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Quarterly published "Inventi Impact: Human-Computer Interaction" is a multidisciplinary journal reporting the fundamental and applied research in human computer interaction. Its target audience is the research community from the academics as well as of industry. The journals focuses on theoretical, imperial and methodological aspects of interaction science and system design as it affect the user.
Virtual worlds became an appealing and fascinating component of today's internet. In particular, the number of educational providers that see a potential for E-Learning in such new platforms increases. Unfortunately, most of the environments and processes implemented up to now do not exceed a virtual modelling of real-world scenarios. In particular, this paper shows that Second Life can be more than just another learning platform. A flexible and bidirectional link between the reality and the virtual world enables synchronous and seamless interaction between users and devices across both worlds. The primary advantages of this interconnection are a spatial extension of face-to-face and online learning scenarios and a closer relationship between virtual learners and the real world....
We analysed four Rational Unified Process (RUP) projects in Switzerland that identified themselves as following a user-centred\r\napproach. Grounded theory served for analysis of 12 interviews with software developers, project managers, and UI specialists.\r\nFor each professional group we analysed their work context, motivations, work practices, and strategies used to overcome the\r\nobstacles to user-centred design. Results show that end users did not participate in the projects. Instead of working directly with\r\nend users, participants used data from marketing research or consulted colleagues from other departments. Prototypes played an\r\nimportant role. We suggest the following remedies: (1) developing methods for easy integration of existing company knowledge\r\nabout products with usability features, (2) professionalising UI design by educating project stakeholders in standard UI design, (3)\r\ncreating an approved pool of companyÃ¢â?¬â?¢s personas for UI specialistsÃ¢â?¬â?¢ work, and (4) educating customers on their right to get good\r\nuser interfaces....
Mental task onset detection from the continuous electroencephalogram (EEG) in real time is a critical issue in self-paced brain\r\ncomputer interface (BCI) design. The paper shows that self-paced BCI performance can be significantly improved by combining\r\na range of simple techniques including (1) constant-Q filters with varying bandwidth size depending on the center frequency,\r\ninstead of constant bandwidth filters for frequency decomposition of the EEG signal in the 6 to 36Hz band; (2) subjectspecific\r\npostprocessing parameter optimization consisting of dwell time and threshold, and (3) debiasing before postprocessing by\r\nreadjusting the classification output based on the current and previous brain states, to reduce the number of false detections. This\r\ndebiasing block is shown to be optimal when activated only in special cases which are predetermined during the training phase.\r\nAnalysis of the data recorded from seven subjects executing foot movement shows a statistically significant 10% (P < 0.05) average\r\nimprovement in true positive rate (TPR) and a 1% reduction in false positive rate (FPR) detections compared with previous work\r\non the same data....
Objectives. To assess the influence of RAGT on balance, coordination, and functional independence in activities of daily living of\nchronic stroke survivors with ataxia at least one year of injury. Methods. It was a randomized controlled trial. The patients were\nallocated to either therapist-assisted gait training (TAGT) or robotic-assisted gait training (RAGT). Both groups received 3\nweekly sessions of physiotherapy with an estimated duration of 60 minutes each and prescribed home exercises. The following\noutcome measures were evaluated prior to and after the completion of the 5-month protocol treatment: BBS, TUG test, FIM,\nand SARA. For intragroup comparisons, the Wilcoxon test was used, and the MannÃ¢â?¬â??Whitney test was used for between-group\ncomparison. Results. Nineteen stroke survivors with ataxia sequel after one year of injury were recruited. Both groups showed\nstatistically significant improvement (P < 0 05) in balance, functional independencein, and general ataxia symptoms. There were\nno statistically significant differences (P < 0 05) for between-group comparisons both at baseline and after completion of the\nprotocol. Conclusions. Chronic stroke patients with ataxia had significant improvements in balance and independence in\nactivities of daily living after RAGT along with conventional therapy and home exercises. This trial was registered with trial\nregistration number 39862414.6.0000.5505....
There is a growing debate in the literature regarding the tradeoffs between lab and field evaluation of mobile devices. This paper\r\npresents a comparison of field-based and lab-based experiments to evaluate user experience of personalised mobile devices at\r\nlarge sports events. A lab experiment is recommended when the testing focus is on the user interface and application-oriented\r\nusability related issues. However, the results suggest that a field experiment is more suitable for investigating a wider range of\r\nfactors affecting the overall acceptability of the designed mobile service. Such factors include the system function and effects of\r\nactual usage contexts aspects. Where open and relaxed communication is important (e.g., where participant groups are naturally\r\nreticent to communicate), this is more readily promoted by the use of a field study....
