15 research outputs found

    Social behavioral sensing: an exploratory study to assess learning motivation and perceived relatedness of university students using mobile sensing

    Get PDF
    Learning motivation plays a crucial role in student’s daily study life since it greatly affects academic performance and engagement. Perceived relatedness, based on self-determined theory, is an important predictor of learning motivation. Today, assessment for both of them still relies on subjective evaluations and self-reports, which is time-consuming and onerous. Hence, we propose a novel approach blended with mobile sensing by simultaneously collecting psychological measurements and objective mobile sensing data from N=58 undergraduates to explore new methods of assessing learning motivation and perceived relatedness. We identify a variety of social behavioral patterns from mobile sensing data, and investigate associations between psychological measures and these patterns. Our study helps enlighten what the new forms of assessing learning motivation and perceived relatedness in education could be, and paves the way for personalizing intervention in future research.This research was supported by the National Natural Science Foundation of China (No. 62077027), and the Humanity and Social Science Youth Foundation of Ministry of Education of China (No. 20YJC190034)

    El Marketing asociado con las Artes Escénicas y la Música. Una mirada desde la Neurociencia

    Get PDF
    Abordamos un estudio sobre el marketing y sus interacciones con el ámbito de las artes escénicas y la Música, basándonos en las últimas investigaciones que se han llevado a cabo sobre este tema desde diversos campos, y aportando lo que está asentándose como el arte al servicio del marketing, con su correspondiente feed-back. Exponemos lo relacionado con el marketing cultural, el Neuromarketing y la publicidad, las relaciones con la creatividad, con el mundo digital, la transformación del marketing en el arte y su relación con la Música. El presente trabajo aporta la perspectiva de poder estudiar aquellos parámetros del marketing en las Artes Escénicas y la Música, buscando la posibilidad de mejorar la situación actual, que acusa cierto desfase, en relación con el marketing y la publicidad aplicados en otros campos. Como guía, hemos elegido el Neuromarketing y las nuevas tecnologías, herramientas de renovación en esta parte tan importante de la Gestión Cultural.We approached a study about marketing and its interactions with the field of performing arts and music, based on the latest research that has been carried out on this topic from various fields, and contributing what is settling as art at the service of marketing, with its corresponding feed-back. We expose what is related to cultural marketing, neuromarketing and advertising, relations with creativity, with the digital world, the transformation of marketing in art and its relationship with Music. The present work provides the perspective of being able to study those marketing parameters in Performing Arts and Music, looking for the possibility of improving the current situation, which shows a certain lag, in relation to marketing and advertising applied in other fields. As a guide, we have chosen Neuromarketing and new technologies, renovation tools in this important part of Cultural Management

    lANALISIS BIBLIOMETRIK LABORATORIUM FISIKA BERBASIS MEDIA PEMBELAJARAN BERTEKNOLOGI AUGMENTED REALITY

    Get PDF
    ABSTRAK Augmented Reality (AR) adalah teknologi yang menggabungkan antara lingkungan virtual ke dalam lingkungan nyata secara bersamaan dalam satu waktu. Penggunaan AR sebagai media pembelajaran di laboratorium fisika bukanlah hal yang baru namun bukan juga merupakan hal umum yang diketahui banyak orang, oleh karean itu penelitian mengenai media pembelajaran berbasis teknologi AR ini masih banyak berkembang hingga sekarang. Dalam penelitian ini menggunakan metode penelitian kuantitatif dengan pendekatan Bibliometrik. Populasi penelitian bersumber dari data base scopus dengan menggunakan tiga kata kuci yaitu AR and Physics, AR and Physics Education dan AR and Physics Laboratory. Teknik pengumpulan data yang digunakan yaitu dokumentasi dan lima tahapan analisis Bibliometrik. Tujuan penelitian memberikan rekomendasi peluang penelitian dimasa mendatang mengenai penggunaan teknologi AR sebagai media pembelajaran di laboratorium fisika. Berdasarkan hasil penelusuran pada data base scopus dari tahun 2015-2021 kata kunci pertama ditemukan sebanyak 89 artikel, kata kunci kedua ditemukan sebanyak 13 artikel mulai dari tahun 2005- 2021, kata kunci ketiga ditemukan sebanyak 10 artikel mulai dari tahun 2014-2021 . Hasil pencarian disimpan dalam bentuk format CSV selanjutnya data diinput kedalam aplikasi Vosviewer dan diklasifikasi berdasarkan tipe analisis, unit anallisis dan jumlah kata kunci minimun kemunculan setelah itu data dianalisis menggunakan Vosviewer

