212 results on '"Interaction technology"'
Search Results
2. Strategic Management of Platform Business Ecosystem Using Artificial Intelligence Supported Human-Computer Interaction Technology
- Author
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Döngül, Esra Sipahi and Leonardo Cavaliere, Luigi Pio
- Published
- 2022
- Full Text
- View/download PDF
3. Motivation to interaction media: The impact of automation trust and self-determination theory on intention to use the new interaction technology in autonomous vehicles
- Author
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Yubin Xie, Ronggang Zhou, Alan Hoi Shou Chan, Mingyu Jin, and Miao Qu
- Subjects
self-determination theory ,motivation ,autonomous vehicles ,automation trust ,interaction technology ,Psychology ,BF1-990 - Abstract
IntroductionThis research investigated the effects of three psychological needs (competence, autonomy, and relatedness) of self-determination theory (SDT) and automation trust on the intention of users to employ new interaction technology brought by autonomous vehicles (AVs), especially interaction mode and virtual image.MethodThis study focuses on the discussion from the perspective of psychological motivation theory applied to AV interaction technology. With the use of a structured questionnaire, participants completed self-report measures related to these two interaction technologies; a total of 155 drivers’ responses were analyzed.ResultThe results indicated that users’ intentions were directly predicted by their perceived competence, autonomy, and relatedness of SDT and automation trust, which jointly explained at least 66% of the variance in behavioral intention. In addition to these results, the contribution of predictive components to behavioral intention is influenced by the type of interaction technology. Relatedness and competence significantly impacted the behavioral intention to use the interaction mode but not the virtual image.DiscussionThese findings are essential in that they support the necessity of distinguishing between types of AV interaction technology when predicting users’ intentions to use.
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- 2023
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- View/download PDF
4. “Can It Be Customized According to My Motor Abilities?”: Toward Designing User-Defined Head Gestures for People with Dystonia
- Author
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Sun, Qin, Hu, Yunqi, Fan, Mingming, Li, Jingting, Wang, Su-Jing, Sun, Qin, Hu, Yunqi, Fan, Mingming, Li, Jingting, and Wang, Su-Jing
- Abstract
Recent studies proposed above-the-neck gestures for people with upper-body motor impairments interacting with mobile devices without finger touch, resulting in an appropriate user-defined gesture set. However, many gestures involve sustaining eyelids in closed or open states for a period. This is challenging for people with dystonia, who have difficulty sustaining and intermitting muscle contractions. Meanwhile, other facial parts, such as the tongue and nose, can also be used to alleviate the sustained use of eyes in the interaction. Consequently, we conducted a user study inviting 16 individuals with dystonia to design gestures based on facial muscle movements for 26 common smartphone commands. We collected 416 user-defined head gestures involving facial features and shoulders. Finally, we obtained the preferred gestures set for individuals with dystonia. Participants preferred to make the gestures with their heads and use unnoticeable gestures. Our findings provide valuable references for the universal design of natural interaction technology. © 2024 Copyright held by the owner/author(s)
- Published
- 2024
5. DigiSami and Digital Natives: Interaction Technology for the North Sami Language
- Author
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Jokinen, Kristiina, Hiovain, Katri, Laxström, Niklas, Rauhala, Ilona, Wilcock, Graham, Jokinen, Kristiina, editor, and Wilcock, Graham, editor
- Published
- 2017
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6. Enhancing digital social interaction using augmented reality in mobile fitness applications
- Author
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Mejtoft, Thomas, Lindahl, Håkan, Norberg, Ole, Andersson, Mattias, Söderström, Ulrik, Mejtoft, Thomas, Lindahl, Håkan, Norberg, Ole, Andersson, Mattias, and Söderström, Ulrik
- Abstract
The recent global pandemic has had great impact on our society, were restricted physical social interaction created changes that will have long-lasting effects on how certain activities are performed. One example is how the restrictive use of training facilities has impacted people's motivation of working out. Training online, through e.g., social media, increased during this time and many new apps for this purpose were launched. One way of differentiating in this landscape is the use of augmented reality. This paper investigates how augmented reality can be used in mobile fitness apps to improve the digital social interaction when working out. The study is based on prototyping and testing of a conceptual app and the results show the potential of augmented reality to improve social interaction in this context.
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- 2023
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7. Numerical investigation of the added mass effect of submerged blade disk structures: From simplified models to Francis turbine runners
- Author
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Ming Zhang and Qing-guang Chen
- Subjects
Optimal design ,Materials science ,Blade (geometry) ,Francis turbine ,General Engineering ,Mode shape ,Mechanics ,Engineering (General). Civil engineering (General) ,Strain energy ,law.invention ,Modal ,Normal mode ,law ,Interaction technology ,Acoustic fluid-structure interaction ,Natural frequency ,TA1-2040 ,Blade disk structures ,Added mass ,Added mass effect - Abstract
In daily operations, there are lots of blade disk structures operating in water, e.g., hydraulic turbines and pumps, whose dynamic behavior may be severely affected by the added mass effect. Their mode shape change problem from vacuum to water due to the added mass effect has been studied in this paper. The added mass effect of simplified blade disk structures submerged in still water has been studied numerically first in this paper. Acoustic fluid–structure interaction technology has been used to simulate the fluid and structure coupling effect. Through comparing the strain energy percentage of the disk part in water with those in air under different disk material densities, it showed that different parts of the submerged blade disk structures can suffer from different average added mass factors, which makes the modal shapes of some modes with strong blade disk interactions change a lot from vacuum to water, thus produces a large influence on the optimal design of submerged blade disk structures. Based on the conclusions of the simplified model, the situation of a Francis turbine runner model was investigated, and the results fit the conclusions on the simplified model very well.
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- 2022
8. EHealth Applications for Those in Need: Making Novel Interaction Technologies Accessible
- Author
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Böcker, Martin, Schneider, Matthias, Karat, John, Editor-in-chief, Vanderdonckt, Jean, Editor-in-chief, Holzinger, Andreas, editor, Ziefle, Martina, editor, and Röcker, Carsten, editor
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- 2014
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9. Towards an Interactive-Movement-Learning Movement.
