627 research outputs found

    Techniques d'interaction multimodales pour l'accÚs aux mathématiques par des personnes non-voyantes

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    Cette thĂšse s‟inscrit dans le domaine de l‟interaction Homme-Machine et plus prĂ©cisĂ©ment dans celui des interfaces multimodales destinĂ©es aux non-voyants. Elle a pour thĂšme principal la prĂ©sentation des expressions mathĂ©matiques aux non-voyants. Pour les Ă©tudiants non-voyants, apprendre les mathĂ©matiques est une tĂąche ardue et peut constituer une barriĂšre, les sĂ©parant des disciplines techniques. Les travaux de recherche prĂ©sentĂ©s ici dĂ©crivent les problĂšmes rencontrĂ©s dans la conception d‟un systĂšme permettant l‟accĂšs aux mathĂ©matiques pour les utilisateurs dĂ©ficients visuels. En effet, nous prĂ©sentons une analyse des outils existants puis nous proposons des solutions pour combler leurs insuffisances. Nous exposons les techniques utilisĂ©es au sein de notre systĂšme pour rĂ©pondre aux problĂšmes de la prĂ©sentation des expressions mathĂ©matiques aux non-voyants. Nous exploitons la multimodalitĂ© comme technique d‟interaction pour dĂ©velopper des applications destinĂ©es Ă  ce type d‟utilisateurs parce qu‟elle offre plusieurs opportunitĂ©s grĂące Ă  sa richesse des interactions. Nous dotons Ă©galement notre systĂšme d‟un comportement intelligent pour assurer une certaine autonomie Ă  l‟utilisateur. En effet, le systĂšme est capable de prĂ©senter l‟information en fonction du contexte de l‟interaction (c-Ă -d. l‟utilisateur, son environnement et sa machine) et de la nature de l‟information. Le systĂšme est « pervasif » et adaptatif. L‟accĂšs Ă  l‟information est assurĂ© n‟importe oĂč n‟importe quand et il s‟adapte dynamiquement aux changements du contexte tout en fournissant continuellement des services Ă  l‟utilisateur non-voyant, sans intervention humaine. Pour rendre le systĂšme adaptatif, nous avons Ă©laborĂ© un modĂšle qui dĂ©termine la complexitĂ© de l‟expression mathĂ©matique et nous avons intĂ©grĂ© une technique d‟apprentissage automatique pour implĂ©menter les mĂ©canismes de dĂ©cisions. Enfin, l‟architecture proposĂ©e est du type multi-agent. Ces techniques ont Ă©tĂ© validĂ©es par des Ă©tudes de cas et en utilisant les rĂ©seaux de PĂ©tri et l‟outil de simulations JADE

    A paradigm of an interaction context-aware pervasive multimodal multimedia computing system

