scholarly journals Description of tasks with multi-user multimodal interactive systems: existing notations

2015 ◽  
Vol Volume 3, Issue 3, Special... (Special issue on Task Models) ◽  
Author(s):  
Frédéric Jourde ◽  
Yann Laurillau ◽  
Laurence Nigay

International audience Multi-user multimodal interactive systems involve multiple users who can use multiple interaction modalities. Multi-user multimodal systems are becoming more prevalent, especially systems based on large shared multi-touch surfaces or video game centers such as Wii or Xbox. In this article we address the description of the tasks with such interactive systems. We review existing notations for the description of tasks with a multi-user multimodal interactive system and focus particularly on tree-based notations. For elementary tasks (e.g. actions), we also consider the notations that describe multimodal interaction. The contribution is then a comparison of existing notations based on a set of organized concepts. While some concepts are general to any notation, other concepts are specific to human-computer interaction, or to multi-user interaction and finally to multimodal interaction. De nombreux systèmes interactifs, professionnels ou grand public, permettent conjointement l’interaction multiutilisateur et multimodale. Un système interactif est multimodal lorsqu’un utilisateur peut interagir avec le système par l’usage de plusieurs modalités d’interaction (en entrée ou en sortie) de façon parallèle ou non. Nous constatons que de plus en plus de systèmes multiutilisateurs ou collecticiels sont multimodaux, comme ceux construits autour d’une surface interactive et les consoles de jeu de type Wii ou Xbox. Nous traitons dans cet article de la description des tâches-utilisateur avec de tels systèmes interactifs multiutilisateurs et multimodaux. Précisément, nous dressons un panorama des notations existantes permettant la description des tâches mono ou multi-utilisateur avec une attention particulière pour les notations à base d’arbre de tâches. Nous focalisons aussi sur les tâches élémentaires ou actions mono/multi-modales de l’utilisateur en considérant les notations de description de l’interaction multimodale. Pour cela, nous proposons une étude comparative d'un ensemble de notations de description selon une grille d’analyse regroupant des concepts généraux à l’interaction et des concepts propres à l’interaction multiutilisateur et multimodale.

Author(s):  
Gheorghe Muresan

In this chapter, we describe and discuss a methodological framework that integrates analysis of interaction logs with the conceptual design of the user interaction. It is based on (i) formalizing the functionality that is supported by an interactive system and the valid interactions that can take place; (ii) deriving schemas for capturing the interactions in activity logs; (iii) deriving log parsers that reveal the system states and the state transitions that took place during the interaction; and (iv) analyzing the user activities and the system’s state transitions in order to describe the user interaction or to test some research hypotheses. This approach is particularly useful for studying user behavior when using highly interactive systems. We present the details of the methodology, and exemplify its use in a mediated retrieval experiment, in which the focus of the study is on studying the information-seeking process and on finding interaction patterns.


Author(s):  
Junyi Hou ◽  
Lei Yu ◽  
Yifan Fang ◽  
Shumin Fei

Aiming at the problem that the mixed noise interference caused by the mixed projection noise system is not accurate and the real-time performance is poor, this article proposes an adaptive system switching filtering method based on Bayesian estimation switching rules. The method chooses joint bilateral filtering and improved adaptive median filtering as the filtering subsystems and selects the sub-filtering system suitable for the noise by switching rules to achieve the purpose of effectively removing noise. The simulation experiment was carried out by the self-developed human–computer interactive projection image system platform. Through the subjective evaluation, objective evaluation, and running time comparison analysis, a better filtering effect was achieved, and the balance between the filtering precision and the real-time performance of the interactive system was well obtained. Therefore, the proposed method can be widely applied to various human–computer interactive image filtering systems.


Author(s):  
Simon Biggs

This paper discusses the immersive full body motion tracking installation Dark Matter, developed by the author and completed in early 2016. The paper outlines the conceptual focus of the project, including the use of the metaphor of dark matter to explore questions around interactive systems and assemblage. The primary technical considerations involved in the project are also outlined. ‘Co-reading' is proposed as a framework for a generative ontology, within the context of assemblage theory, deployed within a multimodal multi-agent interactive system.


Author(s):  
Francisco V. Cipolla Ficarra

This chapter addresses the evolution of state of the art interactive systems aimed at the cultural heritage of the Mediterranean area in Europe, especially Spain and Italy. It covers the last two decades of advances in design and considers the human and technological factors in the effective use and assessment of hypertext, multimedia and hypermedia. The chapter introduces basic concepts to eliminate ambiguities and to (re)acquaint readers with the main components of audiovisual technologies that have been vital to the (r)evolution of on-line and off-line cultural heritage material. It goes on to analyze quality in the communication process between potential users and interactive systems by drawing upon essential concepts in software engineering, human-computer interaction, semiotics, interface design and communicability. The main goal is to establish metrics for the heuristic evaluation of the quality attributes that make up an interactive system, taking as a reference the intersection of the formal sciences and the factual sciences. The chapter mainly focuses on dynamic and static audiovisual media, including digital photography, video, and computer animation. Consequently, this process of diachronic study of interactive systems has allowed the author to generate a methodology—Aesthetics Cultural Heritage for Communicability Assessment (ACHCA)—for evaluating communicability in dynamic and static cultural heritage media. The chapter also includes a table for the heuristic analysis of on-line and off-line systems, based on design categories addressing content, presentation, structure, navigation, panchronism and conection of the interactive system. Finally the chapter presents the results of a study of on-line and off-line systems from the 1990s to 2010.