- Author
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Reidsma, Dennis and Delden, Robby van
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GAMIFICATION ,EDUCATIONAL change ,STUDENT engagement ,ACADEMIC motivation ,EDUCATIONAL technology ,EDUCATIONAL innovations ,EDUCATIONAL games - Abstract
In this position paper we share our view on learning sport specific movements using interactive technology. We build upon our experience with playful and embodied technology for HCI, and link our views to related work from a sportrelated and non-sport related view. Aiming to bring these together in new future research on learning sport specific movement, this brings us to address our view on five main points in this paper. One, as the most obvious, the end-user should give input as often as fitting. Two, within this new domain there are different types of contributions focusing on technology, interaction, and context, where each brings its own benefits. Three, to make use of the power of entertainment computing (e.g., gamification) entails more than just "adding points as rewards". Four, one can view new technology in relation to the trainer, ranging from a tool in the hands of the active trainer to a 24/7 available independent "stand-in" for a trainer (being configured and controlled by the trainer); this relation should be taken into account in design and research. Five, technology can of course solve problems (while leaving the core of sports training unchanged), but in order to really transform the domain and fundamentally change sports training practice we need to consider that "potential for change" is different from "actually achieving a useful system in-context"; how technology fits the real world and what it actually benefits is not known beforehand. We conclude the paper with an outlook on our research and design activities in the near future, through educational projects as well as research projects. [ABSTRACT FROM AUTHOR]
- Published
- 2018
10. The Basics of Moving Students from Surviving to Thriving in College:The (missing) link between students’ daily interactions and academic success
- Author
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Mohamedhoesein, Nasserhoesein
- Subjects
perceived academic control ,sense of belonging ,social integration ,interaction technology ,academic success ,student inclusion ,academic integration ,diversity policy ,migration background ,basic psychological needs - Abstract
Academic Summary Learning environments are characterized by educational vision, policies, and practices in the college's social and academic environment. Student experiences in these environments follow a range of social and intellectual exchanges with peers and teachers. How these exchanges affect learning depends on the nature and quality of these interactions (Swail, 2003). I started out with the premise that students are more motivated to engage in learning if they sense ownership of their social and intellectual involvement. Intuitively I found that using students' perspectives and ideas in shaping their participation makes their involvement more relevant to them. We referred to such experiences as meaningful involvement in learning. However, how to theoretically describe the qualities of meaningful involvement in learning and how they support or constrain learning and study success still needs to be clarified. The focus of this study is to find the (missing) link between daily interactions and study success. The central research question is: How do daily interactions with peers and teachers shape meaningful social and academic involvement to support study success? We conducted four studies to explore this question. The first two studies focus on the missing link between interactions and study success. By linking Tinto's interactional model of social and academic integration (Tinto, 1993) to concepts of meaningful involvement (Ryan & Deci, 2017), we aim to clarify key mechanisms in daily interactions supporting academic success. The third and fourth studies also explore two other avenues related to everyday interactions, namely how technology use in interactions may affect students' integration and sense of belonging on campus and how interactions may shape migrant and international students' inclusion on campus differently compared to students without migration background. All the studies are based on quantitative surveys conducted among college students in the Netherlands. The data for the first three studies were collected through online surveys from undergraduate students at universities of applied sciences. The fourth study used an existing data set (Belonging@VU) from students at a large research university. The findings of the four studies clearly show how students' daily interaction connects to academic success. Quality interactions support students' inclusion, meaningful involvement in learning, and academic success. However, not all students have equal opportunities to establish supportive relationships with peers and staff. Those whose values and practices match with peers and staff are more likely to find supportive relationships and ease their way into college social and intellectual communities, indicating their successful integration into the college community. However, students' integration is an essential first step for involvement in learning, but it does not guarantee study success. To succeed, their involvement in learning must be meaningful to them. It must support the three psychological needs relatedness, autonomy, and competence. This happens when their social interactions support genuine peer relationships (relatedness support), their intellectual exchanges with peers and staff trigger intrinsic involvement in learning (autonomy support), and recognize their intellectual abilities (competence support). Support of psychological needs grows students' autonomous motivation for learning, which indicates how meaningful their formal and informal interactions with peers (social integration) and teachers (academic integration) are to their development in college. But, for students to develop the skills they need to succeed, their formal interactions with peers and teachers must be autonomy and competence supportive. This will boost their sense of competency, making them confident of performing well academically. The increased confidence in their own abilities and autonomous motivation for learning makes students more likely to invest time and effort in developing effective learning strategies and achieve good results, which puts them in control of their learning and academic success.
- Published
- 2022
11. The Basics of Moving Students from Surviving to Thriving in College
- Subjects
migration background ,academic integration ,basic psychological needs ,academic success ,social integration ,interaction technology ,diversity policy ,student inclusion ,sense of belonging ,perceived academic control - Abstract
Academic Summary Learning environments are characterized by educational vision, policies, and practices in the college's social and academic environment. Student experiences in these environments follow a range of social and intellectual exchanges with peers and teachers. How these exchanges affect learning depends on the nature and quality of these interactions (Swail, 2003). I started out with the premise that students are more motivated to engage in learning if they sense ownership of their social and intellectual involvement. Intuitively I found that using students' perspectives and ideas in shaping their participation makes their involvement more relevant to them. We referred to such experiences as meaningful involvement in learning. However, how to theoretically describe the qualities of meaningful involvement in learning and how they support or constrain learning and study success still needs to be clarified. The focus of this study is to find the (missing) link between daily interactions and study success. The central research question is: How do daily interactions with peers and teachers shape meaningful social and academic involvement to support study success? We conducted four studies to explore this question. The first two studies focus on the missing link between interactions and study success. By linking Tinto's interactional model of social and academic integration (Tinto, 1993) to concepts of meaningful involvement (Ryan & Deci, 2017), we aim to clarify key mechanisms in daily interactions supporting academic success. The third and fourth studies also explore two other avenues related to everyday interactions, namely how technology use in interactions may affect students' integration and sense of belonging on campus and how interactions may shape migrant and international students' inclusion on campus differently compared to students without migration background. All the studies are based on quantitative surveys conducted among college students in the Netherlands. The data for the first three studies were collected through online surveys from undergraduate students at universities of applied sciences. The fourth study used an existing data set (Belonging@VU) from students at a large research university. The findings of the four studies clearly show how students' daily interaction connects to academic success. Quality interactions support students' inclusion, meaningful involvement in learning, and academic success. However, not all students have equal opportunities to establish supportive relationships with peers and staff. Those whose values and practices match with peers and staff are more likely to find supportive relationships and ease their way into college social and intellectual communities, indicating their successful integration into the college community. However, students' integration is an essential first step for involvement in learning, but it does not guarantee study success. To succeed, their involvement in learning must be meaningful to them. It must support the three psychological needs relatedness, autonomy, and competence. This happens when their social interactions support genuine peer relationships (relatedness support), their intellectual exchanges with peers and staff trigger intrinsic involvement in learning (autonomy support), and recognize their intellectual abilities (competence support). Support of psychological needs grows students' autonomous motivation for learning, which indicates how meaningful their formal and informal interactions with peers (social integration) and teachers (academic integration) are to their development in college. But, for students to develop the skills they need to succeed, their formal interactions with peers and teachers must be autonomy and competence supportive. This will boost their sense of competency, making them confident of performing well academically. The increased confidence in their own abilities and autonomous motivation for learning makes students more likely to invest time and effort in developing effective learning strategies and achieve good results, which puts them in control of their learning and academic success.
- Published
- 2022
12. The Basics of Moving Students from Surviving to Thriving in College
- Subjects
migration background ,academic integration ,basic psychological needs ,academic success ,social integration ,interaction technology ,diversity policy ,student inclusion ,sense of belonging ,perceived academic control - Abstract
Academic Summary Learning environments are characterized by educational vision, policies, and practices in the college's social and academic environment. Student experiences in these environments follow a range of social and intellectual exchanges with peers and teachers. How these exchanges affect learning depends on the nature and quality of these interactions (Swail, 2003). I started out with the premise that students are more motivated to engage in learning if they sense ownership of their social and intellectual involvement. Intuitively I found that using students' perspectives and ideas in shaping their participation makes their involvement more relevant to them. We referred to such experiences as meaningful involvement in learning. However, how to theoretically describe the qualities of meaningful involvement in learning and how they support or constrain learning and study success still needs to be clarified. The focus of this study is to find the (missing) link between daily interactions and study success. The central research question is: How do daily interactions with peers and teachers shape meaningful social and academic involvement to support study success? We conducted four studies to explore this question. The first two studies focus on the missing link between interactions and study success. By linking Tinto's interactional model of social and academic integration (Tinto, 1993) to concepts of meaningful involvement (Ryan & Deci, 2017), we aim to clarify key mechanisms in daily interactions supporting academic success. The third and fourth studies also explore two other avenues related to everyday interactions, namely how technology use in interactions may affect students' integration and sense of belonging on campus and how interactions may shape migrant and international students' inclusion on campus differently compared to students without migration background. All the studies are based on quantitative surveys conducted among college students in the Netherlands. The data for the first three studies were collected through online surveys from undergraduate students at universities of applied sciences. The fourth study used an existing data set (Belonging@VU) from students at a large research university. The findings of the four studies clearly show how students' daily interaction connects to academic success. Quality interactions support students' inclusion, meaningful involvement in learning, and academic success. However, not all students have equal opportunities to establish supportive relationships with peers and staff. Those whose values and practices match with peers and staff are more likely to find supportive relationships and ease their way into college social and intellectual communities, indicating their successful integration into the college community. However, students' integration is an essential first step for involvement in learning, but it does not guarantee study success. To succeed, their involvement in learning must be meaningful to them. It must support the three psychological needs relatedness, autonomy, and competence. This happens when their social interactions support genuine peer relationships (relatedness support), their intellectual exchanges with peers and staff trigger intrinsic involvement in learning (autonomy support), and recognize their intellectual abilities (competence support). Support of psychological needs grows students' autonomous motivation for learning, which indicates how meaningful their formal and informal interactions with peers (social integration) and teachers (academic integration) are to their development in college. But, for students to develop the skills they need to succeed, their formal interactions with peers and teachers must be autonomy and competence supportive. This will boost their sense of competency, making them confident of performing well academically. The increased confidence in their own abilities and autonomous motivation for learning makes students more likely to invest time and effort in developing effective learning strategies and achieve good results, which puts them in control of their learning and academic success.