    Augmented reality (AR) and its possibilities of use in education: evaluation of the contribution of AR for teaching vocabulary in German based on a comparison of classical and experimental learning methods

    Get PDF
    Název diplomové práce: Rozšířená realita (AR) a její možnosti využití ve vzdělávání: Zhodnocení přínosu AR pro výuku lexika v němčině na základě komparace klasické a experimentální metody učení Abstrakt: Diplomová práce se zabývá využitím rozšířené reality (AR) v kontextu vzdělávání, jež v současnosti představuje dynamicky se rozvíjející technologii. Cílem práce bylo prozkoumat přínos užití AR pro výuku cizího jazyka, porovnat možnosti jejího didaktického uplatnění s tradičním způsobem výuky a zjistit, zda v rámci této komparace představuje učení se pomocí AR motivační faktor podněcující zájem studentů a nástroj k lepšímu porozumění a zapamatování si učební látky díky vizualizaci a působení na emoce. Teoretická část práce představila charakteristické znaky rozšířené reality, srovnala ji s virtuální a mixovanou realitou, uvedla její typy a oblasti využití. Krátce se zmínila o historii, výhodách i negativních stránkách použití této metody, věnovala se současnému stavu výzkumu didaktiky jazyků a případům využití AR v oblasti vzdělávání u nás i v zahraničí. V rámci praktické části bylo vytvořeno webové rozhraní pomocí nástroje Model Viewer umožňujícího zobrazit 3D objekty v rozšířené realitě. Poté byl proveden kvantitativní výzkum se studenty, kteří si vyzkoušeli učení se cizojazyčné slovní zásoby jak v AR...Title of the master's thesis: Augmented reality (AR) and its possibilities of use in education: Evaluation of the contribution of AR for teaching vocabulary in German based on a comparison of classical and experimental learning methods Abstract: This master's thesis focuses on the use of augmented reality (AR) in the context of education. AR currently represents a dynamically evolving technology. The aim was to explore the benefits of using AR for foreign language teaching, to compare the possibilities of didactic application with the traditional way of teaching and to find out whether learning with AR is a motivating factor stimulating students' interest and a tool for better understanding and memorizing through visualization and acting on emotions. The theoretical part of the work presented the characteristics of augmented reality, its types and areas of use and compared it with virtual and mixed reality. It briefly mentioned the history of AR, the advantages and negative aspects of the use of this method, the current state of research in language didactics and cases of the use of AR in education in the Czech Republic and abroad. In the practical part, a web interface was created using the Model Viewer tool, which allows users to view 3D objects in augmented reality. Then, quantitative research was...Institute of Information Studies and Librarianship - New Media StudiesÚstav informačních studií - studia nových médiíFaculty of ArtsFilozofická fakult

    Método para la evaluación de usabilidad de sitios web transaccionales basado en el proceso de inspección heurística

