911 resultados para Human-computer Interface
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ARAUJO, Márcio V. ; ALSINA, Pablo J. ; MEDEIROS, Adelardo A. D. ; PEREIRA, Jonathan P.P. ; DOMINGOS, Elber C. ; ARAÚJO, Fábio M.U. ; SILVA, Jáder S. . Development of an Active Orthosis Prototype for Lower Limbs. In: INTERNATIONAL CONGRESS OF MECHANICAL ENGINEERING, 20., 2009, Gramado, RS. Proceedings… Gramado, RS: [s. n.], 2009
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Los maestros deben fortalecer desde el currículo ambientes adecuados para que los estudiantes se apropien del manejo de las TIC (Tecnologías de la Información y Comunicación) y las involucren en el proceso de enseñanza - aprendizaje; favoreciendo con esto el desarrollo de los contenidos en todas las áreas -- Cuando se pretende hacer uso de las TIC para mejorar el aprendizaje significativo de los estudiantes, se evidencia la debilidad que tiene el maestro para realizar un seguimiento a las actividades informales que realiza el estudiante para comprender un tema o adquirir una competencia -- El primer acercamiento para mejorar esta problemática, es realizar una integración de un estándar educativo para llevar un control y registrar las actividades informales que el estudiante realice a través de Internet, empleando un sinnúmero de aplicaciones que la web ofrece -- Para el mejoramiento del proceso evaluativo de los estudiantes de la Institución Educativa San José, se implementará la integración del estándar Tin Can Api dentro de un prototipo para realizar seguimiento a las actividades informales que realicen los estudiantes con el fin de llevar un registro de experiencias de aprendizaje -- Teniendo en cuenta lo anterior el maestro debe estar preparado para utilizar metodologías apoyadas en las herramientas tecnológicas, así el aprendizaje se logra con mayor disfrute y calidad
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Current hearing-assistive technology performs poorly in noisy multi-talker conditions. The goal of this thesis was to establish the feasibility of using EEG to guide acoustic processing in such conditions. To attain this goal, this research developed a model via the constructive research method, relying on literature review. Several approaches have revealed improvements in the performance of hearing-assistive devices under multi-talker conditions, namely beamforming spatial filtering, model-based sparse coding shrinkage, and onset enhancement of the speech signal. Prior research has shown that electroencephalography (EEG) signals contain information that concerns whether the person is actively listening, what the listener is listening to, and where the attended sound source is. This thesis constructed a model for using EEG information to control beamforming, model-based sparse coding shrinkage, and onset enhancement of the speech signal. The purpose of this model is to propose a framework for using EEG signals to control sound processing to select a single talker in a noisy environment containing multiple talkers speaking simultaneously. On a theoretical level, the model showed that EEG can control acoustical processing. An analysis of the model identified a requirement for real-time processing and that the model inherits the computationally intensive properties of acoustical processing, although the model itself is low complexity placing a relatively small load on computational resources. A research priority is to develop a prototype that controls hearing-assistive devices with EEG. This thesis concludes highlighting challenges for future research.
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Este trabalho propõe um estudo de sinais cerebrais aplicados em sistemas BCI (Brain-Computer Interface - Interfaces Cérebro Computador), através do uso de Árvores de Decisão e da análise dessas árvores com base nas Neurociências. Para realizar o tratamento dos dados são necessárias 5 fases: aquisição de dados, pré-processamento, extração de características, classificação e validação. Neste trabalho, todas as fases são contempladas. Contudo, enfatiza-se as fases de classificação e de validação. Na classificação utiliza-se a técnica de Inteligência Artificial denominada Árvores de Decisão. Essa técnica é reconhecida na literatura como uma das formas mais simples e bem sucedidas de algoritmos de aprendizagem. Já a fase de validação é realizada nos estudos baseados na Neurociência, que é um conjunto das disciplinas que estudam o sistema nervoso, sua estrutura, seu desenvolvimento, funcionamento, evolução, relação com o comportamento e a mente, e também suas alterações. Os resultados obtidos neste trabalho são promissores, mesmo sendo iniciais, visto que podem melhor explicar, com a utilização de uma forma automática, alguns processos cerebrais.
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The acts of pretending and make-believe are almost exclusively studied in the context of child development and child psychology. This study was therefore an exploratory investigation of these functions in adulthood. Ten Foley artists were interviewed about the role of pretending and make-believe in their occupation, and the results supported our prediction that adults are capable of, and readily partake in, pretending and make-believe. We discuss the existing literature on pretending and make-believe, the methodological challenges we faced, and our conclusions based on extended quotes from the participants. It is hoped that our identification of ‘professional make-believers’ can instigate further research, and the study of pretending beyond childhood.
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Alternate Reality Game (ARG) represent a new genre of transmedia practice where players hunt for scattered clues, make sense of disparate information, and solve puzzles to advance an ever-evolving storyline. Players participate in ARGs using multiple communications technologies, ranging from print materials to mobile devices. However, many interaction design challenges must be addressed to weave these everyday communication tools together into an immersive, participatory experience. Transmedia design is not an everyday process. Designers must create and connect story bits across multiple media (video, audio, text) and multiple platforms (phones, computers, physical spaces). Furthermore, they must engage with players of varying skill levels. Few studies to-date have explored the design process of ARGs in learning contexts. Fewer still have focused on challenges involved in designing for youth (13-17 years old). In this study, I explore the process of designing ARGs as vehicles for promoting information literacy and participatory culture for adolescents (13-17 years old). Two ARG design scenarios, distinguished by target learning environment (formal and informal context) and target audience (adolescents), comprise the two cases that I examine. Through my analysis of these two design cases, I articulate several unique challenges faced by designers who create interactive, transmedia stories for – and with – youth. Drawing from these design challenges, I derive a repertoire of design strategies that future designers and researchers may use to create and implement ARGs for teens in learning contexts. In particular, I propose a narrative design framework that allows for the categorization of ARGs as storytelling constructs that lie along a continuum of participation and interaction. The framework can serve as an analytic tool for researchers and a guide for designers. In addition, I establish a framework of social roles that designers may employ to craft transmedia narratives before live launch and to promote and scaffold player participation after play begins. Overall, the contributions of my study include theoretical insights that may advance our understanding of narrative design and analysis as well as more practical design implications for designers and practitioners seeking to incorporate transmedia features into learning experiences that target youth.