- Published
- 2022
13. The Basics of Moving Students from Surviving to Thriving in College: The (missing) link between students’ daily interactions and academic success
- Author
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Mohamedhoesein, Nasserhoesein, Crul, Maurice, Slootman, Marieke, Sociology, and Identities, Diversity and Inclusion (IDI)
- Subjects
perceived academic control ,sense of belonging ,social integration ,interaction technology ,academic success ,student inclusion ,academic integration ,diversity policy ,migration background ,basic psychological needs - Abstract
Academic Summary Learning environments are characterized by educational vision, policies, and practices in the college's social and academic environment. Student experiences in these environments follow a range of social and intellectual exchanges with peers and teachers. How these exchanges affect learning depends on the nature and quality of these interactions (Swail, 2003). I started out with the premise that students are more motivated to engage in learning if they sense ownership of their social and intellectual involvement. Intuitively I found that using students' perspectives and ideas in shaping their participation makes their involvement more relevant to them. We referred to such experiences as meaningful involvement in learning. However, how to theoretically describe the qualities of meaningful involvement in learning and how they support or constrain learning and study success still needs to be clarified. The focus of this study is to find the (missing) link between daily interactions and study success. The central research question is: How do daily interactions with peers and teachers shape meaningful social and academic involvement to support study success? We conducted four studies to explore this question. The first two studies focus on the missing link between interactions and study success. By linking Tinto's interactional model of social and academic integration (Tinto, 1993) to concepts of meaningful involvement (Ryan & Deci, 2017), we aim to clarify key mechanisms in daily interactions supporting academic success. The third and fourth studies also explore two other avenues related to everyday interactions, namely how technology use in interactions may affect students' integration and sense of belonging on campus and how interactions may shape migrant and international students' inclusion on campus differently compared to students without migration background. All the studies are based on quantitative surveys conducted among college students in the Netherlands. The data for the first three studies were collected through online surveys from undergraduate students at universities of applied sciences. The fourth study used an existing data set (Belonging@VU) from students at a large research university. The findings of the four studies clearly show how students' daily interaction connects to academic success. Quality interactions support students' inclusion, meaningful involvement in learning, and academic success. However, not all students have equal opportunities to establish supportive relationships with peers and staff. Those whose values and practices match with peers and staff are more likely to find supportive relationships and ease their way into college social and intellectual communities, indicating their successful integration into the college community. However, students' integration is an essential first step for involvement in learning, but it does not guarantee study success. To succeed, their involvement in learning must be meaningful to them. It must support the three psychological needs relatedness, autonomy, and competence. This happens when their social interactions support genuine peer relationships (relatedness support), their intellectual exchanges with peers and staff trigger intrinsic involvement in learning (autonomy support), and recognize their intellectual abilities (competence support). Support of psychological needs grows students' autonomous motivation for learning, which indicates how meaningful their formal and informal interactions with peers (social integration) and teachers (academic integration) are to their development in college. But, for students to develop the skills they need to succeed, their formal interactions with peers and teachers must be autonomy and competence supportive. This will boost their sense of competency, making them confident of performing well academically. The increased confidence in their own abilities and autonomous motivation for learning makes students more likely to invest time and effort in developing effective learning strategies and achieve good results, which puts them in control of their learning and academic success.
- Published
- 2022
14. Touchless InteractionUsing Magnetometer for Mobile Games
- Author
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Raymond Kosala and Jason Wihardja
- Subjects
Engineering ,Magnetometer ,law ,business.industry ,Human–computer interaction ,Interaction technology ,business ,Punching ,Simulation ,Gesture ,law.invention - Abstract
This paper proposes an alternative method for conducting touchless interaction. Using a magnetometer sensor, we attempt to map some common gestures into something that can be understood by a magnetometer sensor. To demonstrate the concept, an application and a punching game that utilize this principlewere developed. Using the application, usersareable to perform a common swiping gesture using a magnetometer sensor. When the gamedetects a punch gesture, it will respond accordingly. The application was tested and compared against an existing touchless interaction technology. The test results showed that there are some aspects where the magnetometer solution is better compared to the existing solution. This suggests that touchless interaction using magnetometersmight have a promising future.
- Published
- 2021
- Full Text
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15. Three Interactive Add-ons for Small Local Playgrounds: Towards Designing for Context-sensitive Play Activities
- Author
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Robby van Delden, Dennis Reidsma, Joris P. Weijdom, Dirk Heylen, and Human Media Interaction
- Subjects
demonstrator ,playgrounds ,2023 OA procedure ,add-on ,open-ended play ,interaction technology - Abstract
There is an observed reduction in outdoor play in many parts of the world. Although interactive playgrounds exist that are placed at larger playgrounds, such interactive setups in the close vicinity are not yet omnipresent. In this interactivity contribution we showcase three interactive add-on prototypes for the small local playground equipment, that span a spectrum of opportunities. We include a story-based themed interaction of Dragon School, for instance breathing as a dragon with an echo effect. The second interaction Nuppu is a higher intensity variation of the add-on, where playground equipment have to be 'conquered' by performing the appropriate action (i.e. swinging makes the swing go through a variation of colors). The third interaction Magic Climb, is a more location-specific design for climbing equipment where animal-themed stations are lit up in random order making animal sounds, after the accompanying sound is played they be activated by an action related to that animal such as floating your hand as a bee above a sensor triggering the next sound. Especially for the latter setup, it was easy to come up with different game variations by changing the rules kept by the players but using the same system interaction. However, that idea embodies through its variation a question that becomes more and more important and we want to discuss: How to design for cultivating this type of open-ended play towards others sessions and players in a digital age? As we know open-ended play is a promising endeavor where the activity of coming up with games is part of the game. At the same time we think for children new systems should be able to be used in some form within a short amount of time, and provide enough perspective on how to use them immediately.
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- 2022
- Full Text
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16. Application of Internal and External Sociocultural Interaction Technology in School Work with Social Partners
- Author
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Oksana Valentinovna Kotikova
- Subjects
Work (electrical) ,business.industry ,Social partners ,Interaction technology ,Sociology ,Public relations ,business ,Sociocultural evolution - Published
- 2021
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17. Using multimedia information and communication technology (ICT) to provide added value to reminiscence therapy for people with dementia.