    Get PDF
    La usabilidad es considerada uno de los factores más importantes en el desarrollo de productos de software. Este atributo de calidad está referido al grado en que, usuarios específicos de un determinado aplicativo, pueden fácilmente hacer uso del software para lograr su propósito. Dada la importancia de este aspecto en el éxito de las aplicaciones informáticas, múltiples métodos de evaluación han surgido como instrumentos de medición que permiten determinar si la propuesta de diseño de la interfaz de un sistema de software es entendible, fácil de usar, atractiva y agradable al usuario. El método de evaluación heurística es uno de los métodos más utilizados en el área de Interacción Humano-Computador (HCI) para este propósito debido al bajo costo de su ejecución en comparación otras técnicas existentes. Sin embargo, a pesar de su amplio uso extensivo durante los últimos años, no existe un procedimiento formal para llevar a cabo este proceso de evaluación. Jakob Nielsen, el autor de esta técnica de inspección, ofrece únicamente lineamientos generales que, según la investigación realizada, tienden a ser interpretados de diferentes maneras por los especialistas. Por tal motivo, se ha desarrollado el presente proyecto de investigación que tiene como objetivo establecer un proceso sistemático, estructurado, organizado y formal para llevar a cabo evaluaciones heurísticas a productos de software. En base a un análisis exhaustivo realizado a aquellos estudios que reportan en la literatura el uso del método de evaluación heurística como parte del proceso de desarrollo de software, se ha formulado un nuevo método de evaluación basado en cinco fases: (1) planificación, (2) entrenamiento, (3) evaluación, (4) discusión y (5) reporte. Cada una de las fases propuestas que componen el protocolo de inspección contiene un conjunto de actividades bien definidas a ser realizadas por el equipo de evaluación como parte del proceso de inspección. Asimismo, se han establecido ciertos roles que deberán desempeñar los integrantes del equipo de inspectores para asegurar la calidad de los resultados y un apropiado desarrollo de la evaluación heurística. La nueva propuesta ha sido validada en dos escenarios académicos distintos (en Colombia, en una universidad pública, y en Perú, en dos universidades tanto en una pública como en una privada) demostrando en todos casos que es posible identificar más problemas de usabilidad altamente severos y críticos cuando un proceso estructurado de inspección es adoptado por los evaluadores. Otro aspecto favorable que muestran los resultados es que los evaluadores tienden a cometer menos errores de asociación (entre heurística que es incumplida y problemas de usabilidad identificados) y que la propuesta es percibida como fácil de usar y útil. Al validarse la nueva propuesta desarrollada por el autor de este estudio se consolida un nuevo conocimiento que aporta al bagaje cultural de la ciencia.Tesi

    Augmented interaction for custom-fit products by means of interaction devices at low costs