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    Communication is a very important aspect of human life; it is communication that helps human beings to connect with each other as individuals and as independent groups. Communication is the fulcrum that drives all human developments in all fields. In informatics, one of the main purposes of the existence of computer is information dissemination – to be able to send and receive information. Humans are quite successful in conveying ideas to one another, and reacting appropriately. This is due to the fact that we share the richness of the language, have a common understanding of how things work and an implicit understanding of everyday situations. When humans communicate with humans, they comprehend the information that is apparent to the current situation, or context, hence increasing the conversational bandwidth. This ability to convey ideas, however, does not transfer when humans interact with computers. On its own, computers do not understand our language, do not understand how the world works and cannot sense information about the current situation. In a typical computing set-up where we have an impoverished typical mechanism for providing computer with information using mouse, keyboard and screen, the end result is we explicitly provide information to computers, producing an effect that is contrary to the promise of transparency and calm technology in Weiser’s vision of ubiquitous computing (Weiser 1991; Weiser and Brown 1996). To reverse this trend, it is imperative that we researchers find ways that will enable computers to have access to context. It is through context-awareness that we can increase the richness of communication in human-computer interaction, through which we can reap the most likely benefit of more useful computational services. Context is a subjective idea as demonstrated by the state-of-the art in which each researcher has his own understanding of the term, which continues to evolve nonetheless. The acquisition of contextual information is essential but it is the end user, however, that will have the final say as to whether the envisioned context is correctly captured/acquired or not. Current literature informs us that some contextual information is already predefined by some researchers from the very beginning – this is correct if the application domain is fixed but is incorrect if we infer that a typical user does different computing tasks on different occasions. With the aim of coming up with more conclusive and inclusive design, we conjecture that what contextual information should be left to the judgment of the end user who is the one that has the knowledge determine which information is important to him and which is not. This leads us to the concept of incremental acquisition of context where context parameters are added, modified or deleted one context parameter at a time. In conjunction with our idea of inclusive context, we broaden the notion of context that it has become context of interaction. Interaction context is the term that is used to refer to the collective context of the user (i.e. user context), of his working environment (i.e. environmental context) and of his computing system (i.e. system context). Logically and mathematically, each of these interaction context elements – user context, environment context and system context – is composed of various parameters that describe the state of the user, of his workplace and his computing resources as he undertakes an activity in accomplishing his computing task, and each of these parameters may evolve over time. For example, user location is a user context parameter and its value will evolve as the user moves from one place to another. The same can be said about noise level as an environment context parameter; its value evolves over time. The same can be said with available bandwidth that continuously evolves which we consider as a system context parameter. To realize the incremental definition of incremental context, we have developed a tool called the virtual machine for incremental interaction context. This tool can be used to add, modify and delete a context parameter on one hand and determine the sensor-based context (i.e. context that is based on parameters whose values are obtained from raw data supplied by sensors) on the other. In order to obtain the full benefit of the richness of interaction context with regards to communication in human-machine interaction, the modality of interaction should not be limited to the traditional use of mouse-keyboard-screen alone. Multimodality allows for a much wider range of modes and forms of communication, selected and adapted to suit the given user’s context of interaction, by which the end user can transmit data to the computer and computer can respond or yield results to the user’s queries. In multimodal communication, the weaknesses of one mode of interaction, with regards to its suitability to a given situation, is compensated by replacing it with another mode of communication that is more suitable to the situation. For example, when the environment becomes disturbingly noisy, using voice may not be the ideal mode to input data; instead, the user may opt for transmitting text or visual information. Multimodality also promotes inclusive informatics as those with a permanent or temporary disability are given the opportunity to use and benefit from information technology advancement. For example, the work on presentation of mathematical expressions to visually-impaired users (AwdĂ© 2009) would not have been made possible without multimodality. With mobile computing within our midst coupled with wireless communication that allows access to information and services, pervasive and adaptive multimodality is more than ever apt to enrich communication in human-computer interaction and in providing the most suitable modes for data input and output in relation to the evolving interaction context. A look back at the state of the art informs us that a great amount of effort was expended in finding the definition of context, in the acquisition of context, in the dissemination of context and the exploitation of context within a system that has a fixed domain of application (e.g. healthcare, education, etc.). Also, another close look tells us that much research efforts on ubiquitous computing were devoted to various application domains (e.g. identifying the user whereabouts, identifying services and tools, etc.) but there is rarely, if ever, an effort made to make multimodality pervasive and accessible to various user situations. In this regard, we come up with a research work that will provide for the missing link. Our work – the paradigm of an interaction context-sensitive pervasive multimodal multimedia computing system is an architectural design that exhibits adaptability to a much larger context called interaction context. It is intelligent and pervasive, meaning it is functional even when the end user is stationary or on the go. It is conceived with two purposes in mind. First, given an instance of interaction context, one which evolves over time, our system determines the optimal modalities that suit such interaction context. By optimal, we mean a selection decision on appropriate multimodality based on the given interaction context, available media devices that support the modalities and user preferences. We designed a mechanism (i.e. a paradigm) that will do this task and simulated its functionality with success. This mechanism employs machine learning (Mitchell 1997; Alpaydin 2004; Hina, Tadj et al. 2006) and uses case-based reasoning with supervised learning (Kolodner 1993; Lajmi, Ghedira et al. 2007). An input to this decision-making component is an instance of interaction context and its output is the optimal modality and its associated media devices that are for activation. This mechanism is continuously monitoring the user’s context of interaction and on behalf of the user continuously adapts accordingly. This adaptation is through dynamic reconfiguration of the pervasive multimodal system’s architecture. Second, given an instance of interaction context and the user’s task and preferences, we designed a mechanism that allows the automatic selection of user’s applications, the preferred suppliers to these applications and the preferred quality of service (QoS) dimensions’ configurations of these suppliers. This mechanism does its task in consultation with computing resources, sensing the available suppliers and possible configuration restrictions within the given computing set-up. Apart from the above-mentioned mechanisms, we also formulated scenarios as to how a computing system must provide the user interface given that we have already identified the optimal modalities that suit the user’s context of interaction. We present possible configurations of unimodal and bimodal interfaces based on the given interaction context as well as user preferences. Our work is different from previous work in that while other systems capture, disseminate and consume context to suit the preferred domain of application, ours captures the interaction context and reconfigures its architecture dynamically in generic fashion in order that the user could continue working on his task anytime, anywhere he wishes regardless of the application domain the user wishes to undertake. In effect, the system that we have designed along with all of its mechanisms, being generic in design, can be adapted or integrated with ease or with very little modification into various computing systems of various domains of applications. Simulations and mathematical formulations were provided to support our ideas and concepts related to the design of the paradigm. An actual program in Java was developed to support our concept of a virtual machine for incremental interaction context

