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Proceedings of the 11th PErvasive Technologies Related to Assistive Environments Conference最新文献

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In-Situ Instructions Exceed Side-by-Side Instructions in Augmented Reality Assisted Assembly 原位指令在增强现实辅助装配中超越并排指令
Jonas Blattgerste, Patrick Renner, Benjamin Strenge, Thies Pfeiffer
Driven by endeavors towards Industry 4.0, there is increasing interest in augmented reality (AR) as an approach for assistance in areas like picking, assembly and maintenance. In this work our focus is on AR-based assistance in manual assembly. The design space for AR instructions in this context includes, e.g., side-by-side, 3D or projected 2D presentations. In previous research, the low quality of the AR devices available at the respective time had a significant impact on performance evaluations. Today, a proper and up-to-date comparison of different presentation approaches is missing. This paper presents an improved 3D in-situ instruction and compares it to previously presented techniques. All instructions are implemented on up-to-date AR hardware, namely the Microsoft HoloLens. To support reproducible research, the comparison is made using a standardized benchmark scenario. The results show, contrary to previous research, that in-situ instructions on state-of-the-art AR glasses outperform side-by-side instructions in terms of errors made, task completion time, and perceived task load.
在工业4.0的推动下,人们对增强现实(AR)越来越感兴趣,因为它可以在采摘、组装和维护等领域提供帮助。在这项工作中,我们的重点是基于ar的人工装配辅助。在这种情况下,AR指令的设计空间包括,例如,并排,3D或投影2D演示。在之前的研究中,在各自的时间可用的AR设备的低质量对性能评估有重大影响。今天,缺乏对不同表示方法的适当和最新的比较。本文提出了一种改进的三维原位指令,并将其与先前提出的技术进行了比较。所有指令都在最新的AR硬件上执行,即微软的HoloLens。为了支持可重复的研究,使用标准化基准情景进行比较。结果表明,与之前的研究相反,最先进的AR眼镜上的原位指令在错误、任务完成时间和感知任务负载方面优于并行指令。
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引用次数: 43
Designing a gamified social platform for people living with dementia and their live-in family caregivers 为痴呆症患者和他们的住家照顾者设计一个游戏化的社交平台
A. Tzallas, N. Katertsidis, Konstantinos Glykos, S. Segkouli, K. Votis, D. Tzovaras, C. Barrué, I. Paliokas, U. Cortés
In the current paper, a social gamified platform for people living with dementia and their live-in family caregivers, integrating a broader diagnostic approach and interactive interventions is presented. The CAREGIVERSPRO-MMD (C-MMD) platform constitutes a support tool for the patient and the informal caregiver - also referred to as the dyad - that strengthens self-care, and builds community capacity and engagement at the point of care. The platform is implemented to improve social collaboration, adherence to treatment guidelines through gamification, recognition of progress indicators and measures to guide management of patients with dementia, and strategies and tools to improve treatment interventions and medication adherence. Moreover, particular attention was provided on guidelines, considerations and user requirements for the design of a User-Centered Design (UCD) platform. The design of the platform has been based on a deep understanding of users, tasks and contexts in order to improve platform usability, and provide adaptive and intuitive User Interfaces with high accessibility. In this paper, the architecture and services of the C-MMD platform are presented, and specifically the gamification aspects.
在本文中,为痴呆症患者及其住家家庭护理人员提供了一个社交游戏化平台,整合了更广泛的诊断方法和互动干预措施。CAREGIVERSPRO-MMD (C-MMD)平台为患者和非正式护理人员(也称为“二元”)提供支持工具,加强自我护理,并在护理点建立社区能力和参与。实施该平台是为了改善社会协作,通过游戏化遵守治疗指南,识别进度指标和指导痴呆症患者管理的措施,以及改善治疗干预和药物依从性的策略和工具。此外,还特别注意了以用户为中心的设计(UCD)平台设计的指导方针、考虑因素和用户需求。平台的设计基于对用户、任务和上下文的深入理解,以提高平台的可用性,并提供具有高可访问性的自适应和直观的用户界面。本文介绍了C-MMD平台的体系结构和服务,特别是游戏化方面。
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引用次数: 6
Multidimensional Trajectory Similarity Estimation via Spatial-Temporal Keyframe Selection and Signal Correlation Analysis 基于时空关键帧选择和信号相关分析的多维轨迹相似性估计
Eftychios E. Protopapadakis, A. Voulodimos, N. Doulamis
In this paper, we present a framework for trajectory matching in asynchronous time sequences. The proposed methodology is applied on sequences of traditional Greek dances to quantify the choreographic similarity between them, using body joints' position and orientation, as well as the temporal dimension as inputs. The adopted methodology uses a two-step approach over the provided body joints' trajectories: a) representative frame selection and b) keyframe comparison. The dance act is captured using a single, markerless, low-cost sensor. The recorded sequence is summarized by selecting the most descriptive frames, which are then compared to other dances' keyframes to calculate similarity scores.
