scholarly journals Large-Screen Interactive Imaging System with Switching Federated Filter Method Based on 3D Sensor

Complexity ◽  
2018 ◽  
Vol 2018 ◽  
pp. 1-11 ◽  
Author(s):  
Lei Yu ◽  
Junyi Hou

Large-screen human-computer interaction technology is reflected in all aspects of daily life. The dynamic gesture tracking algorithm commonly used in recent large-screen interactive technologies demonstrates compelling results but suffers from accuracy and real-time problems. This paper systematically addresses these issues by a switching federated filter method that combines particle filtering and Mean Shifting algorithms based on a 3D sensor. Compared with several algorithms, the results show that the one-hand and two-hand large-screen gesture tracking based on the switched federated filtering algorithm work well, and there is no tracking failure and loss of target. Therefore, the switching federated tracking positioning algorithm can be well applied to the design of human-computer interaction system and provide new ideas for future human-computer interaction.

2020 ◽  
Author(s):  
Bo Yao ◽  
Na Liang

Abstract In the continuous development process, robot technology based on multimedia interactions has been widely used in aerospace, medical, education and service industries, and the relationship between robots and humans is getting closer. The improvement of robot intelligence is a process of continuously learning the outside world. Since the introduction of multimedia human-computer interaction technology in 1959, it has provided more and more technical support for human research robots. This paper studies the characteristics of badminton competition, the characteristics of technical and tactics and the collection requirements of on-site training, and completes the technical description of the badminton doubles station. Through the digitalization of the gait-based sensation, the automated acquisition of the gait technology, the simultaneously with the video, the high-speed imaging system, the system implement information integration. Subsequently, the statistical analysis of badminton multimedia techniques and tactics was designed. The skills and tactics of athletes were expressed in the form of video, graphics and text. The operators can carry out the technical and tactical analysis implementation process through good human-computer interaction, and increase the end user's game information. Attention and understanding strengthen the strength and depth of technical and tactical ability analysis. Finally, the station optimization plan for badminton doubles is proposed.


2015 ◽  
Vol 1 (1) ◽  
pp. 12 ◽  
Author(s):  
Morgan G. Ames

<div class="page" title="Page 1"><div class="layoutArea"><div class="column"><p><span>To explain the uncanny holding power that some technologies seem to have, this paper presents a theory of </span><span>charisma </span><span>as attached to technology. It uses the One Laptop per Child project as a case study for exploring the features, benefits, and pitfalls of charisma. It then contextualizes OLPC’s charismatic power in the historical arc of other charismatic technologies, highlighting the enduring nature of charisma and the common themes on which the charisma of a century of technological progress rests. In closing, it discusses how scholars and practitioners in human-computer interaction might use the concept of charismatic technology in their own work. </span></p></div></div></div>


2019 ◽  
pp. 298-313
Author(s):  
Aníbal Caixinha ◽  
Isabel Machado Alexandre

Dementia is, unfortunately, a well-known problem of nowadays, product of a set of generational transformations and a result of better life conditions. There are different kinds of dementia but Alzheimer is the one with predominance. Memory is the key factor in this type of illness and it is nuclear to understand how it is constructed to hypothesise and try to determine how it degenerates. In this chapter, memory structures are presented as a starting point of the research and then through the use of narrative intelligence we devise a method to present small excerpts of patient's history and simultaneously illness progression is evaluated. To do this, a small prototype of MEM+ has been developed, and for its development a participatory design was conducted. With this approach, we aim to devise the right application to be used by the patients themselves and by their caregivers. During this stage of the project special attention was paid to usability issues, and some adaptations made to better the human computer interaction.


Author(s):  
Олександр Олександрович Гордєєв

The software quality model describes software quality in terms of non-functional requirements. The most well-known and authoritative quality model ISO/IEC 25010, includes 8 related characteristics: functionality, performance, compatibility, usability, reliability, security, maintainability, and portability. The article materials are limited only by the quality of the software in terms of usability characteristics. The characteristic of the usability of the software should include subcharacteristics inherent in the quality of the user interface, on the one hand, as a static object, and on the other hand, subcharacteristics of the process of interaction with the user – human-computer interaction. Existing quality models and usability assessments do not combine the quality elements of the user interface itself and the user experience. The article proposes models of quality and quality assessment of the usability of the software interface of human-computer interaction, which combine the characteristics inherent directly to the user interface and the characteristics of human-computer interaction. Such models are interconnected due to a single nomenclature of subcharacteristics. The model for assessing the quality of software usability consists of two parts and includes many metrics and indicators that correspond to the indicated sub-characteristics. The purpose of the article is to develop a quality model of the usability of the software interface of human-computer interaction and a corresponding model for assessing its quality, which would combine the subcharacteristics of the quality of the user interface and the subcharacteristics of the quality of its interaction with the user. The object of the research is the subcharacteristics of the usability of the software interface of human-computer interaction. The idea of developing the model is based on the results of the analysis of the following standards: ISO / IEC 25010, ISO / IEC 25022, and ISO / IEC 25022. The provisions (subcharacteristics and metrics) of these standards were taken into account when forming the main material of this article. The taxonomy of metrics and indicators was formed by combining metrics from ISO / IEC 25022, ISO / IEC 25023, and proprietary metrics. As a result, this paper proposes a model for the quality of the usability of the software interface of human-computer interaction and a model for assessing the quality of the usability of the software interface of human-computer interaction.