- Author
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Bejan, Alexander, Gündogdu, Ramazan, Butz, Katherina, Müller, Nadine, Kunze, Christophe, and König, Peter
- Abstract
Copyright of Zeitschrift für Gerontologie und Geriatrie is the property of Springer Nature and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2018
- Full Text
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18. Evaluating the influence of interaction technology on procedural learning using Virtual Reality
- Author
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Sylvain Noblecourt, Vincent Havard, Geoffrey Bourgoin, and David Baudry
- Subjects
Procedural training ,Computer science ,Human–computer interaction ,Control theory ,Interaction technology ,Context (language use) ,Virtual reality ,Procedural memory - Abstract
Within the context of industry 4.0, this paper studies the influence of interaction technology (Vive controller and Knuckles) on manufacturing assembly procedural training using Virtual Reality. To do so, an experiment with 24 volunteers have been conducted and these participants have been separated in two groups: one using Vive controller and the other using Knuckles. Our conclusions are based on two indicators: Time to realize all tasks and the number of manipulations. This study shows that, after get used to, volunteers using Knuckles are faster than the other group but for some very delicate tasks, they need more manipulations to succeed.
- Published
- 2021
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19. The use of ICT by second-year college students and its relation with their interaction and sense of belonging.
- Author
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Mohamedhoesein, Nasser
- Subjects
- *
INFORMATION & communication technologies , *COLLEGE sophomores , *SOCIAL belonging , *SOCIAL interaction , *EDUCATION - Abstract
This study examines the use of technology for interaction by second-year college students in The Netherlands and its relationship with their integration and sense of belonging. The concepts of student integration and sense of belonging, as used in previous studies in The Netherlands, link student's persistence to their social interactions. Our findings reveal that technology use for interactions is positively correlated with students formal and informal peer interactions and with their sense of belonging in the college environment. The findings however, show no disparities between majority and minority students concerning their interactions, sense of belonging or ICT use. The overall results confirm that the use of new technology for communication benefits the interaction of students in college with peers and teachers and therefore it is also an important component for the persistence of minority students in higher education. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
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20. Intangible Cultural Heritage Display using Augmented Reality Technology of Xtion PRO Interaction.
- Author
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Ying WEN and Jian CHEN
- Subjects
AUGMENTED reality ,CULTURAL property - Abstract
In order to promote the display effects of intangible cultural heritage, a display method based on augmented reality technology of Xtion PRO interaction is proposed, which can be divided into three phases. In early-stage preparation, we determine the display content, clarify work style and make planning for specific content of column. In specific production phase, we conduct user interface design and three-dimensional modeling respectively by both two-dimension group and three-dimension team. Finally, we gather information for 3D intangible cultural heritage display system to complete system testing. [ABSTRACT FROM AUTHOR]
- Published
- 2016
- Full Text
- View/download PDF
21. Robotics for InterAction Technology: Italy's key role in the next revolution
- Author
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Antonio Bicchi and Bruno Siciliano
- Subjects
business.industry ,Field (Bourdieu) ,Robotics ,Plan (drawing) ,Competitive advantage ,S/KEY ,Resilience (organizational) ,Political science ,Strategic research ,Interaction technology ,Artificial intelligence ,Economic system ,business ,ComputingMilieux_MISCELLANEOUS - Abstract
The national recovery and resilience plan overlooks a strategic research field where Italy has a competitive advantage. The national recovery and resilience plan overlooks a strategic research field where Italy has a competitive advantage.
- Published
- 2021
- Full Text
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22. Sensor Information Architecture and Virtual Reality Interaction Technology
- Author
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Jiacheng Xie, Suhua Li, and Xuewen Wang
- Subjects
business.industry ,Human–computer interaction ,Computer science ,Information architecture ,Interaction technology ,Virtual reality ,business - Published
- 2021
- Full Text
- View/download PDF
23. Application of the Somatosensory Interaction Technology Combined with Virtual Reality Technology on Upper Limbs Function in Cerebrovascular Disease Patients
- Author
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Liang Fang, Zhuoming Chen, Xiuping Wang, Wangxiang Mai, Weiyi He, and Wanting Li
- Subjects
medicine.medical_specialty ,Activities of daily living ,Rehabilitation ,Barthel index ,business.industry ,medicine.medical_treatment ,Virtual reality ,Somatosensory system ,Interaction technology ,medicine ,Physical therapy ,Observation group ,business ,After treatment - Abstract
Objective: To explore the effects of the somatosensory interaction technology combined with virtual reality technology on upper limbs function and activities of daily living (ADL) in cerebrovascular disease patients. Methods: Form January, 2019 to December, 2019, 80 cerebrovascular disease patients were recruited, and had been divided into control group (n = 40) and observation group (n = 40), randomly. The control groups received conventional rehabilitation treatment, for 40 minutes per day, while observation group received conventional rehabilitation treatment, for 20 minutes per day, and virtual reality technology treatment, 20 minutes per day, 5 days a week for 4 weeks. Wolf Motor Function Test (WMFT), Fugl-Meyer Assessment-Upper Extremities (FMA-UE) and modified Barthel index (MBI) were used to assess the motor function of the upper limbs and ADL before and after treatment. Results: Before treatment, the scores of WMFT, FMA-UE and MBI were no significant difference between two groups (P > 0.05). The scores improved in both groups after treatment (P < 0.01), and were higher in the observation group than in the control group (P < 0.05). Conclusion: The somatosensory interaction technology combined with virtual reality technology could facilitate to improve the upper limbs function and ADL in cerebrovascular disease patients.
- Published
- 2020
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24. Physical dimensions of children's touchscreen interactions: Lessons from five years of study on the MTAGIC project
- Author
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Lisa Anthony
- Subjects
Focus (computing) ,Special populations ,InformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.,HCI) ,General Engineering ,Human Factors and Ergonomics ,Affect (psychology) ,Education ,law.invention ,Human-Computer Interaction ,Touchscreen ,Hardware and Architecture ,law ,Human–computer interaction ,Interaction technology ,Set (psychology) ,Psychology ,Software ,Gesture - Abstract
Touchscreen interaction is nearly ubiquitous in today's computing environments. Children have always been a special population of users for new interaction technology: significantly different from adults in their needs, expectations, and abilities, but rarely tailored to in new contexts and on new platforms. Studies of children's touchscreen interaction have been conducted that focus on individual variables that may affect the interaction, but as yet no synthesis of studies replicating similar methodologies in different contexts has been presented. This paper reports the results across five years of focused study in one project aiming to characterize the differences between children's and adults’ physical touchscreen interaction behaviors. Six studies were conducted with over 180 people (116 children) to understand how children touch targets and make onscreen gestures. A set of design recommendations that summarizes the findings across the six studies is presented for reference. This paper makes the entire set available for reference in one place and highlights where the findings are generalizable across platforms. These recommendations can inform the design of future touchscreen interfaces for children based on their physical capabilities. Also, this paper outlines the future challenges and open questions that remain for understanding child-computer interaction on touchscreens.
- Published
- 2019
- Full Text
- View/download PDF
25. Kontrol Mouse Menggunakan Webcam Berdasarkan Deteksi Warna
- Author
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Munawir Munawir and Feri Fadli Aiyub
- Subjects
Computer science ,business.industry ,Video tracking ,Interaction technology ,Optical flow ,RGB color model ,Computer vision ,Input device ,Image processing ,Artificial intelligence ,Computer mouse ,business ,Virtual mouse - Abstract
The interaction technology in general is inseparable from the rapid development of Human-Computer Interaction technology or Human and Computer Interaction. Human and computer mouse interactions are called Virtual Mouse. Virtual mouse is designed for users to be able to interact directly with computers without using input devices such as conventional mice but using their hands as driving objects or using other media such as colors. In this research, testing is done on how to track an object that moves in order to do the mouse by using an intermediary in the form of an image processing-based webcam video that is taken in real-time using object tracking in the form of three color variables arranged based on RGB composition using the optical flow method in detecting its movement. Based on research that has been carried out as a whole the color object used as a pointer controller or mouse with the optical flow method can be detected properly in every condition.
