Current Issue : October-December Volume : 2021 Issue Number : 4 Articles : 5 Articles
In recent years, depression not only makes patients suffer from psychological pain such as self-blame but also has a high disability mortality rate. Early detection and diagnosis of depression and timely treatment of patients with different levels can improve the cure rate. Because there are quite a few potential depression patients who are not aware of their illness, some even suspect that they are sick but are unwilling to go to the hospital. In response to this situation, this research designed an intelligent depression recognition human-computer interaction system. The main contributions of this research are (1) the use of an audio depression regression model (DR AudioNet) based on a convolutional neural network (CNN) and a long-short-term memory network (LSTM) to identify the prevalence of depression patients. And it uses a multiscale audio differential normalization (MADN) feature extraction algorithm. The MADN feature describes the characteristics of nonpersonalized speech, and two network models are designed based on the MADN features of two adjacent segments of audio. Comparative experiments show that the method is effective in identifying depression. (2) Based on the research conclusion of the previous step, a human-computer interaction system is designed. After the user inputs his own voice, the final recognition result is output through the recognition of the network model used in this research. Visual operation is more convenient for users and has a practical application value....
'e boundary between tangible and digital products is getting more fused while rapidly evolving systems for interaction require novel processes that allow for rapidly developed designs, evaluations, and interaction strategies to facilitate efficient and unique user interactions with computer systems. Accordingly, the literature suggests combining creativity enhancement tools or methods with human-computer interaction (HCI) design. 'e TRIZ base of knowledge appears to be one of the viable options, as shown in the fragmental indications reported in well-acknowledged design textbooks.'e goal of this paper is to present a systematic review of the literature to identify and analyze the published approaches and recommendations to support the synergy between HCI and TRIZ from the perspective of product innovation related to HCI, with the aim of providing a first comprehensive classification and discussing about observable differences and gaps. 'e method followed is the guidelines related to systematic literature review methods. As results, out of 444 initial results, only 17 studies reported the outcomes of the synergy between HCI and TRIZ. 'e 7 of these studies explored the feasibility of the combination of HCI and TRIZ. 'e 10 studies attempted to combine and derive approaches in these two fields, and the outcomes defined 3 different integration strategies between HCI and TRIZ. Some conclusions achieved are that the generic solutions to support the synergy between HCI and TRIZ are still rare in the literature. 'e extraction and combination of different tools caused the randomization of the evaluation criteria, and the performance of the proposals has not been comprehensively evaluated. However, the findings can help inform future developments and provide valuable information about the benefits and drawbacks of different approaches....
Serendipity refers to unexpected encounters with ideas or insights and their intentional application to achieve favorable outcomes. Despite extensive prior studies, the concept lacks theoretical logic and empirical validation regarding the role of an intentional act in the relationship between serendipitous encounters and their favorable outcomes. Drawing from self-determination theory, we develop a model that highlights the role of needs satisfaction in explaining this relationship. Positioning the empirical context to fortunate discoveries of information and social connections in professional use of Twitter, we validate the model by a crosssectional survey study of 473 users. )e model builds on the observation that individuals’ serendipitous encounters are associated with Twitter-enabled innovation, that is, a contextualized form of task innovation. )e study findings support the research model revealing that serendipitous encounters are positively associated with needs satisfaction and that needs satisfaction is positively associated with Twitter-enabled innovation. In other words, fortunate discoveries of new information and contacts increase Twitter users’ intent to utilize the platform in new ways to accomplish work when the three key psychological needs of autonomy, competence, and relatedness are satisfied....
We are witnessing a rise in the use of ground and aerial robots in first response missions. These robots provide novel opportunities to support first responders and lower the risk to people’s lives. As these robots become increasingly autonomous, researchers are seeking ways to enable natural communication strategies between robots and first responders, such as using gestural interaction. First response work often takes place in harsh environments, which hold unique challenges for gesture sensing and recognition, including in low-visibility environments, making the gestural interaction non-trivial. As such, an adequate choice of sensors and algorithms needs to be made to support gestural recognition in harsh environments. In this work, we compare the performances of three common types of remote sensors, namely RGB, depth, and thermal cameras, using various algorithms, in simulated harsh environments. Our results show 90 to 96% recognition accuracy (respectively with or without smoke) with the use of protective equipment. This work provides future researchers with clear data points to support them in their choice of sensors and algorithms for gestural interaction with robots in harsh environments....
(is paper reports a summative evaluation conducted for the educational mobile application called “Qiraat Sab’ah.” (eprototype was developed using the Rapid Application Development (RAD) and User Experience (UX) methodologies. (e prototype was improved further based on the formative evaluation feedback gathered from students, lecturers, and the public who wish to learn Qiraat through the mobile application. (e summative evaluation was focused on the value and usability of the application if it is being used in a real environment. A total of 50 participants were involved in this evaluation. (e result shows that most of the participants provide positive feedback on usability. One of the major highlights from the participants is that the application can be used as a supplementary teaching and learning tool for people who wish to learn Qiraat anytime and anywhere. However, further areas of expansion are needed such as including all chapters (surahs) in the Quran and tajweed indicators to the verses before it can be used for real....
Loading....