Current Issue : October - December Volume : 2020 Issue Number : 4 Articles : 5 Articles
Augmentative and Alternative Communication (AAC) techniques are employed to mediate communication with people who\nhave communication disorders, as in cases of intellectual disability. Although there are various digital solutions that promote\nalternative communication options for individuals with communication disorders, only a few of them have been specifically\ndesigned or targeted to people with intellectual disability (ID). This work is motivated by the lack of AAC solutions contributing to\nthe rehabilitation processes of individuals with intellectual disability in Brazil. The study presents a mobile-based AAC solution\nconceived as a tool to assist the rehabilitation process of people with ID. The design was based on user-centered design principles\nand accessibility standards. The System Usability Scale (SUS) questionnaire was used to evaluate the solution. Four specialists and\ntwenty-five students participated in this study. The proposed solution shows the potential educational value for professionals who\nassist individuals with intellectual disability in Brazil....
A busy lifestyle led people to buy readymade clothes from retail stores with or without fit-on, expecting a perfect match. The\nexisting online cloth shopping systems are capable of providing only 2D images of the clothes, which does not lead to a perfect\nmatch for the individual user. To overcome this problem, the apparel industry conducts many studies to reduce the time gap\nbetween cloth selection and final purchase by introducing â??virtual dressing rooms.â? This paper discusses the design and\nimplementation of augmented reality â??virtual dressing roomâ? for real-time simulation of 3D clothes. The system is developed\nusing a single Microsoft Kinect V2 sensor as the depth sensor, to obtain user body parameter measurements, including 3D\nmeasurements such as the circumferences of chest, waist, hip, thigh, and knee to develop a unique model for each user. The size\ncategory of the clothes is chosen based on the measurements of each customer. The Unity3D game engine was incorporated for\noverlaying 3D clothes virtually on the user in real time. The system is also equipped with gender identification and gesture\ncontrollers to select the cloth. The developed application successfully augmented the selected dress model with physics motions\naccording to the physical movements made by the user, which provides a realistic fitting experience. The performance evaluation\nreveals that a single depth sensor can be applied in the real-time simulation of 3D cloth with less than 10% of the average\nmeasurement error....
Personality is the characteristic set of an individualâ??s behavioral and emotional patterns\nthat evolve from biological and environmental factors. The recognition of personality profiles is\ncrucial in making humanâ??computer interaction (HCI) applications realistic, more focused, and user\nfriendly. The ability to recognize personality using neuroscientific data underpins the\nneurobiological basis of personality. This paper aims to automatically recognize personality,\ncombining scalp electroencephalogram (EEG) and machine learning techniques. As the resting state\nEEG has not so far been proven efficient for predicting personality, we used EEG recordings elicited\nduring emotion processing. This study was based on data from the AMIGOS dataset reflecting the\nresponse of 37 healthy participants. Brain networks and graph theoretical parameters were\nextracted from cleaned EEG signals, while each trait score was dichotomized into low- and highlevel\nusing the k-means algorithm. A feature selection algorithm was used afterwards to reduce the\nfeature-set size to the best 10 features to describe each trait separately. Support vector machines\n(SVM) were finally employed to classify each instance. Our method achieved a classification\naccuracy of 83.8% for extraversion, 86.5% for agreeableness, 83.8% for conscientiousness, 83.8% for\nneuroticism, and 73% for openness....
This paper describes the development of the speech audiometry application for pediatric\npatients in Slovak language and experiences obtained during testing with healthy children,\nhearing-impaired children, and elderly persons. The first motivation behind the presented work was\nto reduce the stress and fear of the children, who must undergo postoperative audiometry, but over\ntime, we changed our direction to the simple game-like mobile application for the detection of possible\nhearing problems of children in the home environment. Conditioned play audiometry principles were\nadopted to create a speech audiometry application, where children help the virtual robot Thomas\nassign words to pictures; this can be described as a speech recognition test. Several game scenarios\ntogether with the setting condition issues were created, tested, and discussed. First experiences show\na positive influence on the childrenâ??s mood and motivation....
Marketing and business communication researchers have neglected the wayfinding capabilities of digital out-of-home communication\nin the retailing landscape. The current study focuses on digital wayfinding screens in the South African shopping mall\nenvironment.Theaim is understanding usersâ?? experience of digital wayfinding screens, guided by the uses and gratification theory.\nShoppers were interviewed about their views and actions while engaging in the wayfinding process in large upmarket shopping\nmalls. The in-depth semistructured interviews were recorded and then the content was analysed. The findings provide a rich and\ncomprehensive understanding of shoppersâ?? content gratifications and process gratifications when utilising this contemporary\nmedium. The current study identifies four uses and gratifications for digital wayfinding screens: convenient process gratifications,\ninteractive process gratifications, informational content gratification, and entertaining content gratifications. Understanding the\ngratification dimensions of digital wayfinding screens contributes to contemporary media research and forms the basis of valuable\nguidelines for practitioners in retail media and design....
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