Fernando Garcia-Sanjuan, J. Martínez, Vicente Nacher
Combining multiple displays in the same environment enables more immersive and rich experiences in which visualization and interaction can be improved. Although much research has been done in the field of Multi-Display Environments (MDEs) and previous studies have provided taxonomies to define them, these have usually consisted of partial descriptions. In this paper we propose a general taxonomy that identifies the key dimensions to tackle when developing MDEs and a classification of previous studies, with the aim of helping designers to identify the key aspects that must be addressed when developing the next generation of MDEs.
{"title":"Toward a General Conceptualization of Multi-Display Environments","authors":"Fernando Garcia-Sanjuan, J. Martínez, Vicente Nacher","doi":"10.3389/fict.2016.00020","DOIUrl":"https://doi.org/10.3389/fict.2016.00020","url":null,"abstract":"Combining multiple displays in the same environment enables more immersive and rich experiences in which visualization and interaction can be improved. Although much research has been done in the field of Multi-Display Environments (MDEs) and previous studies have provided taxonomies to define them, these have usually consisted of partial descriptions. In this paper we propose a general taxonomy that identifies the key dimensions to tackle when developing MDEs and a classification of previous studies, with the aim of helping designers to identify the key aspects that must be addressed when developing the next generation of MDEs.","PeriodicalId":37157,"journal":{"name":"Frontiers in ICT","volume":"5 1","pages":"20"},"PeriodicalIF":0.0,"publicationDate":"2016-09-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76076659","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Non-stoquastic Hamiltonians have both positive and negative signs in off-diagonal elements in their matrix representation in the standard computational basis and thus cannot be simulated efficiently by the standard quantum Monte Carlo method due to the sign problem. We describe our analytical studies of this type of Hamiltonians with infinite-range non-random as well as random interactions from the perspective of possible enhancement of the efficiency of quantum annealing or adiabatic quantum computing. It is shown that multi-body transverse interactions like $XX$ and $XXXXX$ with positive coefficients appended to a stoquastic transverse-field Ising model render the Hamiltonian non-stoquastic and reduce a first-order quantum phase transition in the simple transverse-field case to a second-order transition. This implies that the efficiency of quantum annealing is exponentially enhanced, because a first-order transition has an exponentially small energy gap (and therefore exponentially long computation time) whereas a second-order transition has a polynomially decaying gap (polynomial computation time). The examples presented here represent rare instances where strong quantum effects, in the sense that they cannot be efficiently simulated in the standard quantum Monte Carlo, have analytically been shown to exponentially enhance the efficiency of quantum annealing for combinatorial optimization problems.
{"title":"Exponential Enhancement of the Efficiency of Quantum Annealing by Non-Stoquastic Hamiltonians","authors":"H. Nishimori, K. Takada","doi":"10.3389/fict.2017.00002","DOIUrl":"https://doi.org/10.3389/fict.2017.00002","url":null,"abstract":"Non-stoquastic Hamiltonians have both positive and negative signs in off-diagonal elements in their matrix representation in the standard computational basis and thus cannot be simulated efficiently by the standard quantum Monte Carlo method due to the sign problem. We describe our analytical studies of this type of Hamiltonians with infinite-range non-random as well as random interactions from the perspective of possible enhancement of the efficiency of quantum annealing or adiabatic quantum computing. It is shown that multi-body transverse interactions like $XX$ and $XXXXX$ with positive coefficients appended to a stoquastic transverse-field Ising model render the Hamiltonian non-stoquastic and reduce a first-order quantum phase transition in the simple transverse-field case to a second-order transition. This implies that the efficiency of quantum annealing is exponentially enhanced, because a first-order transition has an exponentially small energy gap (and therefore exponentially long computation time) whereas a second-order transition has a polynomially decaying gap (polynomial computation time). The examples presented here represent rare instances where strong quantum effects, in the sense that they cannot be efficiently simulated in the standard quantum Monte Carlo, have analytically been shown to exponentially enhance the efficiency of quantum annealing for combinatorial optimization problems.","PeriodicalId":37157,"journal":{"name":"Frontiers in ICT","volume":"333 1","pages":"2"},"PeriodicalIF":0.0,"publicationDate":"2016-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76299243","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Filomena Scibelli, A. Troncone, Laurence Likforman-Sulem, A. Vinciarelli, A. Esposito
Most studies investigating the processing of emotions in depressed patients reported impairments in the decoding of negative emotions. However, these studies adopted static stimuli (mostly stereotypical facial expressions corresponding to basic emotions) which do not reflect the way people experience emotions in everyday life. For this reason, this work proposes to investigate the decoding of emotional expressions in patients affected by Recurrent Major Depressive Disorder (RMDDs) using dynamic audio/video stimuli. RMDDs’ performance is compared with the performance of patients with Adjustment Disorder with Depressed Mood (ADs) and healthy (HCs) subjects. The experiments involve 27 RMDDs (16 with acute depression - RMDD-A, and 11 in a compensation phase - RMDD-C), 16 ADs and 16 HCs. The ability to decode emotional expressions is assessed through an emotion recognition task based on short audio (without video), video (without audio) and audio/video clips. The results show that AD patients are significantly less accurate than HCs in decoding fear, anger, happiness, surprise and sadness. RMDD-As with acute depression are significantly less accurate than HCs in decoding happiness, sadness and surprise. Finally, no significant differences were found between HCs and RMDD-Cs in a compensation phase. The different communication channels and the types of emotion play a significant role in limiting the decoding accuracy.
