56 research outputs found

    Reference Resolution in Multi-modal Interaction: Position paper

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    In this position paper we present our research on multimodal interaction in and with virtual environments. The aim of this presentation is to emphasize the necessity to spend more research on reference resolution in multimodal contexts. In multi-modal interaction the human conversational partner can apply more than one modality in conveying his or her message to the environment in which a computer detects and interprets signals from different modalities. We show some naturally arising problems and how they are treated for different contexts. No generally applicable solutions are given

    Reference resolution in multi-modal interaction: Preliminary observations

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    In this paper we present our research on multimodal interaction in and with virtual environments. The aim of this presentation is to emphasize the necessity to spend more research on reference resolution in multimodal contexts. In multi-modal interaction the human conversational partner can apply more than one modality in conveying his or her message to the environment in which a computer detects and interprets signals from different modalities. We show some naturally arising problems but do not give general solutions. Rather we decide to perform more detailed research on reference resolution in uni-modal contexts to obtain methods generalizable to multi-modal contexts. Since we try to build applications for a Dutch audience and since hardly any research has been done on reference resolution for Dutch, we give results on the resolution of anaphoric and deictic references in Dutch texts. We hope to be able to extend these results to our multimodal contexts later

    Ambient Gestures

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    We present Ambient Gestures, a novel gesture-based system designed to support ubiquitous โ€˜in the environmentโ€™ interactions with everyday computing technology. Hand gestures and audio feedback allow users to control computer applications without reliance on a graphical user interface, and without having to switch from the context of a non-computer task to the context of the computer. The Ambient Gestures system is composed of a vision recognition software application, a set of gestures to be processed by a scripting application and a navigation and selection application that is controlled by the gestures. This system allows us to explore gestures as the primary means of interaction within a multimodal, multimedia environment. In this paper we describe the Ambient Gestures system, define the gestures and the interactions that can be achieved in this environment and present a formative study of the system. We conclude with a discussion of our findings and future applications of Ambient Gestures in ubiquitous computing

    Looking towards the Future of Language Assessment: Usability of Tablet PCs in Language Testing

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    This research addresses the change in how the Spanish University Entrance Examination can be delivered in the future. There is a wide acknowledgement that computer tests are very demanding for the delivering institutions which makes computer language testing difficult to implement. However, the use of tablet PCs can facilitate the delivery at even lower cost than the regular computer based language testing. 183 students in their last year of high school took a computer based language test which included reading, writing, listening and speaking. The research aspects were 1) whether they feel at ease with the tablet PC exam; 2) if they felt that visual aspects were accessible and 3) whether the interface organization was clear. The paper first has a brief description of the OPENPAUยฎ platform, after it addresses the field study based on questionnaires and observations with students during the test delivery, finally the results indicate that this means of language test delivery could be adequate not only for the Spanish University Entrance Examination but for most standardized tests

    User Error Handling Strategies on a Non Visual Multimodal Interface: Preliminary Results from an Exploratory Study

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    The present study addresses two questions: On a non-visual multimodal interface for textual information browsing, (1) how prevalent is input modality switching as an error handling strategy, and (2) how much does an input modality need to fail before input modality switching occurs. The results indicate that although switching input modalities to correct errors is an expected practice on multimodal GUIs, it is not the prevalent strategy for non-visual multimodal interfaces. We believe that users are more likely to diversify their error handling strategies within a modality, if different strategies are possible, but we have not found conclusive evidence for this belief. However, our analysis suggests that the failure to switch modalities when errors occur may, in part, be due to the prevalence of alternative error handling strategies in a particular input modality, that is, the user prefers to stay in the same modality rather than assume the cognitive load of a switch

    Age group differences in performance using diverse input modalities: insertion task evaluation