    Get PDF
    This Ph.D thesis refers to a research project that aims at developing an innovative platform to design lower limb prosthesis (both for below and above knee amputation) centered on the virtual model of the amputee and based on a computer-aided and knowledge-guided approach. The attention has been put on the modeling tool of the socket, which is the most critical component of the whole prosthesis. The main aim has been to redesign and develop a new prosthetic CAD tool, named SMA2 (Socket Modelling Assistant2) exploiting a low-cost IT technologies (e.g. hand/finger tracking devices) and making the user’s interaction as much as possible natural and similar to the hand-made manipulation. The research activities have been carried out in six phases as described in the following. First, limits and criticalities of the already available modeling tool (namely SMA) have been identified. To this end, the first version of SMA has been tested with Ortopedia Panini and the orthopedic research group of Salford University in Manchester with real case studies. Main criticalities were related to: (i) automatic reconstruction of the residuum geometric model starting from medical images, (ii) performance of virtual modeling tools to generate the socket shape, and (iii) interaction mainly based on traditional devices (e.g., mouse and keyboard). The second phase lead to the software reengineering of SMA according to the limits identified in the first phase. The software architecture has been re-designed adopting an object-oriented paradigm and its modularity permits to remove or add new features in a very simple way. The new modeling system, i.e. SMA2, has been totally implemented using open source Software Development Kit-SDK (e.g., Visualization ToolKit VTK, OpenCASCADE and Qt SDK) and based on low cost technology. It includes: • A new module to automatically reconstruct the 3D model of the residual limb from MRI images. In addition, a new procedure based on low-cost technology, such as Microsoft Kinect V2 sensor, has been identified to acquire the 3D external shape of the residuum. • An open source software library, named SimplyNURBS, for NURBS modeling and specifically used for the automatic reconstruction of the residuum 3D model from medical images. Even if, SimplyNURBS has been conceived for the prosthetic domain, it can be used to develop NURBS-based modeling tools for a range of applicative domains from health-care to clothing design. • A module for mesh editing to emulate the hand-made operations carried out by orthopedic technicians during traditional socket manufacturing process. In addition several virtual widgets have been implemented to make available virtual tools similar to the real ones used by the prosthetist, such as tape measure and pencil. • A Natural User Interface (NUI) to allow the interaction with the residuum and socket models using hand-tracking and haptic devices. • A module to generate the geometric models for additive manufacturing of the socket. The third phase concerned the study and design of augmented interaction with particular attention to the Natural User Interface (NUI) for the use of hand-tracking and haptic devices into SMA2. The NUI is based on the use of the Leap Motion device. A set of gestures, mainly iconic and suitable for the considered domain, has been identified taking into account ergonomic issues (e.g., arm posture) and ease of use. The modularity of SMA2 permits us to easily generate the software interface for each device for augmented interaction. To this end, a software module, named Tracking plug-in, has been developed to automatically generate the source code of software interfaces for managing the interaction with low cost hand-tracking devices (e.g., Leap Motion and Intel Gesture Camera) and replicate/emulate manual operations usually performed to design custom-fit products, such medical devices and garments. Regarding haptic rendering, two different devices have been considered, the Falcon Novint, and a haptic mouse developed in-house. In the fourth phase, additive manufacturing technologies have been investigated, in particular FDM one. 3D printing has been exploited in order to permit the creation of trial sockets in laboratory to evaluate the potentiality of SMA2. Furthermore, research activities have been done to study new ways to design the socket. An innovative way to build the socket has been developed based on multi-material 3D printing. Taking advantage of flexible material and multi-material print possibility, new 3D printers permit to create object with soft and hard parts. In this phase, issues about infill, materials and comfort have been faced and solved considering different compositions of materials to re-design the socket shape. In the fifth phase the implemented solution, integrated within the whole prosthesis design platform, has been tested with a transfemoral amputee. Following activities have been performed: • 3D acquisition of the residuum using MRI and commercial 3D scanning systems (low cost and professional). • Creation of the residual limb and socket geometry. • Multi-material 3D printing of the socket using FDM technology. • Gait analysis of the amputee wearing the socket using a markerless motion capture system. • Acquisition of contact pressure between residual limb and a trial socket by means of Teskan’s F-Socket System. Acquired data have been combined inside an ad-hoc developed application, which permits to simultaneously visualize pressure data on the 3D model of the residual lower limb and the animation of gait analysis. Results and feedback have been possible thanks to this application that permits to find correlation between several phases of the gait cycle and the pressure data at the same time. Reached results have been considered very interested and several tests have been planned in order to try the system in orthopedic laboratories in real cases. The reached results have been very useful to evaluate the quality of SMA2 as a future instruments that can be exploited for orthopedic technicians in order to create real socket for patients. The solution has the potentiality to begin a potential commercial product, which will be able to substitute the classic procedure for socket design. The sixth phase concerned the evolution of SMA2 as a Mixed Reality environment, named Virtual Orthopedic LABoratory (VOLAB). The proposed solution is based on low cost devices and open source libraries (e.g., OpenCL and VTK). In particular, the hardware architecture consists of three Microsoft Kinect v2 for human body tracking, the head mounted display Oculus Rift SDK 2 for 3D environment rendering, and the Leap Motion device for hand/fingers tracking. The software development has been based on the modular structure of SMA2 and dedicated modules have been developed to guarantee the communication among the devices. At present, two preliminary tests have been carried out: the first to verify real-time performance of the virtual environment and the second one to verify the augmented interaction with hands using SMA2 modeling tools. Achieved results are very promising but, highlighted some limitations of this first version of VOLAB and improvements are necessary. For example, the quality of the 3D real world reconstruction, especially as far as concern the residual limb, could be improved by using two HD-RGB cameras together the Oculus Rift. To conclude, the obtained results have been evaluated very interested and encouraging from the technical staff of orthopedic laboratory. SMA2 will made possible an important change of the process to design the socket of lower limb prosthesis, from a traditional hand-made manufacturing process to a totally virtual knowledge-guided process. The proposed solutions and results reached so far can be exploited in other industrial sectors where the final product heavily depends on the human body morphology. In fact, preliminary software development has been done to create a virtual environment for clothing design by starting from the basic modules exploited in SMA2

    Accessibility of Health Data Representations for Older Adults: Challenges and Opportunities for Design

    Get PDF
    Health data of consumer off-the-shelf wearable devices is often conveyed to users through visual data representations and analyses. However, this is not always accessible to people with disabilities or older people due to low vision, cognitive impairments or literacy issues. Due to trade-offs between aesthetics predominance or information overload, real-time user feedback may not be conveyed easily from sensor devices through visual cues like graphs and texts. These difficulties may hinder critical data understanding. Additional auditory and tactile feedback can also provide immediate and accessible cues from these wearable devices, but it is necessary to understand existing data representation limitations initially. To avoid higher cognitive and visual overload, auditory and haptic cues can be designed to complement, replace or reinforce visual cues. In this paper, we outline the challenges in existing data representation and the necessary evidence to enhance the accessibility of health information from personal sensing devices used to monitor health parameters such as blood pressure, sleep, activity, heart rate and more. By creating innovative and inclusive user feedback, users will likely want to engage and interact with new devices and their own data
    corecore