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Labeling children's play behavior is an important process in children's social behavior analysis which is traditionally done by experienced coders. With the growing volume of data, automatic methods for labeling are increasingly required. This paper presents a novel method to label children's social behavior automatically in peer-play scenarios based on visual attention and mutual interaction computation...
Gaze is a powerful cue for children's social behavior analysis. In this paper, a novel method is proposed to estimate children's gaze orientation in the experimental data of developmental psychology based on head pose estimation. In consideration of the possible errors of head pose estimation results, temporal information and potential targets are both introduced to improve the results of gaze estimation...
In this paper, we present the impact of user interaction in the recognition of off-line structured documents. This interaction requires solving two major problems: how interpretation results will be presented to the user, and how the user will interact with analysis process. We propose to study the effects of those two aspects in the context of an interactive method (IMISketch) for off-line handwritten...
Design of future systems for flight-deck automation will reflect a trend of changing the paradigm of human-computer interaction from the master (human)- slave (machine) mode to more equilibrated cooperation. In many cases such cooperation considers several humans and computer systems, for which multi-agent dynamic cooperative systems are appropriate models. Development of such systems requires very...
The design of habitable spacecraft modules in the past was viewed as an engineering problem. As missions increased in duration, the issue of liveability gradually became an issue of habitability, opening the way for architects to contribute to the design of a functional interior. This paper presents an emerging field in the cross-section of design and technology titled sensponsive architecture. The...
Alzheimer's disease is a degenerative brain disease that gradually annihilates individual's brain cells and initiates evolution deterioration in cognitive function. Alzheimer's disease patients suffer a regression in the reminiscence sectors, concentration and way of thinking. Alzheimer's disease does not only affect the patient, but as the disease progresses patients become increasingly dependent...
There is substantial interest in detection of human behaviour that may reveal people with deliberate malicious intent, who are engaging in deceit. Technology exists that is able to detect changes in facial patterns of movement and thermal signatures on the face. However, there is data deficiency in the research community for further study. Therefore this project aims to overcome the data deficiency...
Objects were better recognized in consistent scenes (where objects appeared frequently) than inconsistent scenes (where objects appeared rarely). This consistency effect also was found in the facial expressional recognition in scenes. However, the underlying mechanisms of expressional recognition in scenes were not clear. In the present study, we addressed the question of whether emotional scenes...
User satisfaction with a certain product is affected by its usability and additional factors, such as user experience (UX) that determine if an application meets users' expectations. The quantitative measurement of UX relies on the fulfillment of psychological needs that can be addressed in user stories in order to create a context for a certain experience with a particular application. In this work,...
Smartphone technology has recently gained attention in the field of E-Mental Health research and mobile applications for measuring health-related aspects as well as mobile mental health interventions have emerged. However, little work has been done on leveraging mobile technology in combination with internet-based interventions. We argue, that mobile applications can not only enrich mental health...
The relationship between modern furniture color vision and mental imagery has been of interest to academics and practitioners for many years. We propose and develop a new view and method exploring these connections, utilizing data from a survey of 31 testees' eye tracking observed value from Jiangnan University. Using Tobii X120 eye tracker to analyze eye movement to furniture color samples in different...
Built environments are design of spaces for individual, group of individuals and groups of individuals' i.e. from private spaces to public spaces to perform respective activities efficiently and productively. Human performances range from routine and non-routine types of activities in day-today life. The routine activities are rest, major work (profession) and navigation which are essential in everyday...
The objective of this study is to investigate the relationship between the features of augmented reality (AR) and human memorization ability. The basis of this relation is derived from the following features. The AR feature is that AR can provide information associated with specific locations in the real world. The feature of human memory is that humans can easily memorize information if the information...
Along with the development of Internet technology, more and more design need to engage with the human elements. in this paper we first focus on the characteristics of Internet product and user requirement, then on this basis of user research, we build up a humanized system of Internet product design and a specific design method, at last we introduce the concept of emotional design and emphasize the...
The aim of cognitive augmentation is to expand the intrinsically limited human's cognitive abilities caused by cognitive impairment or disability. In order to assist the human's limited cognitive ability, we are trying to develop a human augmented cognition system that aims to provide the appropriate information actively corresponding to what user intents to do. In this paper, we mainly address the...
Empathy is a key component of interpersonal interactions that is often neglected by modern communication technologies. This paper presents the theoretical basis, prototype, and preliminary user testing for an application of affective computing in mediating live human-to-human interactions. The proposed system uses facial expression recognition to identify the emotional state of a user's conversation...
We used a design science approach to explore if a social visualization of the symmetry of relationships existing among members in an online community can motivate participation in terms of reciprocation and responding / commenting to each other's posts. Two different designs are presented: one successful and one that failed to stimulate acts of reciprocation among the users and to increase their level...
App interacts with users through graphical user interface. This paper focuses on the key factors of app interface design in thinking mode, interactive mode and visual mode of touch-screen smart phones and tablet PCs. The propose the idea is that user experience can be improved by the conversion of thinking mode, the innovation of interactive mode and more detailed design of visual mode. ‘E-Choice’...
The ability to make good decisions is important to people in all areas of lives. This is also evident in sports games where players have a very limited time to obtain, interpret and analyze information on ever-changing situations before they decide on their actions. Using common basketball game scenarios, this research compares and evaluates decisions made by novice and experienced basketball players...
In the last decades AHLSs have increasingly focused on human factors to develop didactic methods able to personalize learning contents to students' needs and prior knowledge. In agreement with this perspective, the present research aimed at assessing the relationship between cognitive styles and learning process in a SCORM setting. 119 undergraduate students were divided into two groups, e-learners...
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