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    Novel input modalities such as touch, tangibles or gestures try to exploit human's innate skills rather than imposing new learning processes. However, no work has been reported that systematically evaluates how these interfaces influence users' performance, that is, assesses if one interface can be more or less appropriate for interaction regarding: (1) different age groups; and (2) different basic tasks, as content insertion or manipulation. This work presents itself as an exploratory evaluation about whether or not the users' efficiency is indeed influenced by different input modalities and age. We conducted a usability evaluation with 60 subjects to understand how different interfaces may influence the speed and accuracy of three specific age groups (children, young adults and older-adults) when dealing with a basic content insertion task. Four input modalities were considered to perform the task (keyboard, touch, tangibles and gestures) and the methodology was based on usability testing (speed, accuracy and user preference). Overall, results show that there is a statistically significant difference in speed of task completion between the age groups, and there may be indications that the type of interface that is used can indeed influence efficiency in insertion tasks, and not so much other factors like age. Also, the study raises new issues regarding the "old" mouse input versus the "new" input modalities.FCT โ€“ Fundaรงรฃo para a Ciรชncia e a Tecnologia (SFRH/BD/81541/2011)COMPETE: POCI-01-0145- FEDER-007043 and FCT โ€“ Fundaรงรฃo para a Ciรชncia e Tecnologia within the Project Scope: UID/CEC/00319/201

    a human in the loop cyber physical system for collaborative assembly in smart manufacturing

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    Abstract Industry 4.0 rose with the introduction of cyber-physical systems (CPS) and Internet of things (IoT) inside manufacturing systems. CPS represent self-controlled physical processes, having tight networking capabilities and efficient interfaces for human interaction. The interactive dimension of CPS reaches its maximum when defined in terms of natural human-machine interfaces (NHMI), i.e., those reducing the technological barriers required for the interaction. This paper presents a NHMI bringing the human decision-making capabilities inside the cybernetic control loop of a smart manufacturing assembly system. The interface allows to control, coordinate and cooperate with an industrial cobot during the task execution