- Published
- 2019
- Full Text
- View/download PDF
26. The interactive bodysuit: A full body monitoring system for physical therapy patients
- Author
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Monster, Tamara (author) and Monster, Tamara (author)
- Abstract
This project focussed on the use of smart textiles for full body posture monitoring and exploring the potential of a tight fitting catsuit to measure posture close to the body. A full body monitoring system (FBMS) that is wearable and easy to use, was found to be most relevant in the domain of first line care physical therapy(PT). As the form of the product was set in the beginning of the project, the ViP analysis was used to gain insight in the Domain of physical therapy, the context the FBMS is used, the qualities of the interactions users have with the FBMS and the features of the product. A fully textile based wearable system for monitoring postures is complex but not impossible. In terms of research in the field of wearable textiles, recent developments has shown a surge in possibilities and posture sensing abilities. The identified target users are female physical therapy patients with a young family who experience lower back pain. Prevalence of lower back issues are highest among musculoskeletal conditions and issues related to lower back pain have a large influence on the rest of the body. Here the posture changes due to poor posture behaviour, creating deformities in the body. These deformities can be measured by adapting strain resistive sensors to textile based sensors and integrated them in a tight fitting bodysuit. For this purpose, the zigzag stitch, shieldex 2-ply silvercoated yarn and 85% lycra proved most successful in obtaining a useful sensor signal. Here, posture and change in posture could be measured and provide the user with direct haptic feedback on their posture with vibration motors., This research contains a lot of detailed information in creating stitched sensors and optimising their response.
- Published
- 2021
27. Barcode Fusion Genetics-Protein-fragment Complementation Assay (BFG-PCA): tools and resources that expand the potential for binary protein interaction discovery
- Author
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Yin Liu, Motoaki Seki, Hitoshi Matsuo, Daniel Evans-Yamamoto, Koji Makanae, Diana Ascencio, Christian R. Landry, Nozomu Yachie, Piyush Nanda, François D. Rouleau, Philippe Després, and Alexandre K. Dubé
- Subjects
Computer science ,ved/biology ,ved/biology.organism_classification_rank.species ,Binary number ,Computational biology ,Barcode ,Yeast ,Deep sequencing ,law.invention ,Plasmid ,Protein-fragment complementation assay ,law ,Interaction technology ,Model organism - Abstract
Barcode fusion genetics (BFG) utilizes deep sequencing to improve the throughput of protein-protein interaction (PPI) screening in pools. BFG has been implemented in Yeast two-hybrid (Y2H) screens (BFG-Y2H). While Y2H requires test protein pairs to localize in the nucleus for reporter reconstruction, Dihydrofolate Reductase Protein-Fragment Complementation Assay (DHFR-PCA) allows proteins to localize in broader subcellular contexts and proves to be largely orthogonal to Y2H. Here, we implemented BFG to DHFR-PCA (BFG-PCA). This plasmid-based system can leverage ORF collections across model organisms to perform comparative analysis, unlike the original DHFR-PCA that requires yeast genomic integration. The scalability and quality of BFG-PCA were demonstrated by screening human and yeast interactions for >11,000 protein pairs. BFG-PCA showed high-sensitivity and high-specificity for capturing known interactions for both species. BFG-Y2H and BFG-PCA capture distinct sets of PPIs, which can partially be explained based on the domain orientation of the reporter tags. BFG-PCA is a high-throughput protein interaction technology to interrogate binary PPIs that exploits clone collections from any species of interest, expanding the scope of PPI assays.
- Published
- 2021
- Full Text
- View/download PDF
28. Design of Cerebral Palsy Rehabilitation Training System Based on Human-Computer Interaction
- Author
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Guang Wu and Chen Gong
- Subjects
medicine.medical_specialty ,Physical medicine and rehabilitation ,Spastic cerebral palsy ,Training system ,Interaction technology ,medicine ,ComputingMilieux_COMPUTERSANDSOCIETY ,Action recognition ,Cerebral palsy rehabilitation ,medicine.disease ,Motor ability - Abstract
With the development of computer science and technology, human-computer interaction technology, as an important branch of computer science and technology, is also widely used in rehabilitation medicine. Therefore, in order to improve the effect of cerebral palsy rehabilitation and promote the application of human-computer interaction technology in the field of cerebral palsy rehabilitation, it is of great significance to study the key technology of human-computer interaction for robot assisted cerebral palsy rehabilitation training system. In this paper, according to the symptoms of spastic cerebral palsy children's language disorders and poor limb motor ability, based on human-computer interaction technology of speech recognition and action recognition, respectively, designed a robot assisted cerebral palsy rehabilitation training system, the system action recognition rate can reach more than 96% success rate, to meet the daily needs.
- Published
- 2021
- Full Text
- View/download PDF
29. A Virtual and Non-contact Bounce System Based on Ultrasonic Haptic Technology
- Author
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Yanan Chen, Gaolong Jiang, Shouxiang Ni, Jianxin Chen, and Mingkai Chen
- Subjects
Visual perception ,User experience design ,Human–computer interaction ,business.industry ,Computer science ,Interaction technology ,Systems design ,Wireless ,Ultrasonic sensor ,business ,Haptic technology ,Visualization - Abstract
Haptics has become an important research direction at the present stage. It is an inevitable trend to integrate haptic feedback into human-computer interaction technology in the future. However, traditional contact haptic feedback technology has disadvantages such as fixed equipment and limited space. In order to overcome this difficulty, this paper mainly studies the non-contact haptic feedback, and proposes a virtual bounce system based on ultrasonic haptic. First of all, we analyze the principle of the main modules of the system to provide a theoretical basis for the system design. Secondly, in the design, we combine tactile stimuli with visual stimuli to enhance the visualization and comfort of users during operation. Then, we analyze the performance of the system through experiment. The results show that the virtual bounce system proposed in this paper can free users from the shackles of devices, improve the interaction comfort and immersive experience of users.
- Published
- 2021
- Full Text
- View/download PDF
30. Running a Voice App—and Noticing Issues
- Author
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Ann Thymé-Gobbel and Charles Jankowski
- Subjects
Computer science ,Human–computer interaction ,Interaction technology ,Familiar food ,Happy path ,Test (assessment) ,Task (project management) ,Simple (philosophy) ,Domain (software engineering) - Abstract
In the first two chapters, we introduced you to voice interaction technology and the reasons why some things are harder to get right than others for humans and machines in conversational interactions. Now it’s time to jump in and get your own simple voice-first interaction up and running. You'll stay in the familiar food domain; it’s a convenient test bed for introducing the core concepts—finding a restaurant is probably something you’re familiar with, and it covers many voice-first concepts. The task of finding a restaurant seems simple, but things get complicated fast. When you expand functionality to deal with real users, you’ll stray from the “happy path” quickly, but let’s not worry about real life yet.