    User Interface Abstraction for enabling TV set based Inclusive Access to the Information Society

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    199 p.The television (TV) set is present in most homes worldwide, and is the most used Information and Communication Technology (ICT). Despite its large implantation in the market, the interactive services consumption on TV set is limited. This thesis focuses on overcoming the following limiting factors: (i) limited Human Computer Interaction and (ii) lack of considering user’s real life context in the digital television (dTV) service integration strategy. Making interactive services accessible to TV set’s large user base, and especially to the most vulnerable ones, is understood as the path to integrate the mankind with the information society. This thesis explores the use of user interface abstraction technologies to reach the introduced goals. The main contributions of this thesis are: (i) an approach to enable the universally accessible remote control of the TV set, (ii) an approach for the provision of universally accessible interactive services through TV sets, and (iii) an approach for the provision of universally accessible services in the TV user’s real life context. We have implemented the contributing approaches for different use cases, and we have evaluated them with real users, achieving good results

    USER INTERFACES FOR MOBILE DEVICES: TECHNIQUES AND CASE STUDIES

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    The interactive capabilities of portable devices that are nowadays increasingly available, enable mobile computing in diverse contexts. However, in order to fully exploit the potentialities of such technologies and to let end users benefit from them, effective and usable techniques are still needed. In general, differences in capabilities, such as computational power and interaction resources, lead to an heterogeneity that is sometimes positively referred to as device diversity but also, negatively, as device fragmentation. When designing applications for mobile devices, besides general rules and principles of usability, developers cope with further constraints. Restricted capabilities, due to display size, input modality and computational power, imply important design and implementation choices in order to guarantee usability. In addition, when the application is likely to be used by subjects affected by some impairment, the system has also to comply with accessibility requirements. The aim of this dissertation is to propose and discuss examples of such techniques, aimed to support user interfaces on mobile devices, by tackling design, development and evaluation of specific solutions for portable terminals as well as for enabling interoperability across diverse devices (including desktops, handhelds, smartphones). Usefulness and usability aspects are taken into great consideration by the main research questions that drove the activities of the study. With respect the such questions, the three central chapters of the dissertation are respectively aimed at evaluating: hardware/software solutions for edutainment and accessibility in mobile museum guides, visualization strategies for mobile users visiting smart environments, and techniques for user interface migration across diverse devices in multi-user contexts. Motivations, design, implementation and evaluation about a number of solutions aimed to support several dimensions of user interfaces for mobile devices are widely discussed throughout the dissertation, and some findings are drawn. Each one of the prototypes described in the following chapters has been entirely developed within the research activities of the laboratory where the author performed his PhD. Most activities were related to tasks of international research projects and the organization of this dissertation reflects their evolution chronology

    Design and evaluation of adaptive multimoldal systems

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    Tese de doutoramento em InformĂĄtica (Engenharia InformĂĄtica), presentada Ă  Universidade de Lisboa atravĂ©s da Faculdade de CiĂȘncias, 2008This thesis focuses on the design and evaluation of adaptive multi-modal systems. The design of such systems is approached from an integrated perspective, with the goal of obtaining a solution where aspects related to both adaptive and multimodal systems are considered. The result is FAME, a model based framework for the design and development of adaptive multimodal systems, where adaptive capabilities impact directly over the process of multimodal fusion and fission operations. FAME over views the design of systems capable of adapting to a diversified context, including variations in users,execution platform, and environment. FAME represents an evolution from previous frameworks by incorporating aspects specific to multimodal interfaces directly in the development of an adaptive platform. One of FAME's components is the Behavioral Matrix, a multi purpose instrument, used during the design phase to represent the adaptation rules. In addition, the Behavioral Matrix is also the component responsible for bridging the gap between design and evaluation stages. Departing from an analogy between transitionnet works for representing interaction with a system, and behavioral spaces, the Behavioral Matrix makes possible the application of behavioral complexity metrics to general adaptive systems. Moreover,this evaluation is possible during the design stages,which translates into a reduction of there sources required for evaluation of adaptive systems.The Behavior al Matrix allows a designer to emulate the behavior of anon-adaptiveversionoftheadaptivesystem,allowing for comparison of the versions, one of the most used approaches to adaptive systems evaluation. In addition, the designer may also emulate the behavior of different user profiles and compare their complexity measures. The feasibility of FAME was demonstrated with the development of an adaptive multimodal Digital Book Player. The process was successful, as demonstrated by usability evaluations. Besides these evaluations, behavioral complexity metrics, computed in accordance with the proposed methodology, were able to discern between adaptive and non-adaptive versions of the player. When applied to user profiles of different perceived complexity, the metrics were also able to detect the different interaction complexity.FCT - IPSOM (POSI/PLP/34252/2000) e RiCoBA (POSC/EIA/61042/2004