2019 ◽  
Vol 10 (04) ◽  
pp. 580-596 ◽  
Author(s):  
Raniah N. Aldekhyyel ◽  
Caitlin J. Bakker ◽  
Michael B. Pitt ◽  
Genevieve B. Melton

Background While some published literature exists on the use of interactive patient care systems, the effectiveness of these systems on the management of pain is unclear. To fill this gap in knowledge, we aimed to understand the impact and outcomes of pain management patient interactive systems in an inpatient setting. Methods A systematic literature review was conducted across seven databases, and results were independently screened by two researchers. To extract relevant data, critical appraisal forms were developed and each paper was examined by two experts. Information included patient interactive system category, patient population and number of participants/samples, experiment type, and specific outcome measures. Results Out of 58 full-text articles assessed for eligibility, 18 were eligible and included in the final qualitative synthesis. Overall, there were two main types of pain management interactive systems within the inpatient setting (standalone systems and integrated platform systems). While systems were diverse especially for integrated platforms, most reported systems were entertainment distraction systems. Reports examined a variety of outcome measures, including changes in patient-reported pain levels, patient engagement, user satisfaction, changes in clinical workflow, and changes in documentation. In the 13 systems measuring pain scores, 12 demonstrated a positive impact on pain level scores. Conclusion Pain management systems appear to be effective in lowering patient level scores, but research comparing the effectiveness and efficacy of one type of interactive system versus another in the management of pain is needed. While not conclusive, pain management systems integrated with other technology platforms show potentially promising effects with improving patient communication, education, and self-reporting.


Author(s):  
Michiko Ohkura ◽  
Masahide Hamano ◽  
Hiroyuki Watanabe ◽  
Tetsuro Aoto

To evaluate the Kansei of interactive systems, such subjective evaluation methods as questionnaire are usually used, even though they have some demerits. We objectively evaluate a system by quantifying its sensation of excitement using biological signals when one feels something interesting, because such signals can supplement the demerits of questionnaires. Thus, by focusing on excitement to derive a wakuwaku model, in this study we built various wakuwaku systems and evaluated them. Based on the biological signals measured during evaluation experiments, we derived a model using a neural network, and concluded that we can evaluate a system by the derived model.


Sensors ◽  
2019 ◽  
Vol 19 (11) ◽  
pp. 2587 ◽  
Author(s):  
Nuno Almeida ◽  
António Teixeira ◽  
Samuel Silva ◽  
Maksym Ketsmur

Technologies, such as smart sensors, actuators, and other kinds of devices, are often installed in our environments (e.g., our Homes) and available to integrate our daily lives. Despite their installation being motivated by the pursuit of automation and increased efficiency, making these environments usable, acceptable and enjoyable in a sustainable, energy efficient way is not only a matter of automation. Tackling these goals is a complex task demanding the combination of different perspectives including building and urban Architecture, Ubiquitous Computing and Human-Computer Interaction (HCI) to provide occupants with the means to shape these environments to their needs. Interaction is of paramount relevance in the creation of adequate relations of users with their environments, but it cannot be seen independently from the ubiquitous sensing and computing or the environment’s architecture. In this regard, there are several challenges to HCI, particularly in how to integrate this multidisciplinary effort. Although there are several solutions to address some of these challenges, the complexity and dynamic nature of the smart environments and the diversity of technologies involved still present many challenges, particularly for its development. In general, the development is complex, and it is hard to create a dynamic environment providing versatile and adaptive forms of interaction. To participate in the multidisciplinary effort, the development of interaction must be supported by tools capable of facilitating co-design by multidisciplinary teams. In this article, we address the development of interaction for complex smart environments and propose the AM4I architecture and framework, a novel modular approach to design and develop adaptive multiplatform multilingual multi-device multimodal interactive systems. The potential of the framework is demonstrated by proof-of-concept applications in two different smart environment contexts, non-residential buildings and smart homes.


2020 ◽  
Vol 12 (1) ◽  
pp. 22-41
Author(s):  
Ornella Mich ◽  
Gianluca Schiavo ◽  
Michela Ferron ◽  
Nadia Mana

Multimodal human–computer interaction has been sought to provide not only more compelling interactive experiences, but also more accessible interfaces to mobile devices. With the advance in mobile technology and in affordable sensors, multimodal research that leverages and combines multiple interaction modalities (such as speech, touch, vision, and gesture) has become more and more prominent. This article provides a framework for the key aspects in mid-air gesture and speech-based interaction for older adults. It explores the literature on multimodal interaction and older adults as technology users and summarises the main findings for this type of users. Building on these findings, a number of crucial factors to take into consideration when designing multimodal mobile technology for older adults are described. The aim of this work is to promote the usefulness and potential of multimodal technologies based on mid-air gestures and voice input for making older adults' interaction with mobile devices more accessible and inclusive.