    A Study on a Digital Reading Ecosystem based on Content for Flow Improvement

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    ๋ฐฐ๊ฒฝ : ๋””์ง€ํ„ธํ™˜๊ฒฝ์—์„œ ๋ฉ€ํ‹ฐ๋ชจ๋‹ฌ๋ฆฌํ‹ฐ์˜ ํŠน์„ฑ์ด ๊ฐ•์กฐ๋จ์— ๋”ฐ๋ผ ์ฝ๊ธฐ๊ฒฝํ—˜์˜ ๊ณผ์ •์ด ๋‹ค์–‘ํ•ด์กŒ๋‹ค. ๊ทธ๋กœ ์ธํ•ด ์ฝ๊ธฐ์˜ ๊ณผ์ •์„ ๋ณต์žกํ•˜๊ฒŒ ๋Š๋ผ๊ธฐ๋„ ํ•˜๋ฉฐ ๋ชฐ์ž…์ด ์–ด๋ ค์›Œ์ง€๊ธฐ๋„ ํ•œ๋‹ค. ๋””์ง€ํ„ธ ๋ฆฌ๋”ฉ์— ์žˆ์–ด์„œ ๋ชฐ์ž…๊ฐ์€ ์ฝ๊ธฐ์˜ ์ „ ๊ณผ์ •์ด ๋ง‰ํž˜์—†์ด ์ด๋ฃจ์–ด์งˆ ๋•Œ ๋‚˜ํƒ€๋‚œ๋‹ค๊ณ  ๊ฐ€์ •ํ•˜์˜€๋‹ค. ๋ณธ ๋…ผ๋ฌธ์—์„œ๋Š” ์ฝ˜ํ…์ธ ์— ๋”ฐ๋ผ ๋‹ฌ๋ผ์ง€๋Š” ์ฝ๊ธฐ๋‹จ๊ณ„์™€ ๊ฐ ๋‹จ๊ณ„์—์„œ ์š”๊ตฌ๋˜๋Š” ๋ฉ€ํ‹ฐ๋ชจ๋‹ฌ ์š”์†Œ๋ฅผ ๋ฐํ˜€ ๋””์ง€ํ„ธ ๋ฆฌ๋”ฉ ์—์ฝ”์‹œ์Šคํ…œ ์ œ์•ˆ์„ ๋ชฉ์ ์œผ๋กœ ํ•œ๋‹ค. ๋ฐฉ๋ฒ• : ๋ณธ ๋…ผ๋ฌธ์€ ๋ฌธํ—Œ์—ฐ๊ตฌ๋ฅผ ํ†ตํ•ด ๋””์ง€ํ„ธ ๋ฆฌ๋”ฉ์˜ ๋ชฐ์ž…๊ฐ์— ๋Œ€ํ•ด์„œ ์ •์˜ํ•˜๊ณ  ๋””์ง€ํ„ธ ๋ฆฌ๋”ฉ์˜ ๋‹จ๊ณ„ ์š”์†Œ๋ฅผ ์ถ”์ถœํ•˜์˜€๋‹ค. ์„ค๋ฌธ์กฐ์‚ฌ์—์„œ๋Š” ๋…ผ๋ฌธ๊ณผ ๋‰ด์Šค ๋‘ ์ฝ˜ํ…์ธ ๋ฅผ ๋น„๊ตํ•˜์—ฌ ์ฝ๊ธฐ๋‹จ๊ณ„์™€ ๋ฉ€ํ‹ฐ๋ชจ๋‹ฌ ์š”์†Œ๋“ค์˜ ์ฐจ์ด๋ฅผ ๋ฐํ˜€ ๋””์ง€ํ„ธ ๋ฆฌ๋”ฉ ์—์ฝ”์‹œ์Šคํ…œ์„ ์ œ์•ˆํ•˜์˜€๋‹ค. ๊ฒฐ๊ณผ : ๋ฌธํ—Œ์—ฐ๊ตฌ๋ฅผ ํ†ตํ•ด ๋””์ง€ํ„ธ ๋ฆฌ๋”ฉ์€ ์ธ์ง€์ , ์ •์„œ์ , ์ฐธ์—ฌ์  ๋ชฐ๋‘๊ฐ€ ์„œ๋กœ ๊ต์ฐจํ•˜๋ฉด์„œ ๋ชฐ์ž…(flow)์ด ์ด๋ฃจ์–ด์ง€๋Š” ๊ฒƒ์„ ํ™•์ธํ•˜์˜€๋‹ค. ๋˜ํ•œ ๋””์ง€ํ„ธ ๋ฆฌ๋”ฉ์˜ ๊ณผ์ •์„ ์ด๋ฃจ๋Š” ํ•ญ๋ชฉ์œผ๋กœ ์ ‘๊ทผ, ํŒ๋‹จ, ์ˆ˜์ง‘, ์ดํ•ด, ๊ณต์œ , ์ฐฝ์กฐ์˜ 6๊ฐ€์ง€ํ•ญ๋ชฉ์ด ์ถ”์ถœ ๋˜์—ˆ๋‹ค. ์„ค๋ฌธ์กฐ์‚ฌ์—์„œ ๋…ผ๋ฌธ๊ณผ ๋‰ด์Šค์˜ ์ฝ๊ธฐ๋‹จ๊ณ„์™€ ๋‹จ๊ณ„๋ณ„ ๊ณ ๋ ค ์š”์†Œ๋“ค์„ ๋น„๊ตํ•œ ๊ฒฐ๊ณผ ๋‰ด์Šค๋Š” ์ ‘๊ทผ, ํŒ๋‹จ, ์ดํ•ด, ์ˆ˜์ง‘, ๊ณต์œ  ์ˆœ์œผ๋กœ ๋…ผ๋ฌธ์€ ์ ‘๊ทผ, ํŒ๋‹จ ๋˜๋Š” ์ˆ˜์ง‘, ์ดํ•ด, ์ฐฝ์กฐ๋กœ ์‘๋‹ต์ด ๋‚˜์™”๋‹ค. ๋…ผ๋ฌธ์˜ ๊ฒฝ์šฐ ์ฃผ๋กœ ๊ฒ€์ƒ‰๊ณผ ๋ถ๋งˆํฌ, ๋‰ด์Šค๋Š” ๊ฒ€์ƒ‰๊ณผ ๊ณต์œ ๋œ ๊ธ€์„ ํ†ตํ•ด ์ฝ˜ํ…์ธ ์— ์ ‘๊ทผํ•˜๊ณ  ์ดํ•ด๋‹จ๊ณ„์—์„œ๋Š” ๋‘ ์ฝ˜ํ…์ธ ๋ชจ๋‘ ๋น ๋ฅธ ์ ‘๊ทผ์ด ๊ฐ€์žฅ ์ค‘์š”ํ•˜๊ณ  ๊ทธ ๋‹ค์Œ์œผ๋กœ ๋…ผ๋ฌธ์€ ํ‘œํ˜„๋„๊ตฌ, ์ข…์ด๋กœ ์ฝ๊ธฐ์™€ ์œ ์‚ฌํ•œ ๊ฒฝํ—˜์œผ๋กœ ์‘๋‹ตํ•˜์˜€๊ณ  ๋‰ด์Šค์˜ ๊ฒฝ์šฐ SNSํ†ตํ•œ ์†Œํ†ต๊ณผ ๋ฐฐ๊ฒฝ์ง€์‹์ด ๋ชฐ์ž…์— ๋„์›€์„ ์ค€๋‹ค๊ณ  ๋‹ตํ•˜์˜€๋‹ค. ๊ฒฐ๋ก  : ์ด๋Ÿฌํ•œ ๊ฒฐ๊ณผ๋ฅผ ํ† ๋Œ€๋กœ ๋””์ง€ํ„ธ ๋ฆฌ๋”ฉ์—์„œ ์ฝ˜ํ…์ธ ์˜ ์ƒ์‚ฐ๊ณผ ์†Œ๋น„๊ฐ€ ํ•˜๋‚˜์˜ ์•ฑ์—์„œ ์ด๋ฃจ์–ด์ง์œผ๋กœ์„œ ๋Š๊น€ ์—†๋Š” ๊ฒฝํ—˜์„ ์œ„ํ•œ ๋””์ง€ํ„ธ ๋ฆฌ๋”ฉ ์—์ฝ”์‹œ์Šคํ…œ์„ ์ œ์•ˆํ•˜์˜€๋‹ค. ์ด ์—ฐ๊ตฌ๋Š” ๋””์ง€ํ„ธ ๋ฆฌ๋”ฉ์˜ ๋ชฐ์ž…๊ฐ์„ ํ–ฅ์ƒ์‹œํ‚ค๋Š” ๋…์„œ์•ฑ์„ ๋””์ž์ธํ•˜๊ธฐ์œ„ํ•ด ๊ธฐ์ดˆ์ž๋ฃŒ๋กœ์„œ ํ™œ์šฉ๊ฐ€์น˜๊ฐ€ ์žˆ์„ ๊ฒƒ์ด๋ผ ๊ธฐ๋Œ€ํ•œ๋‹ค.Background : As the concept and behavior of reading is augmented in the digital environment, the importance of multi-modality becomes apparent while reading steps grow increasingly diverse and complex. This paper claims that Flow occurs