139 research outputs found
Mayores y nuevas tecnologías: motivaciones y dificultades
3rd International Conference on the Elderly and New Technologies. III Jornadas Internacionales de Mayores y Nuevas Tecnologías.Students participating in University Programs for Seniors are gradually more adapted to the technological changes
taking place in society. E-inclusion is becoming a reality and the sentence “This is not for me” is less heard. We are
concerned in knowing the motivations that make students enroll in an educational program like the University Programs
for Seniors and the reasons that make students participate in a massive way in workshops or courses related to
technology issues. The needs and interests shown by the students help program managers to plan appropriate activities
and teachers to know better the kind of student that attends their classes. It is important to know the difficulties
that our students confront, as it will help us to adapt the class contents to the group and to transform their weaknesses
into strengths. Therefore, our case study analyses the motivations and interests of the group of students that is currently
attending a course related with new technologies in the Open University for Seniors (uom). The work also
gathers together the main common difficulties when working with the computer. Finally, results are compared with a
group of students that have never enrolled in a course related with new technologies.Los alumnos participantes en programas universitarios para mayores (pum) cada vez están más adaptados a los cambios
tecnológicos que se están produciendo de manera progresiva en la sociedad. La e-inclusión es cada vez más real
y el argumento de «eso no es para mí» cada vez lo escuchamos menos. Pero el tema que más nos interesa y al que le
queremos dar el espacio que merece en este estudio es el conocer cuáles son las motivaciones que hacen que, primero,
se matriculen en un programa educativo, como los programas universitarios para mayores, y, segundo, que se matriculen
de una manera masiva a los talleres, o cursos, relacionados con temas tecnológicos en sus diversas variantes. Las
necesidades y los intereses que los alumnos muestran ayudan a los responsables de los programas a crear actividades
idóneas para los alumnos mayores y a los docentes a conocer un poco más al alumnado que acude a sus clases. Conocer
las dificultades con las que nuestros alumnos se encuentran es importante debido a que, de esta manera, podemos
adaptar los contenidos al grupo y así posibilitar que esas debilidades se conviertan en fortalezas. Por tanto, nuestro
estudio se basa en conocer las motivaciones y los intereses del grupo de alumnos mayores que en estos momentos
están realizando los cursos de informática en el programa universitario de la Universitat Oberta per a Majors (uom),
así como aquellas dificultades con las que los docentes se encuentran de manera más habitual, comparándolo a su vez
con un grupo de alumnos que no se han matriculado nunca en un curso de informática
Analysis of Gender Differences in Facial Expression Recognition Based on Deep Learning Using Explainable Artificial Intelligence
Potential uses of automated Facial Expression Recognition (FER) cover a wide range of applications such as customer behavior analysis, healthcare applications or providing personalized services. Data for machine learning play a fundamental role, therefore, understanding the relevancy of the data in the outcomes is of utmost importance. In this work we present a study on how gender influences the learning of a FER system. We analyze with Explainable Artificial intelligence (XAI) techniques how gender contributes to the learning and assess which facial expressions are more similar regarding face regions that impact on the classification.
