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The paper presents a discussion on the logic of the necessity for investigation into the area of physiological computing and reviews empirical work by some of the authors. In particular, the paper discusses the reliability of info...
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The paper presents a discussion on the logic of the necessity for investigation into the area of physiological computing and reviews empirical work by some of the authors. In particular, the paper discusses the reliability of information that can be inferred from certain biological sensor data and ways in which positive benefits can be ensured or measured relating to the use of the feedback that can result from its use. One important and emerging application area for physiological feedback in interactive computing is in interactive art systems. In some respects, this application has been making strong progress for the particular reason that the interactive experience itself, rather than more abstract and problematic information handling, is at the core. Another interesting aspect of the applications in art is that they provide informal experimental investigations into these new forms of human-computer interaction, and artists are already devising new applications and interfaces for physiological information. The paper describes an art work employing physiological feedback, including a discussion of how it was built and of the participating audience reactions when exhibited.
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Efficient locomotion methods have been proposed to compensate for the limited space in real-world environments, and such methods offer users more immersive and natural experiences in relatively large virtual environments. The foot...
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Efficient locomotion methods have been proposed to compensate for the limited space in real-world environments, and such methods offer users more immersive and natural experiences in relatively large virtual environments. The foot-based locomotion method is one of the best options for implementing natural locomotion using foot movement as an input. However, existing foot-based locomotion methods force users to wear equipment or take a video of the user’s body. These actions can cause discomfort, unnatural feelings, or privacy problems. Thus, we propose a Seamless-walk system that can seamlessly translate a real-world gait action to locomotion signals using a high-resolution tactile carpet sensor without requiring wearable equipment. The proposed method captures and analyzes high-resolution footprint information using a machine learning technique and calculates the user’s movement direction and speed in a real-time manner. In addition, the modular structure of Seamless-walk enables scalable installation of a tactile sensing platform at reasonable cost. Human tests (n = 80) confirmed that the proposed Seamless-walk system’s technical advantage increases usability. A 3D virtual world exploration game experiment revealed that the proposed method significantly increases comfort and overall naturalness. Additionally, The proposed method has no negative effects on exploration suitability, task load, simulator sickness, or the game experience.
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This paper proposes a fusion model of an improved Hidden Markov Model (HMM) and an improved CF trust evaluation algorithm, and a human-computer collaboration mechanism embedded in the X-arm manipulator. It can correctly predict us...
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This paper proposes a fusion model of an improved Hidden Markov Model (HMM) and an improved CF trust evaluation algorithm, and a human-computer collaboration mechanism embedded in the X-arm manipulator. It can correctly predict user intentions of interaction, correct erroneous intentions, and carry out human-computer collaboration under the user's multimodal fuzzy expression or wrong expression, and finally complete the intention task. It can correctly predict the user interactive intentions, correct the wrong intention, and carry out human-computer collaboration in the case of user multimodal fuzzy expression or wrong expression. The main contributions of this paper are: when humans input intentions to robots, users no longer interact strictly through discrete and explicit interactive operations, but can use non-deterministic and unclear multimodal data to ex-press interactive intentions; When the model predicts user's intentions, it comprehensively considers modal information such as user's voice, gesture, posture, and extracts the user's intention from the user's daily habits and the context of the interactive environment. The process of trust evaluation, reverse analysis, and active acquisition of necessary information on the user's intention determines whether the intention is feasible, and then analyzes the intention through the human-computer collaboration mechanism, reasonably assigns the tasks that the human and the computer need to complete. Finally, human and computer cooperate together to achieve the user's intention. The algorithm proposed in this paper can be considered as a new method of intention understanding in human-computer interaction and a research of exploring the computational principle of natural interaction. The algorithm proposed in this paper has been verified in many daily life scenarios such as helping the elderly to drink water, take medicine, read, watch TV and so on, and it has also proposed a valuable research path for the challenging problem of human-computer interaction.
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In our daily life, it is inevitable to confront the condition which we feel confident or unconfident. Under these conditions, we might have different expressions and responses. Not to mention under the situation when a human commu...