Safety of human-robot physical interaction is enabled not only by suitable robot control strategies but also by suitable sensing\ntechnologies. For example, if distributed tactile sensors were available on the robot, they could be used not only to detect\nunintentional collisions, but also as human-machine interface by enabling a new mode of social interaction with the machine.\nStarting from their previous works, the authors developed a conformable distributed tactile sensor that can be easily conformed to\nthe different parts of the robot body. Its ability to estimate contact force components and to provide a tactile map with an accurate\nspatial resolution enables the robot to handle both unintentional collisions in safe human-robot collaboration tasks and intentional\ntoucheswhere the sensor is used as human-machine interface. In this paper, the authors present the characterization of the proposed\ntactile sensor and they show how it can be also exploited to recognize haptic tactile gestures, by tailoring recognition algorithms,\nwell known in the image processing field, to the case of tactile images. In particular, a set of haptic gestures has been defined to test\nthree recognition algorithms on a group of 20 users. The paper demonstrates how the same sensor originally designed to manage\nunintentional collisions can be successfully used also as human-machine interface....
It is evident that a lot of accidents occur because of drowsiness or inattentiveness of the driver. The logical consequence is that we have to find methods to better analyze the driver. A lot of research has been spent on camera-based systems which focus on the driver's eye gaze or his head movement. But there are few systems that provide camera-free driver analyzing. This is the main goal of the work presented here which is structured in three phases, with the operational goal of having a working driver analyzer implemented in a car. The main question is: is it possible to make statements concerning the driver and his state by using vehicle data from the CAN Bus only? This paper describes the current state of driver analyzing, our overall system architecture, as well as future work. At the moment, we focus on detecting the driving style of a person....
Virtualized reality games offer highly interactive and engaging user experience and therefore game-based approaches (GBVR)\nmay have significant potential to enhance clinical rehabilitation practice as traditional therapeutic exercises are often repetitive\nand boring, reducing patient compliance. The aim of this study was to investigate if a rehabilitation training programme using\nGBVR could simultaneously improve both motor skill (MS) and confidence (CON), as they are both important determinants of\ndaily living and physical and social functioning. The study was performed using a nondominant hand motor deficit model in\nnonambidextrous healthy young adults, whereby dominant and nondominant arms acted as control and intervention conditions,\nrespectively. GBVR training was performed using a commercially available tennis-based game. CON and MS were assessed by\nhaving each subject perform a comparable real-world motor task (RWMT) before and after training. Baseline CON and MS for\nperforming the RWMTwere significantly lower for the nondominant hand and improved after GBVR training, whereas there were\nno changes in the dominant (control) arm. These results demonstrate that by using a GBVR approach to address a MS deficit in a\nreal-world task, improvements in both MS and CON can be facilitated and such approaches may help increase patient compliance...
Traditional museums and most digital museums use window display to exhibit their collections. However, the agricultural tools\nare distinctive for their use value and wisdom contained. Therefore, this paper first proposes a method of virtual interactive\ndisplay for agricultural tools based on virtual reality technology, which combines static display and dynamic use of agricultural\ntools vividly showing the agricultural tools. To address the problems of rigid interaction and terrible experience in the process\nof human-computer interaction, four human-computer interaction technologies are proposed to design and construct a more\nhumanized system including intelligent scenes switching technology, multichannel introduction technology, interactive virtual\nroaming technology, and task-based interactive technology. The evaluation results demonstrate that the system proposed achieves\ngood performance in fluency, instructiveness, amusement, and practicability. This human-computer interaction system can not\nonly show the wisdom of Chinese traditional agricultural tools to the experiencer all over the world but also put forward a new\nmethod of digital museum design....
Developments in flexible electronics have adopted various approaches which have enhanced
the applicability of human–machine interface fields. Recently, microstructural integration
and hybrid functional materials were designed for realizing human somatosensory. Nonetheless,
designing tactile sensors with smart structures using facile and low-cost fabrication processes remains
challenging. Furthermore, using the sensors for recognizing stimuli and feedback applications
remains poorly validated. In this study, a highly flexible piezoresistive tactile sensor was developed
by homogeneously dispersing carbon black (CB) in a microstructure porous sugar/PDMSbased
sponge. Owning to its high flexibility and softness, the sensor can be mounted on human or
robotic systems for different clinical applications. We validated the applicability of the proposed
sensor by applying it to recognizing grasp and release forces in an open setting and to classifying
hand motions that surgeons apply on the master interface of a robotic system during intravascular
catheterization. For this purpose, we implemented the long short-term memory (LSTM)-dense classification
model and five traditional machine learning methods, namely, support vector machine,
multilayer perceptron, decision tree, and k-nearest neighbor. The models were used to classify the
different hand gestures obtained in an open-setting experiment. Amongst all, the LSTM-dense
method yielded the highest overall recognition accuracy (87.38%). Nevertheless, the performance
of the other models was in a similar range, showing that our sensor structure can be applied in
intelligence sensing or tactile feedback systems. Secondly, the sensor prototype was applied to analyze
the motions made while manipulating an interventional robot. We analyzed the displacement
and velocity of the master interface during typical axial (push/pull) and radial operations with the
robot. The results obtained show that the sensor is capable of recording unique patterns during
different operations. Thus, a combination of the flexible wearable sensors and machine learning
could yield a future generation of flexible materials and artificial intelligence of things (AIoT) devices....
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