- Published
- 2021
- Full Text
- View/download PDF
31. Designing Online Psychological Consultation Expert System Using Human-Computer Interaction
- Author
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Tianxin Feng, Yutian Sha, Xue Xiong, and Ting Yang
- Subjects
Process management ,Comprehensive consultation ,Article Subject ,Computer Networks and Communications ,Computer science ,Fuzzy set ,Consultation process ,TK5101-6720 ,computer.software_genre ,Expert system ,Expression (mathematics) ,Computer Science Applications ,Consultation system ,Telecommunication ,Interaction technology ,Psychological counseling ,computer - Abstract
Traditional online psychological consultation expert system has low efficiency. It is because of limited human-computer interaction and lack of intelligence. As a result, an expert system for psychological consultation is needed. Therefore, in this paper, we design an online psychological consultation expert system based on human-computer interaction. Using human-computer interaction technology, the basic principles of the system’s design are formulated. The design is used to build a psychological consultation expert system framework suitable for numerous applications. Human-computer interaction knowledge is imported into the system to determine the consultation process based on fuzzy set. To complete the online psychological consultation preset, the adjustment of human-computer interaction accuracy is determined. Moreover, a psychological state of the user in human-computer interaction is achieved using the expression of psychological counseling results. Comparing the simulated psychological consultation process, the results show that the design system is 30% more efficient than the traditional consultation system. The consulting success rate is more than 20%. The comprehensive consultation time is shortened, and its effectiveness is proved.
- Published
- 2021
- Full Text
- View/download PDF
32. Information Security of Internet of Things Based on Perception and Interaction Technology
- Author
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Haijun Huang
- Subjects
Computer science ,business.industry ,media_common.quotation_subject ,Perspective (graphical) ,Response time ,Information security ,Computer security ,computer.software_genre ,Perception ,Interaction technology ,False positive rate ,Internet of Things ,business ,computer ,media_common - Abstract
The security problem of the Internet of things (IOT) system has caused high attention in the information security (IS) industry. This paper studies the IS of the IOT based on perception and interaction technology. In the research, we put forward an IS protection method of the IOT based on the perception and interaction technology, and tested the method and the traditional IS protection method on the industrial IS attack and defense drill platform respectively. The test results show that the response time of the IOT IS measures based on perception and interaction technology proposed in this paper is 27 μs, while the traditional method needs 83 μs. From the perspective of false positive rate (FPR) and false negative rate (FNR), there are obvious differences between them. The FPR and FNR of the traditional method are 12.7% and 7.9% respectively, and the FPR and FNR of the method in this paper are 5.4% and 3.1%. The test results show that the IOT IS protection means based on perception and interaction technology can effectively ensure the IS of the IOT.
- Published
- 2021
- Full Text
- View/download PDF
33. Application of Improved DTW Algorithm in Smart Home Industry
- Author
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Yiling Zhao, Zhongwei Gu, and Wen Jiang
- Subjects
business.industry ,Computer science ,Template matching ,media_common.quotation_subject ,Pronunciation ,Home automation ,Reading (process) ,Path (graph theory) ,Interaction technology ,business ,Internet of Things ,Algorithm ,Research method ,media_common - Abstract
Based on the mobile era, with the rapid development of the Internet of Things and artificial intelligence technology, human-computer interaction based on intelligent voice has become one of the main stream in people’s daily life. Taking the intelligent voice interaction technology as a clue, this article first elaborates the practical application of intelligent voice human-computer interaction in smart homes and other daily life fields. After analyzing this, it is found that even intelligent voice has greatly facilitated people Daily life, but there are still shortcomings, that is, the machine cannot efficiently and accurately recognize the language commands given by people, and there is a voice recognition barrier. Secondly, we learned about the DTW algorithm by reading related books and literature, and found that it solves the problem of template matching with different pronunciation lengths, but the recognition efficiency and accuracy are not high, so we propose improvements based on the original intelligent voice interaction technology. The method is to improve the local path restriction and improve the efficiency of the DTW algorithm. The purpose is to make the machine more intelligent, improve its ability to recognize and understand text and language, and achieve barrier-free communication between humans and machines. The research method can provide a feasible reference for the improvement of intelligent voice interaction technology. The advantage is that it not only promotes the development of intelligent voice human-computer interaction, but also ensures that people can have a more intelligent and convenient life.
- Published
- 2021
- Full Text
- View/download PDF
34. Certificateless Network Coding Ring Signature Scheme
- Author
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Weike Wang and Huifang Yu
- Subjects
Scheme (programming language) ,Science (General) ,Article Subject ,Computer Networks and Communications ,Wireless network ,Computer science ,business.industry ,020206 networking & telecommunications ,02 engineering and technology ,Q1-390 ,Ring signature ,Robustness (computer science) ,Linear network coding ,0202 electrical engineering, electronic engineering, information engineering ,Interaction technology ,T1-995 ,020201 artificial intelligence & image processing ,business ,computer ,Technology (General) ,Information Systems ,computer.programming_language ,Computer network ,Anonymity - Abstract
Traditional certificateless ring signature is not suitable for the network coding environment. In this view, a new certificateless network coding ring signature (CL-NCRS) is devised by using the techniques of multisource network coding and certificateless ring signature. Network coding is a kind of information interaction technology and can improve system robustness and save wireless network resources. CL-NCRS satisfies the unforgeability and unconditional anonymity; moreover, it has relatively higher communication and computational efficiency.
- Published
- 2021
- Full Text
- View/download PDF
35. Research on the Influence of Modern Information Technology on Film and Television Art
- Author
-
Ling Lin
- Subjects
Engineering ,Multimedia ,business.industry ,Art design ,Digital era ,Information technology ,Animation ,computer.software_genre ,GeneralLiterature_MISCELLANEOUS ,Digital media ,Interactive effects ,Interaction technology ,business ,computer ,Digitization ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
The arrival of the digital era has brought convenience to people’s production. For the art design of film and television (FT) animation, the introduction of advanced digital technology makes the traditional FT animation art better play its artistic, animation and interactive effects. In the digital era, the development and innovation of FT animation art cannot be limited to the creation of FT animation itself, but also to explore the impact of the digital era on the future development of FT animation art, making it a new trend of FT animation art development. The art of FT animation adapts to the development of digital age and matches with advanced digital technology. In China’s FT art, digital media interaction technology is booming and has made breakthroughs in market supply and intelligent technology. However, with the development of new technology, man-machine still faces a series of challenges. Therefore, this paper explores the impact of the digital era on the FT animation art, analyzes the future development direction of the FT animation art, and puts forward the innovative creation mode of the FT animation art in the digital era, so as to provide reference and reference for the digitization of the FT animation art.
- Published
- 2021
- Full Text
- View/download PDF
36. The Application of Somatosensory Technology in Cooperative Play
- Author
-
Cuiying Wu
- Subjects
Computer science ,Interactive design ,ComputingMilieux_PERSONALCOMPUTING ,020206 networking & telecommunications ,02 engineering and technology ,Peer relationships ,Field (computer science) ,Interpersonal relationship ,Harm ,Interactivity ,Human–computer interaction ,0202 electrical engineering, electronic engineering, information engineering ,Interaction technology ,020201 artificial intelligence & image processing ,System framework - Abstract
Cooperative play means two or more children playing together towards a common goal. From the age of 4-5, children's main interpersonal relationship begins to change from parent-child relationship to peer relationship. Cooperative play can enable children to communicate and cooperate. However, the current games designed for cooperative play are lack of interactivity and playability, which are not conducive to peer communication. Although the appearance of video games solves this problem to some extent, the harm of video games cannot be ignored. The emergence of somatosensory technology provides a new direction for the innovation of children's cooperative play. First, the current children's cooperative games and the analysis of somatosensory technology are introduced. Secondly, a game interaction system framework based on somatosensory technology and traditional cooperative toys is proposed. Finally, through the practice case, the feasibility of new cooperative game interaction mode is explored. The results show that compared with traditional cooperative games, games based on somatosensory interaction technology have the advantages of higher attraction and user satisfaction. This will provide new ideas for the application of somatosensory technology in the field of children's games.
