7,698 research outputs found

    Towards Simulating Humans in Augmented Multi-party Interaction

    Get PDF
    Human-computer interaction requires modeling of the user. A user profile typically contains preferences, interests, characteristics, and interaction behavior. However, in its multimodal interaction with a smart environment the user displays characteristics that show how the user, not necessarily consciously, verbally and nonverbally provides the smart environment with useful input and feedback. Especially in ambient intelligence environments we encounter situations where the environment supports interaction between the environment, smart objects (e.g., mobile robots, smart furniture) and human participants in the environment. Therefore it is useful for the profile to contain a physical representation of the user obtained by multi-modal capturing techniques. We discuss the modeling and simulation of interacting participants in the European AMI research project

    Mixed reality participants in smart meeting rooms and smart home enviroments

    Get PDF
    Human–computer interaction requires modeling of the user. A user profile typically contains preferences, interests, characteristics, and interaction behavior. However, in its multimodal interaction with a smart environment the user displays characteristics that show how the user, not necessarily consciously, verbally and nonverbally provides the smart environment with useful input and feedback. Especially in ambient intelligence environments we encounter situations where the environment supports interaction between the environment, smart objects (e.g., mobile robots, smart furniture) and human participants in the environment. Therefore it is useful for the profile to contain a physical representation of the user obtained by multi-modal capturing techniques. We discuss the modeling and simulation of interacting participants in a virtual meeting room, we discuss how remote meeting participants can take part in meeting activities and they have some observations on translating research results to smart home environments

    Affective Medicine: a review of Affective Computing efforts in Medical Informatics

    Get PDF
    Background: Affective computing (AC) is concerned with emotional interactions performed with and through computers. It is defined as “computing that relates to, arises from, or deliberately influences emotions”. AC enables investigation and understanding of the relation between human emotions and health as well as application of assistive and useful technologies in the medical domain. Objectives: 1) To review the general state of the art in AC and its applications in medicine, and 2) to establish synergies between the research communities of AC and medical informatics. Methods: Aspects related to the human affective state as a determinant of the human health are discussed, coupled with an illustration of significant AC research and related literature output. Moreover, affective communication channels are described and their range of application fields is explored through illustrative examples. Results: The presented conferences, European research projects and research publications illustrate the recent increase of interest in the AC area by the medical community. Tele-home healthcare, AmI, ubiquitous monitoring, e-learning and virtual communities with emotionally expressive characters for elderly or impaired people are few areas where the potential of AC has been realized and applications have emerged. Conclusions: A number of gaps can potentially be overcome through the synergy of AC and medical informatics. The application of AC technologies parallels the advancement of the existing state of the art and the introduction of new methods. The amount of work and projects reviewed in this paper witness an ambitious and optimistic synergetic future of the affective medicine field

    A Modular Approach for Synchronized Wireless Multimodal Multisensor Data Acquisition in Highly Dynamic Social Settings

    Full text link
    Existing data acquisition literature for human behavior research provides wired solutions, mainly for controlled laboratory setups. In uncontrolled free-standing conversation settings, where participants are free to walk around, these solutions are unsuitable. While wireless solutions are employed in the broadcasting industry, they can be prohibitively expensive. In this work, we propose a modular and cost-effective wireless approach for synchronized multisensor data acquisition of social human behavior. Our core idea involves a cost-accuracy trade-off by using Network Time Protocol (NTP) as a source reference for all sensors. While commonly used as a reference in ubiquitous computing, NTP is widely considered to be insufficiently accurate as a reference for video applications, where Precision Time Protocol (PTP) or Global Positioning System (GPS) based references are preferred. We argue and show, however, that the latency introduced by using NTP as a source reference is adequate for human behavior research, and the subsequent cost and modularity benefits are a desirable trade-off for applications in this domain. We also describe one instantiation of the approach deployed in a real-world experiment to demonstrate the practicality of our setup in-the-wild.Comment: 9 pages, 8 figures, Proceedings of the 28th ACM International Conference on Multimedia (MM '20), October 12--16, 2020, Seattle, WA, USA. First two authors contributed equall

    DeepASL: Enabling Ubiquitous and Non-Intrusive Word and Sentence-Level Sign Language Translation

    Full text link
    There is an undeniable communication barrier between deaf people and people with normal hearing ability. Although innovations in sign language translation technology aim to tear down this communication barrier, the majority of existing sign language translation systems are either intrusive or constrained by resolution or ambient lighting conditions. Moreover, these existing systems can only perform single-sign ASL translation rather than sentence-level translation, making them much less useful in daily-life communication scenarios. In this work, we fill this critical gap by presenting DeepASL, a transformative deep learning-based sign language translation technology that enables ubiquitous and non-intrusive American Sign Language (ASL) translation at both word and sentence levels. DeepASL uses infrared light as its sensing mechanism to non-intrusively capture the ASL signs. It incorporates a novel hierarchical bidirectional deep recurrent neural network (HB-RNN) and a probabilistic framework based on Connectionist Temporal Classification (CTC) for word-level and sentence-level ASL translation respectively. To evaluate its performance, we have collected 7,306 samples from 11 participants, covering 56 commonly used ASL words and 100 ASL sentences. DeepASL achieves an average 94.5% word-level translation accuracy and an average 8.2% word error rate on translating unseen ASL sentences. Given its promising performance, we believe DeepASL represents a significant step towards breaking the communication barrier between deaf people and hearing majority, and thus has the significant potential to fundamentally change deaf people's lives

    Staging Transformations for Multimodal Web Interaction Management

    Get PDF
    Multimodal interfaces are becoming increasingly ubiquitous with the advent of mobile devices, accessibility considerations, and novel software technologies that combine diverse interaction media. In addition to improving access and delivery capabilities, such interfaces enable flexible and personalized dialogs with websites, much like a conversation between humans. In this paper, we present a software framework for multimodal web interaction management that supports mixed-initiative dialogs between users and websites. A mixed-initiative dialog is one where the user and the website take turns changing the flow of interaction. The framework supports the functional specification and realization of such dialogs using staging transformations -- a theory for representing and reasoning about dialogs based on partial input. It supports multiple interaction interfaces, and offers sessioning, caching, and co-ordination functions through the use of an interaction manager. Two case studies are presented to illustrate the promise of this approach.Comment: Describes framework and software architecture for multimodal web interaction managemen
    corecore