193 research outputs found

    Natural User Interface Usability Research in Context of Curved Displays Systems

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    Continuous development of information technologies makes us review ex-isting rules and recommendations designed to improve the efficiency of IT use, to ensure optimal working conditions for the users, to increase produc-tivity, security and to protect human health. Relevant researrch in the field of computer engineering is performed in the dissertation. The thesis analyzes natural user interfaces and their usabil-ity (efficiency, productivity and satisfaction with witch a particular user can reach specific goals in a specific environment) for performing of various functions. This dissertation examines factors, which determine efficiency of usability, and how efficiency is influenced by a curved display. The problem is relevant and the raised goal and objectives are new from the point of view of science. First of all, the thesis examines how to improve working conditions by developing graphical user interface of the infor-mation systems. Secondly, the influence of information submission to human, while one is performing task and specific domain tasks using graph-ical user interface, is examined. As there is no common opinion on how to create natural user interfaces and there is no definite set of parameters which determine the efficiency of usability, performed experimental research is an important contribution to the solution of these problems

    Improving the performance of GIS/spatial analysts though novel applications of the Emotiv EPOC EEG headset

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    Geospatial information systems are used to analyze spatial data to provide decision makers with relevant, up-to-date, information. The processing time required for this information is a critical component to response time. Despite advances in algorithms and processing power, we still have many “human-in-the-loop” factors. Given the limited number of geospatial professionals, analysts using their time effectively is very important. The automation and faster humancomputer interactions of common tasks that will not disrupt their workflow or attention is something that is very desirable. The following research describes a novel approach to increase productivity with a wireless, wearable, electroencephalograph (EEG) headset within the geospatial workflow

    Requirement analysis and sensor specifications – First version

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    In this first version of the deliverable, we make the following contributions: to design the WEKIT capturing platform and the associated experience capturing API, we use a methodology for system engineering that is relevant for different domains such as: aviation, space, and medical and different professions such as: technicians, astronauts, and medical staff. Furthermore, in the methodology, we explore the system engineering process and how it can be used in the project to support the different work packages and more importantly the different deliverables that will follow the current. Next, we provide a mapping of high level functions or tasks (associated with experience transfer from expert to trainee) to low level functions such as: gaze, voice, video, body posture, hand gestures, bio-signals, fatigue levels, and location of the user in the environment. In addition, we link the low level functions to their associated sensors. Moreover, we provide a brief overview of the state-of-the-art sensors in terms of their technical specifications, possible limitations, standards, and platforms. We outline a set of recommendations pertaining to the sensors that are most relevant for the WEKIT project taking into consideration the environmental, technical and human factors described in other deliverables. We recommend Microsoft Hololens (for Augmented reality glasses), MyndBand and Neurosky chipset (for EEG), Microsoft Kinect and Lumo Lift (for body posture tracking), and Leapmotion, Intel RealSense and Myo armband (for hand gesture tracking). For eye tracking, an existing eye-tracking system can be customised to complement the augmented reality glasses, and built-in microphone of the augmented reality glasses can capture the expert’s voice. We propose a modular approach for the design of the WEKIT experience capturing system, and recommend that the capturing system should have sufficient storage or transmission capabilities. Finally, we highlight common issues associated with the use of different sensors. We consider that the set of recommendations can be useful for the design and integration of the WEKIT capturing platform and the WEKIT experience capturing API to expedite the time required to select the combination of sensors which will be used in the first prototype.WEKI

    Detection of cognitive process during differentiating task with EEG

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    Human beings notice differences in their environment and make explicit and implicit differentiations between events and activities. These are very intuitive activities that humans perform on regular basis, studying the cognitive processes behind them will help gain more knowledge on mental tasks, opening up possibilities for better brain-computer interaction (BCI) mechanisms in the future. In this study, these cognitive processes were measured using a non-invasive brain measuring method, Electroencephalography (EEG) as well as a behavioural measure (eye gaze path). Separate experiments were carried out to examine both scenarios of explicit (voluntary) and implicit (involuntary) differentiations. Using a combination of machine learning tools for signal analysis, a high correct rate of classification results in combination with significant statistical figures achieved has shown that one can effectively identify those mental tasks from studying the brainwave and eye gaze measurements. - provided by Candidate