本文提出了一种异步时间序列下的轨迹匹配框架。所提出的方法应用于传统希腊舞蹈序列,使用身体关节的位置和方向以及时间维度作为输入,量化它们之间的舞蹈相似性。所采用的方法对所提供的身体关节轨迹采用两步方法:a)代表性帧选择和b)关键帧比较。舞蹈动作是用一个单一的、无标记的、低成本的传感器捕捉到的。通过选择最具描述性的帧来总结记录的序列,然后将其与其他舞蹈的关键帧进行比较,以计算相似性分数。
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引用次数: 4
How touch glove and expertise influence the basic touch gestures performances for people with Systemic Sclerosis 触摸手套和专业知识如何影响系统性硬化症患者的基本触摸手势表现
Francesca Gullà, S. Ceccacci, Roberto Menghi, M. Germani
The technology has become a common part of our daily lives, and the integration of touchscreen technology into devices is quickly becoming equally common. In recent years, much research has been conducted on how people interact with handheld devices and on different types and uses of touchscreen technology, but there are few studies regarding people with severe problems of dexterity. For this reason, the present study aims to understand the effect of expertize with touchscreen on the performance of basic touch-gestures (i.e., tapping, dragging, pinching and spreading) in the case of people with Systemic Sclerosis. The performances of a total of twelve patients with SSc, six with and six without previous experience with touchscreen technology, were compared in the study. Recommendations based on the results of this study are proposed to improve the accessibility of touch-screen interfaces for these patients.
这项技术已经成为我们日常生活中常见的一部分,将触摸屏技术集成到设备中也很快变得同样普遍。近年来,人们对人们如何与手持设备互动以及不同类型和使用触摸屏技术进行了大量研究,但很少有关于灵巧性严重问题的人的研究。因此,本研究旨在了解在系统性硬化症患者的情况下,熟练使用触摸屏对基本触摸手势(即轻敲、拖拽、捏捏和伸展)的影响。本研究共比较了12例SSc患者的表现,其中6例有触屏技术经验,6例没有触屏技术经验。基于本研究的结果提出建议,以改善这些患者的触摸屏界面的可访问性。
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引用次数: 1
Automatic Classification and Shift Detection of Facial Expressions in Event-Aware Smart Environments 事件感知智能环境中面部表情的自动分类和移位检测
Arne Bernin, Larissa Müller, Sobin Ghose, C. Grecos, Qi Wang, Ralf Jettke, K. Luck, Florian Vogt
Affective application developers often face a challenge in integrating the output of facial expression recognition (FER) software in interactive systems: although many algorithms have been proposed for FER, integrating the results of these algorithms into applications remains difficult. Due to inter-and within-subject variations further post-processing is needed. Our work addresses this problem by introducing and comparing three post-processing classification algorithms for FER output applied to an event-based interaction scheme to pinpoint the affective context within a time window. Our comparison is based on earlier published experiments with an interactive cycling simulation in which participants were provoked with game elements and their facial expression responses were analysed by all three algorithms with a human observer as reference. The three post-processing algorithms we investigate are mean fixed-window, matched filter, and Bayesian changepoint detection. In addition, we introduce a novel method for detecting fast transition of facial expressions, which we call emotional shift. The proposed detection pattern is suitable for affective applications especially in smart environments, wherever users' reactions can be tied to events.
情感应用程序开发人员在将面部表情识别(FER)软件的输出集成到交互式系统中经常面临挑战:尽管已经提出了许多针对面部表情识别的算法,但将这些算法的结果集成到应用程序中仍然很困难。由于主体之间和主体内部的变化,需要进一步的后处理。我们的工作通过引入和比较三种用于基于事件的交互方案的FER输出的后处理分类算法来解决这个问题,以确定时间窗口内的情感上下文。我们的比较是基于早期发表的交互式循环模拟实验,参与者被游戏元素激怒,他们的面部表情反应被所有三种算法分析,并以人类观察者为参考。我们研究的三种后处理算法是平均固定窗口、匹配滤波和贝叶斯变点检测。此外,我们还介绍了一种新的检测面部表情快速转换的方法,我们称之为情绪转换。所提出的检测模式适用于情感应用程序,特别是在智能环境中,用户的反应可以与事件联系在一起。
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引用次数: 4
Supporting the Development of Assistive Systems for Older People: Company perspectives 支持老年人辅助系统的发展:公司的观点
Jean D. Hallewell Haslwanter, Markus Garschall
Assistive technologies to support aging in place are being widely promoted due to changing demographics. Although much time and money has been invested in the development of these types of systems, to date there are not many successful systems on the market. This highly interactive industrial workshop aims to help participants gain a better understanding of the issues that companies developing these technologies face. Together participants will develop ideas of what can be done to support more success in the future.