- Published
- 2020
- Full Text
- View/download PDF
37. A survey of Interactive Technology in Augmented Reality
- Author
-
Ruibiao Xie, Guotian Yang, Xiao Luo, Han liu, Jingwen Zhi, Yijun Chen, Peng Peng, and Wang Xiaowei
- Subjects
business.industry ,Computer science ,Computer Applications ,Information technology ,020206 networking & telecommunications ,02 engineering and technology ,Interactive technology ,Field (computer science) ,Human–computer interaction ,0202 electrical engineering, electronic engineering, information engineering ,Interaction technology ,Classification methods ,020201 artificial intelligence & image processing ,Augmented reality ,business - Abstract
Interaction technology is one of the core technologies of augmented reality. With the maturity of augmented reality hardware technology and the expansion of application field, interaction technology has been paid more attention and development. This paper sorts out the classification methods of interaction technology, focuses on the research status of interaction technology based on computer vision, external devices and multi-modal, as well as the selection of 3D objects, introduces the latest typical application of interaction technology. Finally, the interaction technology is summarized and prospected.
- Published
- 2020
- Full Text
- View/download PDF
38. MOTIONS: Exploring Human-Information Interactions Beyond Clicks
- Author
-
Jacqueline Kohler, Angus Pollmann-Stocker, Fernanda Estay-Cabello, Roberto González-Ibáñez, Jonathan Catalan-Alvarez, and Esteban Gaete-Flores
- Subjects
User experience design ,Physical information ,Human–computer interaction ,Emerging technologies ,business.industry ,Computer science ,Transition (fiction) ,Realm ,Interaction technology ,Augmented reality ,Technological evolution ,business - Abstract
During the last decades, the way people interact with information has drastically changed as a result of the rapid proliferation of new technologies and the arrival of the World Wide Web. This technological evolution has propitiated a transition from physical information objects such as books to their digital and ethereal versions. As a result, an interaction gap between individuals and information objects has emerged. As new technologies appear, alternative possibilities to interact with information can be envisioned, however, little is known about the benefits and costs of such interaction forms (e. g. body-based, virtual and augmented reality, among others). Furthermore, the complexity and cost of conducting studies with technologies such as the above mentioned can be particularly high. To address these problems, we introduce MOTIONS (huMan-infOrmation inTeractION System), a system to conduct evaluations and experiments on human-information interactions with multiple types of interfaces. Additionally, we present a synthesis of case studies conducted using MOTIONS with the aim to compare different types of interactions with digital information objects. On the one hand, these studies demonstrate MOTIONS’ utility as a research tool. On the other hand, results suggest that state-of-the-art interaction technology, while appealing, may not be necessarily cost-effective in terms of performance and user experience. These results shed light not only about potential uses of MOTIONS, but also about design decisions when developing new interfaces to interact with information objects in the digital realm.
- Published
- 2020
- Full Text
- View/download PDF
39. Dynamic Modeling of Interactive Scene in 3D Animation Teaching
- Author
-
Zeng Min
- Subjects
Video production ,Multimedia ,Computer science ,business.industry ,media_common.quotation_subject ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Solid modeling ,Animation ,computer.software_genre ,Variety (cybernetics) ,System dynamics ,Perception ,Interaction technology ,business ,computer ,Computer animation ,ComputingMethodologies_COMPUTERGRAPHICS ,media_common - Abstract
With the rapid development of computer hardware technology, scene interaction technology and 3D animation teaching video technology have made great progress, whether it is online games or television works, using 3D animation teaching video technology to create realistic scenes are greatly welcomed. Scene interaction technology is very rich in forms, real-time and interactive can simultaneously bring the audience a variety of perceptual experience. Based on the analysis of the relationship between 3D animation teaching video and scene interaction technology, the application of scene interaction technology in 3D animation teaching video production is discussed.
- Published
- 2020
- Full Text
- View/download PDF
40. Interactive Rehabilitation System for Improvement of Balance Therapies in People With Cerebral Palsy.
- Author
-
Jaume-i-Capo, Antoni, Martinez-Bueso, Pau, Moya-Alcover, Biel, and Varona, Javier
- Subjects
MEDICAL rehabilitation ,PHYSICAL medicine ,POSTURE disorders ,SPINE abnormalities ,CEREBRAL palsy treatment ,PEOPLE with cerebral palsy ,MEDICAL care ,THERAPEUTICS - Abstract
The present study covers a new experimental system, designed to improve the balance and postural control of adults with cerebral palsy. This system is based on a serious game for balance rehabilitation therapy, designed using the prototype development paradigm and features for rehabilitation with serious games: feedback, adaptability, motivational elements, and monitoring. In addition, the employed interaction technology is based on computer vision because motor rehabilitation consists of body movements that can be recorded, and because vision capture technology is noninvasive and can be used for clients who have difficulties in holding physical devices. Previous research has indicated that serious games help to motivate clients in therapy sessions; however, there remains a paucity of clinical evidence involving functionality. We rigorously evaluated the effects of physiotherapy treatment on balance and gait function of adult subjects with cerebral palsy undergoing our experimental system. A 24-week physiotherapy intervention program was conducted with nine adults from a cerebral palsy center who exercised weekly in 20-min sessions. Findings demonstrated a significant increase in balance and gait function scores resulting in indicators of greater independence for our participating adults. Scores improved from 16 to 21 points in a scale of 28, according to the Tinetti Scale for risk of falls, moving from high fall risk to moderate fall risk. Our promising results indicate that our experimental system is feasible for balance rehabilitation therapy. [ABSTRACT FROM AUTHOR]
- Published
- 2014
- Full Text
- View/download PDF
41. Research on Data Analysis and Mining Technology Based on Computer Visualization
- Author
-
Li Guo
- Subjects
Association rule learning ,Computer science ,Social change ,Realization (linguistics) ,02 engineering and technology ,Data science ,Visualization ,Value of information ,03 medical and health sciences ,0302 clinical medicine ,Resource (project management) ,0202 electrical engineering, electronic engineering, information engineering ,Information system ,Interaction technology ,030211 gastroenterology & hepatology ,020201 artificial intelligence & image processing - Abstract
In the era of mobile Internet, resource interconnection and sharing, group collaboration and cooperation have become the new driving forces for scientific and social development. Visualization and human-computer interaction technology have played an important role in collaborative knowledge dissemination and scientific discovery. In order to fully explore and utilize the value of information resources, data mining technology came into being; the thesis first elaborated on the concept and classification of visual data mining, then discussed some of the main techniques of visual data mining, and finally through a system developed The classic shopping basket analysis problem was discussed with the realization of visual data mining technology.
- Published
- 2020
- Full Text
- View/download PDF
42. EMG signal Analysis and Identification of Human Calf Muscles based on Walking on Different Slope Road
- Author
-
Zhaoyang Li, Yuehong Dai, Junyao Wang, and Tong Kang
- Subjects
medicine.medical_specialty ,Signal processing ,020207 software engineering ,02 engineering and technology ,musculoskeletal system ,Signal ,Signal acquisition ,Calf muscles ,body regions ,Gastrocnemius muscle ,Physical medicine and rehabilitation ,medicine.anatomical_structure ,Tibialis anterior muscle ,0202 electrical engineering, electronic engineering, information engineering ,Interaction technology ,medicine ,020201 artificial intelligence & image processing ,Ankle ,Mathematics - Abstract
In order to identify the road slope by leg EMG signal, we use OpenSim to analyze the relationship between ankle movement and calf muscle length; tibialis anterior muscle and gastrocnemius muscle are selected in the EMG signal acquisition test; the EMG signals of chosen muscles are obtained when walking on seven different slope roads; BP neural network is used to identify the signal after time-domain (iEMG, VAR, and RMS) and frequency-domain(MF and MPF) feature analysis. The results show that the EMG signals of tibialis anterior muscle and gastrocnemius muscle can identify the slope of road with an average recognition rate of 87.68%. The results provide a basis for human-computer interaction technology with EMG signal as input.