    Privacy-Protecting Techniques for Behavioral Data: A Survey

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    Our behavior (the way we talk, walk, or think) is unique and can be used as a biometric trait. It also correlates with sensitive attributes like emotions. Hence, techniques to protect individuals privacy against unwanted inferences are required. To consolidate knowledge in this area, we systematically reviewed applicable anonymization techniques. We taxonomize and compare existing solutions regarding privacy goals, conceptual operation, advantages, and limitations. Our analysis shows that some behavioral traits (e.g., voice) have received much attention, while others (e.g., eye-gaze, brainwaves) are mostly neglected. We also find that the evaluation methodology of behavioral anonymization techniques can be further improved

    Towards emotion recognition for virtual environments: an evaluation of eeg features on benchmark dataset

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    One of the challenges in virtual environments is the difficulty users have in interacting with these increasingly complex systems. Ultimately, endowing machines with the ability to perceive users emotions will enable a more intuitive and reliable interaction. Consequently, using the electroencephalogram as a bio-signal sensor, the affective state of a user can be modelled and subsequently utilised in order to achieve a system that can recognise and react to the user’s emotions. This paper investigates features extracted from electroencephalogram signals for the purpose of affective state modelling based on Russell’s Circumplex Model. Investigations are presented that aim to provide the foundation for future work in modelling user affect to enhance interaction experience in virtual environments. The DEAP dataset was used within this work, along with a Support Vector Machine and Random Forest, which yielded reasonable classification accuracies for Valence and Arousal using feature vectors based on statistical measurements and band power from the and waves and High Order Crossing of the EEG signal

    Wireless Sensors for Brain Activity—A Survey

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    Over the last decade, the area of electroencephalography (EEG) witnessed a progressive move from high-end large measurement devices, relying on accurate construction and providing high sensitivity, to miniature hardware, more specifically wireless wearable EEG devices. While accurate, traditional EEG systems need a complex structure and long periods of application time, unwittingly causing discomfort and distress on the users. Given their size and price, aside from their lower sensitivity and narrower spectrum band(s), wearable EEG devices may be used regularly by individuals for continuous collection of user data from non-medical environments. This allows their usage for diverse, nontraditional, non-medical applications, including cognition, BCI, education, and gaming. Given the reduced need for standardization or accuracy, the area remains a rather incipient one, mostly driven by the emergence of new devices that represent the critical link of the innovation chain. In this context, the aim of this study is to provide a holistic assessment of the consumer-grade EEG devices for cognition, BCI, education, and gaming, based on the existing products, the success of their underlying technologies, as benchmarked by the undertaken studies, and their integration with current applications across the four areas. Beyond establishing a reference point, this review also provides the critical and necessary systematic guidance for non-medical EEG research and development efforts at the start of their investigation.</jats:p

    Wireless Sensors for Brain Activity — A Survey

    Get PDF
    Over the last decade, the area of electroencephalography (EEG) witnessed a progressive move from high-end large measurement devices, relying on accurate construction and providing high sensitivity, to miniature hardware, more specifically wireless wearable EEG devices. While accurate, traditional EEG systems need a complex structure and long periods of application time, unwittingly causing discomfort and distress on the users. Given their size and price, aside from their lower sensitivity and narrower spectrum band(s), wearable EEG devices may be used regularly by individuals for continuous collection of user data from non-medical environments. This allows their usage for diverse, nontraditional, non-medical applications, including cognition, BCI, education, and gaming. Given the reduced need for standardization or accuracy, the area remains a rather incipient one, mostly driven by the emergence of new devices that represent the critical link of the innovation chain. In this context, the aim of this study is to provide a holistic assessment of the consumer-grade EEG devices for cognition, BCI, education, and gaming, based on the existing products, the success of their underlying technologies, as benchmarked by the undertaken studies, and their integration with current applications across the four areas. Beyond establishing a reference point, this review also provides the critical and necessary systematic guidance for non-medical EEG research and development efforts at the start of their investigation
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