由于人口结构的变化,支持老龄化的辅助技术正在得到广泛推广。尽管在这些类型的系统的开发上投入了大量的时间和金钱,但到目前为止,市场上还没有很多成功的系统。这个高度互动的工业研讨会旨在帮助与会者更好地理解开发这些技术的公司所面临的问题。与会者将共同探讨可以做些什么来支持未来取得更大的成功。
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引用次数: 1
Unsupervised Learning Fuzzy Finite State Machine for Human Activities Recognition 人类活动识别的无监督学习模糊有限状态机
Gadelhag Mohmed, Ahmad Lotfi, C. Langensiepen, A. Pourabdollah
Human Activities Recognition (HAR) based on low-level sensory data has become an active research topic and attracting attention in many application domains. Many approaches are employed to process and analyse the collected sensory data for modelling and representing Activity of Daily Working (ADW) and/or Activity of Daily Living (ADL). In this paper, a novel method based on Fuzzy Finite State Machine (FuFSM) is presented to model the daily activities. The proposed method is using FuFSM integrated with Fuzzy C-Means (FCMs) clustering algorithm to overcome the challenges of defining simultaneous activities. Therefore, different states of activities could be represented with a degree of fuzziness. Experimental results are presented to demonstrate the effectiveness of the proposed method. The model is tested and evaluated using a set of data that has been collected from an office environment.
基于低级感知数据的人类活动识别(HAR)已成为一个活跃的研究课题,在许多应用领域受到关注。许多方法被用来处理和分析收集到的感官数据,以建模和表示日常工作活动(ADW)和/或日常生活活动(ADL)。本文提出了一种基于模糊有限状态机(FuFSM)的日常活动建模方法。该方法将FuFSM与模糊c均值(fcm)聚类算法相结合,克服了定义同步活动的挑战。因此,不同的活动状态可以用一定程度的模糊性来表示。实验结果证明了该方法的有效性。使用从办公环境中收集的一组数据对模型进行测试和评估。
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引用次数: 5
Playful Multimodal Training for Persons with Dementia with Executive Function based Decision Support 基于决策支持的执行功能痴呆患者有趣的多模式训练
L. Paletta, M. Fellner, M. Pszeida, Alexander Lerch, Christian Kemp, Lara Pittino, Josef Steiner, Mariella Panagl, Manuela Künstner
Meaningful treatment of dementia today consists of multi-component interventions, such as, cognitive and also physical, sensomotor oriented stimulation. A serious game was developed for multimodal training performed by clients and caregiver using easily configurable services on a Tablet PC. A key problem in developing substantial knowledge about dementia and impacting factors is lack of data about mental processes evolving over time. For this purpose, eye tracking data were captured from non-obtrusive sensing during the game to enable continuous monitoring of dementia profiles. An antisaccade paradigm was used to detect attention inhibition problems that typically occur in executive function related neurodegenerative diseases, such as, in Alzheimer. In a 6 month study with 12 users a classifier was developed that enables to discriminate dementia stages from robustly extracted eye movement features received from training at home. The playful training and its diagnostics oriented toolbox offer affordances for entertaining users, measuring and analysis of mental process parameters, to enable people with dementia to stay longer at home and slowing down the progress of disease.