2011 ◽  
Vol 2 (2) ◽  
pp. 1
Author(s):  
Fátima L.S. Nunes ◽  
Carla Dal Sasso Freitas

This special issue of the SBC Journal on 3D Interactive Systems is dedicated to the dissemination of the activities of several groups working on virtual reality, 3D graphics, 3D interaction, multimodal interaction and related themes in Brazil and other countries. Through this initiative the SBC Journal on 3D Interactive Systems is innovating: it is the first time that a Brazilian journal publishes, in a single issue, information regarding different laboratories for prospective students and potential collaborators.The papers selected for this issue introduce Virtual Reality, Graphics and Human Computer Interaction laboratories, their mission and goals, as well as interesting results from their recent projects. This will benefit the scientific community as a whole. It is a special opportunity for the different research groups to introduce themselves, describe their interests and areas of activity, as well as their research directions, thus enabling contacts and potential cooperation.We received 30 manuscripts and, after a peer review phase, we selected 26 technical communications. Most of the VR and CG research laboratories in Brazil are represented; some are more dedicated to virtual reality and graphics applications, others also work with image processing for improving interaction. We also received interesting contributions from laboratories in other countries like Czech Republic, Denmark, Germany, New Zealand, Spain, Switzerland and United Kingdom, as well as from a trans-national group involving Belgium, France, Italy, Germany, Georgia, Hungary, Netherlands, Poland, Spain and United Kingdom.In a general way, readers will find information about research on interaction devices, gesture recognition-based interaction, collaborative interaction, and innovative ways of interaction with tablets and walls. Also several 3D interactive visualization and rendering techniques are well explored by VR and CG researchers. Applications related to health care, chemistry, arts, among others, are some of the topics that the labs are pursuing in their projects. All the groups are interested in receiving students and establishing collaboration for new projects. Thus, we hope the content of the papers here presented can help researchers in finding partners and, in this way, improving their contribution to the fields of VR, CG and HCI.We would like to express our thanks to the editor-in-chief, Luciana Nedel, for inviting us to be guest editors, but mainly for shaping the idea of this special issue. We also thank the reviewers for their help with insightful revisions, and the authors for their interesting contributions as well as for the willingness in the whole process of preparing this issue.


2015 ◽  
Vol Volume 4, Number 1, Special... (Special Issue...) ◽  
Author(s):  
Bernard Senach ◽  
Anne-Laure Negri

International audience For over 40 years, it is common knowledge that industrial society has to reduce its energy consumption. Most of people are now aware that this change is necessary. However, commitment to action is still difficult and there is substantial work to be done. Attention has turned to Human and Social Sciences, as a deeper understanding of behaviors' determinant and use of influence principles could help to speed up behavior changes. New technical devices combining game design, interaction techniques and persuasion have emerged but the field is still in its infancy. This article gives a glimpse at a toolbox helping to design and evaluate interactive persuasive devices and discuss five main challenges. This work is extended by two others papers: Negri et Senach (2015b) provide a first grid of persuasion principles and in Senach et Negri (2015c), these grid have been applied to assess the persuasive properties of an energy challenge within a company. Depuis plus de 40 ans, il est de notoriété publique qu'il est nécessaire de modifier les comportements de consommation énergétique dans les sociétés industrielles. Globalement, la prise de conscience par le grand public de la gravité des questions d'écologie est maintenant acquise. Et pourtant, le passage à l’acte est encore difficile et les gisements d'économies restent considérables. La lenteur des évolutions comportementales a conduit à rechercher du côté des Sciences Humaines et Sociales des modèles permettant une compréhension en profondeur des déterminants des comportements et à identifier des principes d'influence (crédibilité, expertise, réciprocité, etc.). L'implémentation de ces principes dans des dispositifs interactifs est une solution qui pourrait accompagner les changements de comportements ; ces nouveaux systèmes, associant le plaisir du jeu et les techniques de persuasion, baptisés ici « systèmes ludo-persuasifs » (SLP) pourraient être de bons candidats pour aider à l'adoption d'éco-gestes. Mais, l'utilisation des technologies interactives pour la persuasion est encore trop récente pour qu'une véritable ingénierie se soit développée. Dans le travail présenté ci-dessous, nous proposons l'élaboration d'une « boîte à outils » ludo-persuasive en discutant les défis qui doivent être relevés. Cet article est prolongé par deux travaux complémentaires : Negri et Senach (2015b) proposent une structuration de principes persuasifs et ils appliquent ensuite cette grille pour analyser a posteriori les caractéristiques ludo-persuasives d'un challenge énergétique conduit en entreprise (Senach & Negri, 2015c)


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