Results show that there exist common regions in some expressions both for females and males with different intensities (e.g. happiness); however, there are other expressions like disgust, where important face regions differ. The insights of this work will help improving FER systems and understand the source of any inequality
Educational e-inclusion for students with severe motor difficulties
The purposes of educational e-inclusion are fairness, equality and quality in the educational processes and offering the benefits of ICTs to all students. The impossibility of using computers or accessing the Internet increases educational exclusion and segregation. In this paper, we present an experience carried out at a special education center. This experience involved users with severe motor disabilities, and its purpose was to design and develop a computer-access system that was usable and adapted to the user. This system has allowed adding activities to the educational curriculum based on new technologies
Usability of vision-based interfaces
Vision-based interfaces can employ gestures to interact with an
interactive system without touching it. Gestures are frequently
modelled in laboratories, and usability testing should be carried
out. However, often these interfaces present usability issues, and
the great diversity of uses of these interfaces and the applications
where they are used, makes it difficult to decide which factors to
take into account in a usability test. In this paper, we review the
literature to compile and analyze the usability factors and metrics
used for vision-based interfaces.Postprint (published version
Educational e-inclusion for students with severe motor difficulties
The purposes of educational e-inclusion are fairness, equality and quality in the educational processes and offering the benefits of ICTs to all students. The impossibility of using computers or accessing the Internet increases educational exclusion and segregation. In this paper, we present an experience carried out at a special education center. This experience involved users with severe motor disabilities, and its purpose was to design and develop a computer-access system that was usable and adapted to the user. This system has allowed adding activities to the educational curriculum based on new technologies
Hand Tracking and Gesture Recognition for Human-Computer Interaction
The proposed work is part of a project that aims for the control of a videogame based on hand gesture recognition. This goal implies the restriction of real-time response and unconstrained environments. In this paper we present a real-time algorithm to track and recognise hand gestures for interacting with the videogame. This algorithm is based on three main steps: hand segmentation, hand tracking and gesture recognition from hand features. For the hand segmentation step we use the colour cue due to the characteristic colour values of human skin, its invariant properties and its computational simplicity. To prevent errors from hand segmentation we add a second step, hand tracking. Tracking is performed assuming a constant velocity model and using a pixel labeling approach. From the tracking process we extract several hand features that are fed to a finite state classifier which identifies the hand configuration. The hand can be classified into one of the four gesture classes or one of the four different movement directions. Finally, using the system's performance evaluation results we show the usability of the algorithm in a videogame environment
Advanced and natural interaction system for motion-impaired users
Human-computer interaction is an important area that searches for better and more comfortable systems to promote communication between humans and machines. Vision-based interfaces can offer a more natural and appealing way of communication. Moreover, it can help in the e-accessibility component of the e-inclusion. The aim is to develop a usable system, that is, the end-user must consider the use of this device effective, efficient and satisfactory. The research's main contribution is SINA, a hands-free interface based on computer vision techniques for motion impaired users. This interface does not require the user to use his upper body limbs, as only nose motion is considered. Besides the technical aspect, user's satisfaction when using an interface is a critical issue. The approach that we have adopted is to integrate usability evaluation at relevant points of the software developmen
Analyzing the Importance of Marking Links to Special Targets in Mobile Web
Literature points out the importance of indicating when a link opens a different website in a new window, since this is the default behavior that users expect, but this problem has not been specifically studied in mobile devices yet. This paper explains a study that was carried out with 20 different mobile devices and 19 users. We compared the usability of opening links in the same window or in a new one, informing or not informing the user about the target, as well as the convenience of using icons or text to inform about the target of a link. Results show that 95% of the devices used for the experiment had browser multi-window support, and we conclude that mobile users prefer to be previously informed when a link opens in a new window, and that the preferred method for informing them is using an icon instead of a text
Segmentación de objetos parcialmente ocluidos utilizando cámaras TOF
El presente artículo propone un método de segmentación para imágenes obtenidas con una cámara de tiempo de vuelo. El objetivo principal es segmentar objetos parcialmente ocluidos evitando que sean subdivididos como dos o mas partes de objetos diferentes. El método propuesto explota la capacidad de la cámara utilizada para obtener simultáneamente imágenes de intensidad y de rango de la misma escena.
Aplicando adecuadamente técnicas de detección de bordes en ambas imágenes, el método propuesto cierra adecuadamente el contorno de los objetos de la escena 3D. La estimación de las superficies se realiza minimizando la suma de los errores al cuadrado para finalmente estimar las superficies correspondientes a los mismos objetos. Se presentan resultados experimentales del método propuesto y se derivan conclusiones a partir de los mismos.Eje: Workshop Computación gráfica, imágenes y visualización (WCGIV)Red de Universidades con Carreras en Informática (RedUNCI
Get closer to activate it! An educational tool for people with multiple disabilities
This paper presents an interactive system which offers multimodal feedback to users with severe to profound disabilities to improve their relationship with the environment allowing them to control it. The system is based on the information provided by a distance sensor connected to an Arduino board. The distance information is based on the position of the user’s hand, and it is then passed to six different action/reaction applications which offer motivation and engage users to train intentional motor movements of their upper body limbs and to improve their relationship with the environment.XIII Workshop Tecnología Informática Aplicada en Educación (WTIAE)Red de Universidades con Carreras en Informática (RedUNCI
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