4 resultados para User Computer Interface
em Archivo Digital para la Docencia y la Investigación - Repositorio Institucional de la Universidad del País Vasco
Resumo:
Accurate and fast decoding of speech imagery from electroencephalographic (EEG) data could serve as a basis for a new generation of brain computer interfaces (BCIs), more portable and easier to use. However, decoding of speech imagery from EEG is a hard problem due to many factors. In this paper we focus on the analysis of the classification step of speech imagery decoding for a three-class vowel speech imagery recognition problem. We empirically show that different classification subtasks may require different classifiers for accurately decoding and obtain a classification accuracy that improves the best results previously published. We further investigate the relationship between the classifiers and different sets of features selected by the common spatial patterns method. Our results indicate that further improvement on BCIs based on speech imagery could be achieved by carefully selecting an appropriate combination of classifiers for the subtasks involved.
Resumo:
199 p.
Resumo:
Traditional software development captures the user needs during the requirement analysis. The Web makes this endeavour even harder due to the difficulty to determine who these users are. In an attempt to tackle the heterogeneity of the user base, Web Personalization techniques are proposed to guide the users’ experience. In addition, Open Innovation allows organisations to look beyond their internal resources to develop new products or improve existing processes. This thesis sits in between by introducing Open Personalization as a means to incorporate actors other than webmasters in the personalization of web applications. The aim is to provide the technological basis that builds up a trusty environment for webmasters and companion actors to collaborate, i.e. "an architecture of participation". Such architecture very much depends on these actors’ profile. This work tackles three profiles (i.e. software partners, hobby programmers and end users), and proposes three "architectures of participation" tuned for each profile. Each architecture rests on different technologies: a .NET annotation library based on Inversion of Control for software partners, a Modding Interface in JavaScript for hobby programmers, and finally, a domain specific language for end-users. Proof-of-concept implementations are available for the three cases while a quantitative evaluation is conducted for the domain specific language.
Resumo:
2nd International Conference on Education and New Learning Technologies