    From GeoVisualization to visual-analytics: methodologies and techniques for human-information discourse

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    2010 - 2011The objective of our research is to give support to decision makers when facing problems which require rapid solutions in spite of the complexity of scenarios under investigation. In order to achieve this goal our studies have been focused on GeoVisualization and GeoVisual Analytics research field, which play a relevant role in this scope, because they exploit results from several disciplines, such as exploratory data analysis and GIScience, to provide expert users with highly interactive tools by which they can both visually synthesize information from large datasets and perform complex analytical tasks. The research we are carrying out along this line is meant to develop software applications capable both to build an immediate overview of a scenario and to explore elements featuring it. To this aim, we are defining methodologies and techniques which embed key aspects from different disciplines, such as augmented reality and location-based services. Their integration is targeted to realize advanced tools where the geographic component role is primary and is meant to contribute to a human-information discourse... [edited by author]X n.s

    Developing Unobtrusive Mobile Interactions: a Model Driven Engineering approach

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    In Ubiquitous computing environments, people are surrounded by a lot of embedded services. With the inclusion of pervasive technologies such as sensors or GPS receivers, mobile devices turn into an effective communication tool between users and the services embedded in their environment. All these services compete for the attentional resources of the user. Thus, it is essential to consider the degree in which each service intrudes the user mind when services are designed. In order to prevent service behavior from becoming overwhelming, this work, based on Model Driven Engineering foundations, is devoted to develop services according to user needs. In this thesis, we provide a systematic method for the development of mobile services that can be adapted in terms of obtrusiveness. That is, services can be developed to provide their functionality at different obtrusiveness levels by minimizing the duplication of efforts. For the system specification, a modeling language is defined to cope with the particular requirements of the context-aware user interface domain. From this specification, following a sequence of well-defined steps, a software solution is obtained.Gil Pascual, M. (2010). Developing Unobtrusive Mobile Interactions: a Model Driven Engineering approach. http://hdl.handle.net/10251/12745Archivo delegad

    Migrating characters: effective user guidance in instrumented environments

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    The work at hand deals with the conceptual design as well as with the realization of virtual characters, which, unlike previous works in this research area, are not limited to a use in virtual worlds. The presented Migrating Character approach on the contrary allows virtual characters to act and interact with the physical world. Different technical solutions allowing a Migrating Character to move throughout physical space, either completely autonomously or in conjunction with a user, are introduced and discussed as well as resulting implications for the characters behavior. While traditional virtual characters are acting in a well defined virtual world, Migrating Characters need to adapt to changing environmental setups in a very flexible way. A Migrating Character must be capable of determining these environmental changes by means of sensors. Furthermore, based on this data, an adequate adaptation of the characters behavior has to be realized. Apart from a theoretical discussion of the necessary enhancements of a virtual character when taking the step from virtual to real worlds, different exemplary Migrating Character implementations are introduced in the course of the work.Die vorliegende Arbeit beschĂ€ftigt sich mit dem konzeptuellen Entwurf und der technischen Realisierung von virtuellen Charakteren, die im Gegensatz zu bisherigen Arbeiten auf diesem Gebiet nicht auf den Einsatz in virtuellen Welten beschrĂ€nkt sind. Der vorgestellte Migrating Character Ansatz erlaubt virtuellen Charakteren vielmehr in der physikalischen Welt zu agieren und zu interagieren. Verschiedene technische Lösungen, welche es einem Migrating Character ermöglichen sich in der physikalischen Welt autonom bzw. in AbhĂ€ngigkeit vom Benutzer zu bewegen, sind ebenso Gegenstand der Arbeit wie eine ausfĂŒhrliche Diskussion der daraus fĂŒr das Verhalten des virtuellen Charakters resultierenden Implikationen. WĂ€hrend sich traditionelle virtuelle Charaktere in einer wohl definierten virtuellen Umgebung bewegen, muss ein Migrating Character flexibel auf sich Ă€ndernde Umgebungsbedingungen reagieren. Aus sensorischer Sicht benötigt ein Migrating Character also die FĂ€higkeit eine sich Ă€ndernde physikalische Situation zu erkennen. Basierend auf diesen Daten muss weiterhin eine adĂ€quate Anpassung des Verhaltens des Migrating Characters geschehen. Neben einer theoretischen Diskussion der notwendigen Erweiterungen eines virtuellen Charakters beim ĂŒbergang von virtueller zu realer Umgebung werden auch exemplarische Migrating Character Implementierungen vorgestellt
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