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In our daily life, it is inevitable to confront the condition which we feel confident or unconfident. Under these conditions, we might have different expressions and responses. Not to mention under the situation when a human communicates with a robot. It is necessary for robots to behave in various styles to show adaptive confidence degree, for example, in previous work, when the robot made mistakes during the interaction, different certainty expression styles have shown influence on humans' truthfulness and acceptance. On the other hand, when human feel uncertain on the robot's utterance, the approach of how the robot recognizes human's uncertainty is crucial. However, relative researches are still scarce and ignore individual characteristics. In current study, we designed an experiment to obtain human verbal and non-verbal features under certain and uncertain condition. From the certain/uncertain answer experiment, we extracted the head movement and voice factors as features to investigate if we can classify these features correctly. From the result, we have found that different people had distinct features to show different certainty degree but some participants might have a similar pattern considering their relatively close psychological feature value. We aim to explore different individuals' certainty expression patterns because it can not only facilitate humans' confidence status detection but also is expected to be utilized on robot side to give the proper response adaptively and thus spice up the Human-Robot Interaction.
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Virtual, Augmented, and Mixed Reality for Human-Robot Interaction (VAM-HRI) has been gaining considerable attention in HRI research in recent years. However, the HRI community lacks a set of shared terminology and framework for ch...
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Virtual, Augmented, and Mixed Reality for Human-Robot Interaction (VAM-HRI) has been gaining considerable attention in HRI research in recent years. However, the HRI community lacks a set of shared terminology and framework for characterizing aspects of mixed reality interfaces, presenting serious problems for future research. Therefore, it is important to have a common set of terms and concepts that can be used to precisely describe and organize the diverse array of work being done within the field. In this article, we present a novel taxonomic framework for different types of VAM-HRI interfaces, composed of four main categories of virtual design elements (VDEs). We present and justify our taxonomy and explain how its elements have been developed over the past 30 years as well as the current directions VAM-HRI is headed in the coming decade.
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New technologies that use multimodal input, human experience, and modern hardware''s full computational power could mitigate current limitations in human-computer interaction. The 4D Touchpad, a video-based interaction platform, m...
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New technologies that use multimodal input, human experience, and modern hardware''s full computational power could mitigate current limitations in human-computer interaction. The 4D Touchpad, a video-based interaction platform, makes robust, natural interaction between humans and computers possible.
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Telepresence is the fastest growing technology combining the Internet of Things (IoT) and Virtual Reality (VR). It is a robotic remote control that allows humans to sense their current location, VR provides vision, and IoT provide...
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Telepresence is the fastest growing technology combining the Internet of Things (IoT) and Virtual Reality (VR). It is a robotic remote control that allows humans to sense their current location, VR provides vision, and IoT provides touch and control. Before telepresence, we could only imagine virtual worlds, not feel them. Ultrasonic sensors used in telepresence allow for this. This study is primarily about how VR is used in various fields. For example, it can be used for agricultural and educational development. It can create intelligent virtual environments such as virtual telepresence robots in smart agriculture and virtual inclusion with telepresence robots in classrooms, allowing users to experience virtual reality through (VR) headsets. As mentioned earlier, telepresence can also be used in a variety of areas, such as medical education, mine maintenance, and distance learning.
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Context-awareness has become a key issue in Human-Computer Interaction(HCI) to provide better user experience under multi-device and multi-modal environment. With this intuition, we have proposed a web service based framework, whi...
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Context-awareness has become a key issue in Human-Computer Interaction(HCI) to provide better user experience under multi-device and multi-modal environment. With this intuition, we have proposed a web service based framework, which associates interactions with services, and provided service selection mechanism using context knowledge to achieve smart interaction migration [1]. A fundamental problem of such a service-oriented framework for interaction migration is to design an effective while scalable algorithm for service selection. In this paper, we propose a service selection algorithm considering not only context information and user preferences but also inter-service relations such as relative location. Our algorithm detects interaction hot spots within user active scope and presents the best service combination based on evaluation of interaction effectiveness. We also conduct simulation and the results illustrate that our algorithm is effective and scalable for interaction service selection.
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This article attempts to clarify the murky conceptual water of "interactivity," arguing that the term refers to two distinct phenomena: interactivity between people and interactivity between people and computers or networks. The f...
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This article attempts to clarify the murky conceptual water of "interactivity," arguing that the term refers to two distinct phenomena: interactivity between people and interactivity between people and computers or networks. The former orients research on the process of interactivity. The latter orients research on the product of interactivity. That two distinct phenomena have been labeled with the same term causes problems when one wants to move from theorizing about interactivity in the abstract to investigating what effects interactivity has and then to operationalizing measurement terms. Studying interactivity-as-process entails a research focus on human interaction. Studying interactivity-as-product entails a research focus on user interactions with technology. In wading into the murky waters of what interactivity is, we must not lose sight of why it matters. In research focused on the opportunities and constraints for citizen participation in the political process afforded by communication technology, for example, interactivity is a variable of importance.
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