今天,有意义的痴呆症治疗包括多种干预措施,如认知刺激、身体刺激、感官刺激。我们开发了一款严肃的游戏,用于客户和护理人员在平板电脑上使用易于配置的服务进行多模式培训。发展有关痴呆症及其影响因素的实质性知识的一个关键问题是缺乏随时间演变的心理过程的数据。为此,在游戏过程中从非突发性传感中捕获眼动追踪数据,以实现对痴呆症档案的持续监测。反扫视范式被用来检测注意力抑制问题,这些问题通常发生在与执行功能相关的神经退行性疾病中,如阿尔茨海默病。在与12名用户进行的为期6个月的研究中,开发了一种分类器,能够从从家庭训练中获得的鲁棒提取的眼动特征中区分痴呆症的阶段。有趣的训练及其诊断导向的工具箱为娱乐用户,测量和分析心理过程参数提供了便利,使痴呆症患者能够在家里呆更长时间,减缓疾病的进展。
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引用次数: 11
Adaptive Deep Learning for a Vision-based Fall Detection 基于视觉的跌倒检测自适应深度学习
A. Doulamis, N. Doulamis
Fall is one of the main causes of severe accidents or even death especially for the elderly. Thus, it is imminent to prevent falls before they occur. In this paper, a vision-based system is adopted for fall detection exploiting novel self-adaptable deep machine learning strategies. The deep network is exploited to distinguished humans (foreground) from the background. Adaptation is necessary to tackle dynamic changes in the visual conditions (shadows, illumination, background changes) which are very often for a real-life environment. For the adaptable we are based on a decision mechanism that enable network retraining whenever the visual conditions are not proper for foreground/background separation. Then, a constraint minimization algorithm is activated to optimally estimate new network weights so that i) data from the current visual environment are trusted as much as possible while ii) a minimal degradation of the already existing network knowledge is accomplished. For the activation of the algorithm a set of new labeled data from the current environment is selected by constraining iterative motion information with a human face/body modeler. Experimental results and comparisons with non-adaptable deep network schemes or shallow non-linear classifier indicate the superior performance of the algorithm than other approaches.
跌倒是造成严重事故甚至死亡的主要原因之一,尤其是对老年人来说。因此,在跌倒发生之前加以预防是迫在眉睫的。本文采用一种基于视觉的跌倒检测系统,利用新颖的自适应深度机器学习策略。利用深度网络来区分人类(前景)和背景。适应是必要的,以应对视觉条件的动态变化(阴影、照明、背景变化),这在现实生活中非常常见。对于适应性,我们基于一种决策机制,当视觉条件不适合前景/背景分离时,使网络重新训练。然后,激活约束最小化算法以最优估计新网络权重,以便i)来自当前视觉环境的数据尽可能可信,而ii)最小化已经存在的网络知识的退化。为了激活该算法,通过人脸/身体建模器约束迭代运动信息,从当前环境中选择一组新的标记数据。实验结果和与非自适应深度网络方案或浅层非线性分类器的比较表明,该算法的性能优于其他方法。
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引用次数: 14
Evaluating the training transfer of Head-Mounted Display based training for assembly tasks 评估基于头戴式显示器的装配任务培训转移
Stefan Werrlich, Phuc-Anh Nguyen, G. Notni
The automotive industry is growing constantly and more and more assembly workers are needed to negotiate the production volume. The training of new employees is essential to ensure premium quality products and processes. New technologies for training such as head-mounted displays (HMDs) receive a growing amount of attention by the scientific community, especially in the industrial domain. Due to its possibility to work hands-free while providing users with necessary augmented information, HMDs can enhance the quality and efficiency of assembly training tasks. However, comprehensive evaluations in industrial environments regarding the training transfer using augmented reality (AR) technologies are still very limited. In this paper, we aim to close this gap by conducting a user study with two groups and 30 participants, measuring the training transfer. We compare the effects of two slightly different HMD-based training applications. The first group complete a tutorial, beginner, intermediate and expert training level, while the second group received an additional quiz level. Results show that group two needed 17% more time to complete the training but made 79% less sequence mistakes compared to the first group. Additionally, we compare the user satisfaction by using the system usability scale (SUS) and the perceived workload by measuring the NASA-TLX.
汽车工业在不断发展,需要越来越多的装配工人来谈判产量。对新员工的培训对于确保高质量的产品和流程至关重要。诸如头戴式显示器(hmd)之类的培训新技术越来越受到科学界的关注,特别是在工业领域。由于它可以免提工作,同时为用户提供必要的增强信息,头戴式显示器可以提高装配培训任务的质量和效率。然而,在工业环境中使用增强现实(AR)技术进行培训转移的综合评估仍然非常有限。在本文中,我们的目标是通过对两组30名参与者进行用户研究来缩小这一差距,测量培训迁移。我们比较了两种略有不同的基于hmd的训练应用程序的效果。第一组完成了教程,初级,中级和专家培训水平,而第二组接受了额外的测验水平。结果显示,与第一组相比,第二组需要多17%的时间来完成训练,但序列错误减少了79%。此外,我们通过使用系统可用性量表(SUS)来比较用户满意度,并通过测量NASA-TLX来比较感知工作量。
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引用次数: 24
期刊
Proceedings of the 11th PErvasive Technologies Related to Assistive Environments Conference
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