Author(s):  
Fernando Ferri ◽  
Patrizia Grifoni

A sketch is a schematic representation of an image containing a set of objects or concepts. When people need to express and communicate a new idea, they often sketch a rough picture to represent it. Drawing a sketch helps to develop and explore new ideas and enables useful reflection on an idea, elaborating possible alternatives and promoting its evolution. The development of different interaction and communication tools has produced new attention to more natural interaction and communication modalities, including sketching. Hand-drawn sketching is easy and intuitive to use to communicate with others, and human-computer interaction is also simplified.


Author(s):  
Fernando Ferri ◽  
Patrizia Grifoni

A sketch is a schematic representation of an image containing a set of objects or concepts. When people need to express and communicate a new idea, they often sketch a rough picture to represent it. Drawing a sketch helps to develop and explore new ideas and enables useful reflection on an idea, elaborating possible alternatives and promoting its evolution. The development of different interaction and communication tools has produced new attention to more natural interaction and communication modalities, including sketching. Hand-drawn sketching is easy and intuitive to use to communicate with others, and human-computer interaction is also simplified.


2011 ◽  
Vol 219-220 ◽  
pp. 1317-1320 ◽  
Author(s):  
Guo Wei Gao ◽  
Xin Yu Duan

In spite of the growing focus on human-computer interaction design promoted by researchers and practitioners, there remains a large user population that is generally overlooked: people with physical disabilities. Most of HCI of disabled require wearing extra instruments, the HCI based on the camera is easy, efficient and comfortable. In this paper, we combined the applied and basic research, both drawing from psychological research and contributing new ideas to compare some HCI based on camera. We discuss user and products, and technology, highlighting challenges, open issues, and emerging applications for HCI based on camera of disabled.


2020 ◽  
Author(s):  
Bo Yao ◽  
Na Liang

Abstract In the continuous development process, robot technology based on multimedia interactions has been widely used in aerospace, medical, education and service industries, and the relationship between robots and humans is getting closer. The improvement of robot intelligence is a process of continuously learning the outside world. Since the introduction of multimedia human-computer interaction technology in 1959, it has provided more and more technical support for human research robots. This paper studies the characteristics of badminton competition, the characteristics of technical and tactics and the collection requirements of on-site training, and completes the technical description of the badminton doubles station. Through the digitalization of the gait-based sensation, the automated acquisition of the gait technology, the simultaneously with the video, the high-speed imaging system, the system implement information integration. Subsequently, the statistical analysis of badminton multimedia techniques and tactics was designed. The skills and tactics of athletes were expressed in the form of video, graphics and text. The operators can carry out the technical and tactical analysis implementation process through good human-computer interaction, and increase the end user's game information. Attention and understanding strengthen the strength and depth of technical and tactical ability analysis. Finally, the station optimization plan for badminton doubles is proposed.


Author(s):  
Aníbal Caixinha ◽  
Isabel Machado Alexandre

Dementia is, unfortunately, a well-known problem of nowadays, product of a set of generational transformations and a result of better life conditions. There are different kinds of dementia but Alzheimer is the one with predominance. Memory is the key factor in this type of illness and it is nuclear to understand how it is constructed to hypothesise and try to determine how it degenerates. In this chapter, memory structures are presented as a starting point of the research and then through the use of narrative intelligence we devise a method to present small excerpts of patient's history and simultaneously illness progression is evaluated. To do this, a small prototype of MEM+ has been developed, and for its development a participatory design was conducted. With this approach, we aim to devise the right application to be used by the patients themselves and by their caregivers. During this stage of the project special attention was paid to usability issues, and some adaptations made to better the human computer interaction.


Author(s):  
Zhe Xu ◽  
David John ◽  
Anthony C. Boucouvalas

As the popularity of the Internet has expanded, an increasing number of people spend time online. More than ever, individuals spend time online reading news, searching for new technologies, and chatting with others. Although the Internet was designed as a tool for computational calculations, it has now become a social environment with computer-mediated communication (CMC). Picard and Healey (1997) demonstrated the potential and importance of emotion in human-computer interaction, and Bates (1992) illustrated the roles that emotion plays in user interactions with synthetic agents. Is emotion communication important for human-computer interaction? Scott and Nass (2002) demonstrated that humans extrapolate their interpersonal interaction patterns onto computers. Humans talk to computers, are angry with them, and even make friends with them. In our previous research, we demonstrated that social norms applied in our daily life are still valid for human-computer interaction. Furthermore, we proved that providing emotion visualisation in the human-computer interface could significantly influence the perceived performances and feelings of humans. For example, in an online quiz environment, human participants answered questions and then a software agent judged the answers and presented either a positive (happy) or negative (sad) expression. Even if two participants performed identically and achieved the same number of correct answers, the perceived performance for the one in the positive-expression environment is significantly higher than the one in the negative-expression environment (Xu, 2005). Although human emotional processes are much more complex than in the above example and it is difficult to build a complete computational model, various models and applications have been developed and applied in human-agent interaction environments such as the OZ project (Bates, 1992), the Cathexis model (Velasquez, 1997), and Elliot’s (1992) affective reasoner. We are interested in investigating the influences of emotions not only for human-agent communication, but also for online human-human communications. The first question is, can we detect a human’s emotional state automatically and intelligently? Previous works have concluded that emotions can be detected in various ways—in speech, in facial expressions, and in text—for example, investigations that focus on the synthesis of facial expressions and acoustic expression including Kaiser and Wehrle (2000), Wehrle, Kaiser, Schmidt, and Scherer (2000), and Zentner and Scherer (1998). As text is still dominating online communications, we believe that emotion detection in textual messages is particularly important.


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