojih korisnici interaguju sa sistemom i fizičko okruĆŸenje u kojem se odigrava interakcija sa sistemom. Posmatrajući evoluciju razvoja softvera uočavamo povećanje nivoa apstrakcije na kojem se softver opisuje. Dostignuti nivo razvoja omogućava platformski nezavisnu specifikaciju softvera koja se postepeno ili automatizovano prevodi u izvrĆĄne aplikacije za različite softverske i hardverske platforme. Arhitektura upravljana modelima, koja se koristi za razvoj sloĆŸenih programskih reĆĄenja, hijerarhijski organizuje koncepte i modele u viĆĄe nivoa apstrakcije. Ovo je posebno bitno imajući u vidu da je razvoj kontekstno-osetljivih korisničkih interfejsa sloĆŸen proces koji uključuje modelovanje velikog broja elemenata na različitim nivoima apstrakcije. U ovoj tezi smo istraĆŸivali problem unapređenja razvoja kontekstno-osetljivih korisničkih interfejsa. PredloĆŸeno je reĆĄenje koje omogućava automatizaciju razvoja korisničkog interfejsa prilagođenog kontekstu interakcije čoveka i računara. ReĆĄenje se ogleda u proĆĄirenju jezika za modelovanje, standardnog procesa razvoja softverskih sistema (Unified proces) i razvojnih alata elementima specifičnim za interakciju čoveka i računara. U skladu sa prethodnim, razvijen je model kontekstno-osetljive interakcije čoveka i računara i predloĆŸeni su modeli korisničkih interfejsa na različitim nivoima apstrakcije. Zbog standardizacije, ĆĄiroke prihvaćenosti, i dostupnosti razvojnih alata, odlučili smo se za proĆĄirenje UML (Unified Modeling Language) jezika za modelovanje i ATL (Atlas Transformation Language) jezika za transformacije modela. Primena predloĆŸenog pristupa je demonstrirana na primerima dve studije slučaja iz različitih domena...Well-designed, intuitive and catchy-to-use user interface represents key issue of success of computer products and systems. In order to improve development and usability of user interfaces it is needed to take into account user’s charasteristics. This entails interdisciplinary approach and use of knowledge from different fields such as computing, cognitive and biological sciences. In addition, it is needed to consider features of the physical environment and the medium in which interaction between human and computer takes place. Development of user interface must include characteristics of hardware devices employed in interaction with the user, availabale software resources, as well as characteristics of software systems using the interface. According to stated, concept of context-sensitive user interface is introduced, defined as a user interface adaptable to context of interaction with concrete user. Context of interaction is decomposed into three classes of entitites: user of a computer system (human); hardware and software platforms by which users interact with the system and physical environment in which interaction with system happens. Looking at the evolution of software development, we can notice that the abstraction level on which software is described is increasing all the time. The latest trend is to specify software using platform-independent models, which are then gradually and (semi-) automatically transformed into executable applications for different platforms and target devices. Modeldriven architecture, used for development of complex software solutions, hierarchically organizes concepts and models into multiple abstraction levels. This is especially important regarding development of context-sensitive user interfaces which appears to be a complex process involved with modeling of a large number of elements on different abstraction levels. In this thesis, we have been exploring problem concerned with the improvement of development of context-sensitive user interfaces. Solution enabling automation of development of user interface adaptable to context of interaction between human and computer is proposed. Solution includes extensions of modelling language, standard software development process (Unified process) and development tools with the elements specific for human-computer interaction. Based on previous, model of context-sensitive human-computer interaction has been developed and user interface models on different abstraction levels have been proposed. For reasons of standardization, wide acceptance and availability of development tools, we have decided to extend UML (Unified Modeling Language) modeling language and ATL (Atlas Transformation Language) language for model transformations. Application of the proposed approach is demonstrated with examples of two case studies from different domains..
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