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International audience
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This research deals with the use of a participatory design methodology to develop a repository of open educational resources, the Arcaz. Discusses key aspects of neutrality and determinism of technology within the context of Social Studies of Science and Technology and presents some concepts of critical theory of technology related to the democratic construction of technological artifacts. Discusses the philosophical heritage of the movements that led to the emergence of free software, open education and open educational resources and argues that participatory design share similar ideals. It presents concepts of human-computer interaction, interaction design and user centered design, important to enhance the user experience in information systems. It addresses the participatory design as a methodology that allows the democratic participation of users in the technological construction, promoting mutual learning and active voice for the participants. Develops a participatory design methodology adapted to the Arcaz context of use and provides the procedures for the meetings conducted to apply participatory design techniques to the repository and the results obtained. It concludes with a study of some of the interventions suggested in the system and orientations for future applications of participatory practices in the development of the repository and a list of best practices, focusing on ethical principles that should guide the participatory design.
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La actividad cerebral puede ser monitoreada mediante la electroencefalografía y utilizada como un indicador bioeléctrico. Este articulo muestra como un dispositivo de bajo costo y fácil acceso puede utilizarse para el desarrollo de aplicaciones basadas en interfaces cerebro-computador (BCI). Los resultados obtenidos muestran que el dispositivo MindWave puede efectivamente utilizarse para la adquisición de señales relacionadas a la actividad cerebral en diversas actividades cerebrales bajo la influencia de diversos estímulos. Se propone además el uso de la transformada Wavelet para el acondicionamiento de las señales EEG con el objetivo de utilizar algoritmos de inteligencia artificial y técnicas de reconocimiento de patrones para distinguir respuestas cerebrales.
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110 p.
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Presentaciones de la asignatura Interfaces para Entornos Inteligentes del Máster en Tecnologías de la Informática/Machine Learning and Data Mining.
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Trabajo realizado en la empresa CAF Power&Automation
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There is a growing societal need to address the increasing prevalence of behavioral health issues, such as obesity, alcohol or drug use, and general lack of treatment adherence for a variety of health problems. The statistics, worldwide and in the USA, are daunting. Excessive alcohol use is the third leading preventable cause of death in the United States (with 79,000 deaths annually), and is responsible for a wide range of health and social problems. On the positive side though, these behavioral health issues (and associated possible diseases) can often be prevented with relatively simple lifestyle changes, such as losing weight with a diet and/or physical exercise, or learning how to reduce alcohol consumption. Medicine has therefore started to move toward finding ways of preventively promoting wellness, rather than solely treating already established illness.^ Evidence-based patient-centered Brief Motivational Interviewing (BMI) interventions have been found particularly effective in helping people find intrinsic motivation to change problem behaviors after short counseling sessions, and to maintain healthy lifestyles over the long-term. Lack of locally available personnel well-trained in BMI, however, often limits access to successful interventions for people in need. To fill this accessibility gap, Computer-Based Interventions (CBIs) have started to emerge. Success of the CBIs, however, critically relies on insuring engagement and retention of CBI users so that they remain motivated to use these systems and come back to use them over the long term as necessary.^ Because of their text-only interfaces, current CBIs can therefore only express limited empathy and rapport, which are the most important factors of health interventions. Fortunately, in the last decade, computer science research has progressed in the design of simulated human characters with anthropomorphic communicative abilities. Virtual characters interact using humans’ innate communication modalities, such as facial expressions, body language, speech, and natural language understanding. By advancing research in Artificial Intelligence (AI), we can improve the ability of artificial agents to help us solve CBI problems.^ To facilitate successful communication and social interaction between artificial agents and human partners, it is essential that aspects of human social behavior, especially empathy and rapport, be considered when designing human-computer interfaces. Hence, the goal of the present dissertation is to provide a computational model of rapport to enhance an artificial agent’s social behavior, and to provide an experimental tool for the psychological theories shaping the model. Parts of this thesis were already published in [LYL+12, AYL12, AL13, ALYR13, LAYR13, YALR13, ALY14].^
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Surgical interventions are usually performed in an operation room; however, access to the information by the medical team members during the intervention is limited. While in conversations with the medical staff, we observed that they attach significant importance to the improvement of the information and communication direct access by queries during the process in real time. It is due to the fact that the procedure is rather slow and there is lack of interaction with the systems in the operation room. These systems can be integrated on the Cloud adding new functionalities to the existing systems the medical expedients are processed. Therefore, such a communication system needs to be built upon the information and interaction access specifically designed and developed to aid the medical specialists. Copyright 2014 ACM.
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This paper presents an easy to use methodology and system for insurance companies targeting at managing traffic accidents reports process. The main objective is to facilitate and accelerate the process of creating and finalizing the necessary accident reports in cases without mortal victims involved. The diverse entities participating in the process from the moment an accident occurs until the related final actions needed are included. Nowadays, this market is limited to the consulting platforms offered by the insurance companies. Copyright 2014 ACM.