8 research outputs found

    A Video Analysis of Eye Movements during Typing: How Effective is Handwriting during Note-Taking Tasks?

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    Keyboard input for non-alphabetical languages, such as Chinese and Japanese, is problematic because it is labor intensive and imposes a high cognitive load. In our previous work, we measured the effectiveness of handwriting during a note-taking task in Japanese, and found that the input speed during note-taking was higher by hand than by keyboard. The results also showed that the quality of notes taken by hand was higher than that of notes taken by keyboard, and this might have been due to the higher cognitive load during typing. In addition, observation during the experiment revealed several problems subjects faced in the keyboard input task. To evaluate the significance of these observations, we had to obtain quantitative evidence through further study of participant behavior. Therefore, we repeated the experiment, this time with video analysis of the keyboard subtask. By analyzing the participants’ eye movements and their behavior throughout the keyboard subtask we obtained quantitative evidence to support our findings from the previous study. Here, we describe this experiment and our findings in detail

    Rhythm Tap Technique for Cross-Device Interaction Enabling Uniform Operation for Various Devices

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    A Study on the Discovery of Relevant Fuzzy Rules Using Pseudo-Bacterial Genetic Algorithm

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    This paper presents a new method for the discovery of relevant fuzzy rules using the Pseudo-Bacterial Genetic Algorithm (PBGA). The PBGA was proposed by the authors as a new approach combining a genetic algorithm with a local improvement mechanism inspired by a process in bacterial genetics, named bacterial operation. The presented system aims the improvement of the quality of the generated fuzzy rules, producing blocks of effective rules and more compact rule bases. This is achieved by encoding the fuzzy rules in the chromosomes in a suitable form in order to make the bacterial operation more effective and by using a crossover operation that adaptively decides the cutting points according to the distribution of degrees of truth values of the rules. In this paper, first, results obtained when using the PBGA for a simple fuzzy modeling problem are presented and compared with other methods. Second, the PBGA is used in the design of a fuzzy logic controller for a semi-active suspension sy..

    Truly Useful 3D Drawing System for Professional Designer by “Life-sized and Operable ” Feature and New Interaction

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    Abstract. “Media ” is an artifact that expands our creativity and intelligence. We have been studying the use of “Rich Media ” to support creative and intelligent human activities. Specifically, for over ten years we have focused on the 3D space as one of “Rich Media ” and developed many 3D sketch systems that support the design of 3D objects. However, their long-term evaluation has revealed that they are not used by designers in real fields. Even worse, they are treated as if they were just mere attractions in an amusement park. The fundamental problem is the lack of the indispensable function for 3D space. In this paper, we propose new design principles, “life-size and operability”, which make the 3D sketch system truly valuable for the designer. The new 3D sketch system is designed on the basis of “life-size and operability”, developed, and evaluated successfully

    The 2010 Mario AI Championship: Level Generation Track

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    The Level Generation Competition, part of the IEEE Computational Intelligence Society (CIS)-sponsored 2010 Mario AI Championship, was to our knowledge the world’s first procedural content generation competition. Competitors participated by submitting level generators—software that generates new levels for a version of Super Mario Bros tailored to individual players’ playing style. This paper presents the rules of the competition, the software used, the scoring procedure, the submitted level generators, and the results of the competition. We also discuss what can be learned from this competition, both about organizing procedural content generation competitions and about automatically generating levels for platform games. The paper is coauthored by the organizers of the competition (the first three authors) and the competitors.peer-reviewe
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