781 research outputs found

    Különböző kódhiba-keresési megközelítések hatékonyságának vizsgálata szemkövető rendszerrel

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    A tanulmány a szemmozgáskövető rendszerek alkalmazhatóságát vizsgálja egy programozási feladat tekintetében, amely során egy helytelenül működő algoritmus hibáinak feltárása és kijavítása alatt megfigyelésre, rögzítésre, valamint kiértékelésre kerültek a szemmozgás paraméterek. A vizsgálat során néhány, a tesztalanyokra jellemző paraméter alkalmazásával, két csoport került kialakításra, ahol az első csoport hibakeresés során inkább az apróbb módosításokat és a gyakoribb fordítások és futtatások technikáját alkalmazta, amíg a második csoport tagjai nagyobb hangsúlyt fektettek az értelmezésre. A kiértékelés során a két csoport szemmozgás követésére jellemző paraméterek, 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

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    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

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    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

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    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

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    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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