781 research outputs found
KĂĽlönbözĹ‘ kĂłdhiba-keresĂ©si megközelĂtĂ©sek hatĂ©konyságának vizsgálata szemkövetĹ‘ rendszerrel
A tanulmány a szemmozgáskövető rendszerek
alkalmazhatóságát vizsgálja egy programozási feladat
tekintetében, amely során egy helytelenül működő algoritmus
hibáinak feltárása Ă©s kijavĂtása alatt megfigyelĂ©sre, rögzĂtĂ©sre, valamint kiĂ©rtĂ©kelĂ©sre kerĂĽltek a szemmozgás paramĂ©terek. A vizsgálat során nĂ©hány, a tesztalanyokra jellemzĹ‘ paramĂ©ter alkalmazásával, kĂ©t csoport kerĂĽlt kialakĂtásra, ahol az elsĹ‘ csoport hibakeresĂ©s során inkább az aprĂłbb mĂłdosĂtásokat Ă©s a gyakoribb fordĂtások Ă©s futtatások technikáját alkalmazta, amĂg a második csoport tagjai nagyobb hangsĂşlyt fektettek az Ă©rtelmezĂ©sre. A kiĂ©rtĂ©kelĂ©s során a kĂ©t csoport szemmozgás követĂ©sĂ©re jellemzĹ‘ paramĂ©terek, valamint ezen csoportok
hatékonysági mutatói kerültek elemzésre statisztikai próbák
alkalmazásával. Az eredmények azt mutatták, hogy a kevesebb
kapkodás, az alaposabb megfontoltság és figyelem esetében
kevesebb információmennyiség feldolgozása is elegendő a
hatékonyabb hibakereséshez. | The study examines the suitability of eye movement tracking systems for a programming task, during which the parameters
of eye movement were monitored, recorded and evaluated in
order to discover and correct the errors of a malfunctioning
algorithm. During the investigation, based on some parameters typical of the test subjects, two groups were formed. During the debugging of the first group, smaller modifications and the technique of more frequent translations and runs were used, while the members of the second group placed more emphasis on interpretation. During the evaluation, the eye movement tracking parameters of the two groups, as well as the efficiency ndicators of these groups, were analyzed using statistical tests. The results show that processing less amount of information is
sufficient for fault-finding in the case of less haste, more
thorough consideration and attention
Defining Interaction within Immersive Virtual Environments
PhDThis thesis is concerned with the design of Virtual Environments (YEs) -
in particular with the tools and techniques used to describe interesting and
useful environments. This concern is not only with respect to the appearance
of objects in the VE but also with their behaviours and their reactions to
actions of the participants. The main research hypothesis is that there are
several advantages to constructing these interactions and behaviours whilst
remaining immersed within the VE which they describe. These advantages
include the fact that editing is done interactively with immediate effect and
without having to resort to the usual edit-compile-test cycle. This means
that the participant doesn't have to leave the VE and lose their sense of
presence within it, and editing tasks can take advantage of the enhanced
spatial cognition and naturalistic interaction metaphors a VE provides.
To this end a data flow dialogue architecture with an immersive virtual
environment presentation system was designed and built. The data flow
consists of streams of data that originate at sensors that register the body
state of the participant, flowing through filters that modify the streams and
affect the yE.
The requirements for such a system and the filters it should contain are
derived from two pieces of work on interaction metaphors, one based on
a desktop system using a novel input device and the second a navigation
technique for an immersive system. The analysis of these metaphors highlighted
particular tasks that such a virtual environment dialogue architecture
(VEDA) system might be used to solve, and illustrate the scope of interactions
that should be accommodated.
Initial evaluation of the VEDA system is provided by moderately sized
demonstration environments and tools constructed by the author. Further
evaluation is provided by an in-depth study where three novice VE designers
were invited to construct VEs with the VEDA system. This highlighted the
flexibility that the VEDA approach provides and the utility of the immersive
presentation over traditional techniques in that it allows the participant to
use more natural and expressive techniques in the construction process. In
other words the evaluation shows how the immersive facilities of VEs can be
exploited in the process of constructing further VEs
Visual authoring of virtual reality conversational scenarios for e‑learning
The COVID-19 pandemic has led to face-to-face activities being developed in a virtual format that often offers a poor experience
in areas such as education. Virtual Learning Environments have improved in recent years thanks to new technologies
such as Virtual Reality or Chatbots. However, creating Virtual Learning Environments requires advanced programming
knowledge, so this work is aimed to enable teachers to create these new environments easily. This work presents a set of
extensions for App Inventor that facilitate the authoring of mobile learning apps that use Chatbots in a Virtual Reality environment,
while simultaneously monitoring of student activity. This proposal is based on integrating block-based languages
and Business Process Model and Notation diagrams. The developed extensions were successfully implemented in an educational
app called Let’s date!. A quantitative analysis of the use of these extensions in App Inventor was also carried out,
resulting in a significant reduction in the number of blocks required. The proposed contribution has demonstrated its validity
in creating virtual learning environments through visual programming and modelling, reducing development complexity
Applied Cognitive Sciences
Cognitive science is an interdisciplinary field in the study of the mind and intelligence. The term cognition refers to a variety of mental processes, including perception, problem solving, learning, decision making, language use, and emotional experience. The basis of the cognitive sciences is the contribution of philosophy and computing to the study of cognition. Computing is very important in the study of cognition because computer-aided research helps to develop mental processes, and computers are used to test scientific hypotheses about mental organization and functioning. This book provides a platform for reviewing these disciplines and presenting cognitive research as a separate discipline
A Consumer-tier based Visual-Brain Machine Interface for Augmented Reality Glasses Interactions
Objective.Visual-Brain Machine Interface(V-BMI) has provide a novel
interaction technique for Augmented Reality (AR) industries. Several
state-of-arts work has demonstates its high accuracy and real-time interaction
capbilities. However, most of the studies employ EEGs devices that are rigid
and difficult to apply in real-life AR glasseses application sceniraros. Here
we develop a consumer-tier Visual-Brain Machine Inteface(V-BMI) system
specialized for Augmented Reality(AR) glasses interactions. Approach. The
developed system consists of a wearable hardware which takes advantages of fast
set-up, reliable recording and comfortable wearable experience that
specificized for AR glasses applications. Complementing this hardware, we have
devised a software framework that facilitates real-time interactions within the
system while accommodating a modular configuration to enhance scalability. Main
results. The developed hardware is only 110g and 120x85x23 mm, which with 1
Tohm and peak to peak voltage is less than 1.5 uV, and a V-BMI based angry bird
game and an Internet of Thing (IoT) AR applications are deisgned, we
demonstrated such technology merits of intuitive experience and efficiency
interaction. The real-time interaction accuracy is between 85 and 96
percentages in a commercial AR glasses (DTI is 2.24s and ITR 65 bits-min ).
Significance. Our study indicates the developed system can provide an essential
hardware-software framework for consumer based V-BMI AR glasses. Also, we
derive several pivotal design factors for a consumer-grade V-BMI-based AR
system: 1) Dynamic adaptation of stimulation patterns-classification methods
via computer vision algorithms is necessary for AR glasses applications; and 2)
Algorithmic localization to foster system stability and latency reduction.Comment: 15 pages,10 figure
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