when users move through all of the reading steps seamlessly. In order to improve the Flow of digital reading, we aim to discover and examine the specific reading stages and accompanying multimodal elements supporting each stage depending on the content type and suggest a digital reading ecosystem to promote and realize seamless reading for the achievement of Flow. Methods : In this paper, we conducted a literature review and survey. The literature review was focused on the act of digital reading, multi-modality, Flow, and the derived reading stages. The survey investigated the discrepancies between a newspapers and a research papers reading stages and their multimodal elements. Based on the results we proposed a digital reading ecosystem. Results : Following the literature review, we discovered that digital reading consists of three types of immersion: cognitive immersion created by the readers imagination, affective immersion that is related to interest and motivation, and participatory immersion that relies on the readers engagement. We extracted six reading stages of digital reading: approaching, judging, collecting, comprehending, sharing and creating. The results reveal differences between journal papers and news articles mainly in the reading process and multimodal elements of each stage. The process of journal papers involves the order of approaching, judging & collecting, comprehending and sharing. The process of news articles involves the order of approaching, judging, comprehending, collecting, sharing and creating. In terms of immersion, fast access is the most important factor for both contents. Secondly, reproducing the experience of reading from printed text, and expression tools, are critical elements for journal papers, communications via SNS, and related information are observed as the important elements for news articles. Conclusion : Based on the results, we propose a digital reading ecosystem, which aids in realizing the seamless reading experience. We believe that this study provides useful insights in designing reading apps that encourage Flow in digital reading for knowledge acquisition.OAIID:oai:osos.snu.ac.kr:snu2013-01/102/0000025799/2SEQ:2PERF_CD:SNU2013-01EVAL_ITEM_CD:102USER_ID:0000025799ADJUST_YN:NEMP_ID:A075458DEPT_CD:611CITE_RATE:0FILENAME:์ฒจ๋ถ€๋œ ๋‚ด์—ญ์ด ์—†์Šต๋‹ˆ๋‹ค.DEPT_NM:๋””์ž์ธํ•™๋ถ€EMAIL:[email protected]_YN:NCONFIRM:
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