- Published
- 2020
- Full Text
- View/download PDF
43. Augmented Reality Technology Key Technologies Research
- Author
-
Fei Gao, Xilong Chen, Kai Yang, Hejia Li, Jiuchao Li, Zhao Jin, and Fushan Yao
- Subjects
Computer graphics ,3d registration ,SIMPLE (military communications protocol) ,Computer science ,Virtual image ,Human–computer interaction ,Key (cryptography) ,Interaction technology ,Augmented reality ,Virtual reality - Abstract
Human-computer interaction technology has been gradually transferred from computer-centered to user-centered and virtual and real interaction in augmented reality technology is a prominent manifestation. Augmented reality technology is a new technology developed on the basis of virtual reality technology and a new development of virtual reality technology. Augmented reality emphasizes the seamless integration of real world information and virtual world information with real-time interaction. In recent years, with the rapid development of computer graphics and computer vision technology, augmented reality based on computer vision technology has shown great advantages, not only simple equipment, low cost, and can effectively ensure the application of augmented reality real-time, accurate requirements. This paper introduces a series of methods in the interaction of augmented reality technology from four aspects: 3d registration, interactive technology, system development platform and virtual object modeling. This paper mainly introduces several common methods in visual based 3d registration technology and augmented reality interactive system, and finally introduces TARToolKit development platform.
- Published
- 2020
- Full Text
- View/download PDF
44. Gesture interaction in virtual reality
- Author
-
Yang Li, Jin Huang, Hongan Wang, Feng Tian, and Guozhong Dai
- Subjects
lcsh:Computer engineering. Computer hardware ,Computer science ,InformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.,HCI) ,Input device ,lcsh:TK7885-7895 ,Virtual reality ,computer.software_genre ,Human–computer interaction ,Virtual machine ,Gesture recognition ,Interaction technology ,Communication methods ,Natural (music) ,computer ,Gesture - Abstract
With the development of virtual reality (VR) and human-computer interaction technology, how to use natural and efficient interaction methods in the virtual environment has become a hot topic of research. Gesture is one of the most important communication methods of human beings, which can effectively express users’ demands. In the past few decades, gesture-based interaction has made significant progress. This article focuses on the gesture interaction technology and discusses the definition and classification of gestures, input devices for gesture interaction, and gesture interaction recognition technology. The application of gesture interaction technology in virtual reality is studied, the existing problems in the current gesture interaction are summarized, and the future development is prospected. Keywords: Virtual reality, Gesture interaction, Gesture recognition
- Published
- 2019
45. Household Microgrid Interaction Technology Based on Power Router
- Author
-
Liu Bo, Ma Xiran, Dan Wang, Lin Wu, Su Pengfei, and Wei Du
- Subjects
Router ,Interconnection ,business.industry ,Computer science ,020209 energy ,Electrical engineering ,02 engineering and technology ,Power (physics) ,Renewable energy ,Core (game theory) ,020401 chemical engineering ,0202 electrical engineering, electronic engineering, information engineering ,Interaction technology ,Microgrid ,0204 chemical engineering ,business ,Control logic - Abstract
For urban residents, a family microgrid system with a household-use power router as the core is studied. This article introduces the control logic and operation mode of the household-type power router. According to the life scene, the interconnection model of three family-based microgrid and community public loads is established and simulated. The analysis results show that the family-based microgrid based on power routers can operate stably, and can ensure uninterrupted power supply to community public loads. It is an effective renewable energy utilization program.
- Published
- 2019
- Full Text
- View/download PDF
46. Web Assisted Online Children's Rural Intelligent Travel Framework based on Virtual Cloud Computing and VR
- Author
-
Jin Zhang
- Subjects
Multimedia ,business.industry ,Computer science ,020206 networking & telecommunications ,020207 software engineering ,Cloud computing ,02 engineering and technology ,Virtual reality ,computer.software_genre ,Virtual computing ,Web system ,0202 electrical engineering, electronic engineering, information engineering ,Interaction technology ,Rural area ,business ,computer - Abstract
Web assisted online Children's rural intelligent travel framework based on virtual cloud computing and VR is designed in this manuscript. Virtual reality technology refers to the computer, sensor technology, artificial intelligence, multimedia and some other technologies combined to generate general human-computer interaction technology. Based on this technology, this paper proposes the novel rural intelligent travel framework. The green mountains and rivers in the countryside make urban residents yearn endlessly. The data mining, VR and the intelligent system are combined for the systematic design. The experimental results have proven the effectiveness.
- Published
- 2020
- Full Text
- View/download PDF
47. Display of 3D Digital Contents Using Pseudo-hologram and Interaction Technology - Focused on the Pyramid Shape Pseudo-hologram Technology
- Author
-
Jae Ho Ryu, Eun Sang Cho, and Jungin Lee
- Subjects
Mechanics of Materials ,law ,Computer science ,Mechanical Engineering ,Computer graphics (images) ,Pyramid ,Metals and Alloys ,Holography ,Interaction technology ,law.invention - Published
- 2018
- Full Text
- View/download PDF
48. Multimedia Teaching Platform Construction Based on Flash Interaction Technology for Gymnastics
- Author
-
Changhui Xia
- Subjects
Multimedia ,lcsh:T58.5-58.64 ,Computer science ,lcsh:Information technology ,media_common.quotation_subject ,General Engineering ,Space (commercial competition) ,computer.software_genre ,Education ,Test (assessment) ,Flash (photography) ,Promotion (rank) ,Interaction technology ,Question answering ,Program Design Language ,Informatization ,lcsh:L ,computer ,media_common ,lcsh:Education - Abstract
The rapid development of mobile multimedia technology provides broader space for improvement of distance teaching system. It is very difficult for the previous multimedia technology to meet people’s requirements for informatization and intelligentization of multimedia teaching. The appearance of Flash technology offers the new thought for multimedia teaching. Flash not just supports image, voice and video, but also owns thorough object-oriented program design and can achieve interaction among multimedia of different types. In this paper, based on functional framework and distance question answering sub-system, multimedia teaching platform for Gymnastics based on Flash was constructed. Besides, the course Gymnastics was taken for example to carry out effect test, in the hope of offering data support for improvement and promotion of multimedia teaching platform and exploiting future potential development direction of network teaching.
- Published
- 2018
49. Inhabitant-Centered Interaction Technology for Future Homes.
- Author
-
KYEONG-AH JEONG and PROCTOR, ROBERT W.
- Abstract
The article recommends inhabitant-centered designs for interaction technology support in smart homes and buildings to achieve the benefits of independent living especially for the aged, energy efficiency, security, safety, healthy environments and convenience. Suggested is the mapping of occupant behavior and routines that is integrated into the use of universally accepted interfaces, meaningful device-appliance connections, simplified human-technology interactions and communication mechanisms.
- Published
- 2011
- Full Text
- View/download PDF
50. Using multimedia information and communication technology (ICT) to provide added value to reminiscence therapy for people with dementia: Lessons learned from three field studies
- Author
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Bejan, Alexander, Gündogdu, Ramazan, Butz, Katherina, Müller, Nadine, Kunze, Christophe, and König, Peter
- Published
- 2017
- Full Text
- View/download PDF
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