{"title":"How Major Depressive Disorder Affects the Ability to Decode Multimodal Dynamic Emotional Stimuli","authors":"Filomena Scibelli, A. Troncone, Laurence Likforman-Sulem, A. Vinciarelli, A. Esposito","doi":"10.3389/fict.2016.00016","DOIUrl":"https://doi.org/10.3389/fict.2016.00016","url":null,"abstract":"Most studies investigating the processing of emotions in depressed patients reported impairments in the decoding of negative emotions. However, these studies adopted static stimuli (mostly stereotypical facial expressions corresponding to basic emotions) which do not reflect the way people experience emotions in everyday life. For this reason, this work proposes to investigate the decoding of emotional expressions in patients affected by Recurrent Major Depressive Disorder (RMDDs) using dynamic audio/video stimuli. RMDDs’ performance is compared with the performance of patients with Adjustment Disorder with Depressed Mood (ADs) and healthy (HCs) subjects. The experiments involve 27 RMDDs (16 with acute depression - RMDD-A, and 11 in a compensation phase - RMDD-C), 16 ADs and 16 HCs. The ability to decode emotional expressions is assessed through an emotion recognition task based on short audio (without video), video (without audio) and audio/video clips. The results show that AD patients are significantly less accurate than HCs in decoding fear, anger, happiness, surprise and sadness. RMDD-As with acute depression are significantly less accurate than HCs in decoding happiness, sadness and surprise. Finally, no significant differences were found between HCs and RMDD-Cs in a compensation phase. The different communication channels and the types of emotion play a significant role in limiting the decoding accuracy.","PeriodicalId":37157,"journal":{"name":"Frontiers in ICT","volume":"37 1","pages":"16"},"PeriodicalIF":0.0,"publicationDate":"2016-09-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87719673","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Obsessive-compulsive disorder (OCD) is characterized by the presence of unwanted and repetitive thoughts triggering significant anxiety, as well as the presence of ritual behaviours or mental acts carried out in response to obsessions to reduce the associated distress. In the contamination subtype, individuals are scared of germs and bacteria, are excessively concerned with cleaning, fear contamination and the spread of disease, and may have a very strong aversion to bodily secretions. A few studies on virtual reality have been conducted with people suffering from OCD, but they all focus on the subtype characterized by checking rituals. The goal of this study is to confirm the potential of a “contaminated” virtual environment in inducing anxiety in 12 adults suffering from contamination-subtype OCD compared to 20 adults without OCD (N = 32) using a within-between protocol. Subjective (questionnaire) and objective (heart rate) measurements were compiled. Participants were immersed in a control virtual environment (empty and clean room) and a “contaminated” virtual environment (filthy public restroom) designed for the treatment of OCD. Immersions were conducted in a 6-wall CAVE-like system. As hypothesized, the results of repeated-measures ANCOVAs revealed the significant impact of immersion in a filthy public restroom for participants suffering from OCD on both measures. Presence was correlated with anxiety in OCD participants and no difference in presence was observed between groups. Unwanted negative side effects induced by immersions in virtual reality were higher in the OCD group. The clinical implications of the results and directions for further studies are discussed.
{"title":"Inducing an Anxiety Response Using a Contaminated Virtual Environment: Validation of a Therapeutic Tool for Obsessive–Compulsive Disorder","authors":"M. Laforest, S. Bouchard, A. Crétu, Olivier Mesly","doi":"10.3389/fict.2016.00018","DOIUrl":"https://doi.org/10.3389/fict.2016.00018","url":null,"abstract":"Obsessive-compulsive disorder (OCD) is characterized by the presence of unwanted and repetitive thoughts triggering significant anxiety, as well as the presence of ritual behaviours or mental acts carried out in response to obsessions to reduce the associated distress. In the contamination subtype, individuals are scared of germs and bacteria, are excessively concerned with cleaning, fear contamination and the spread of disease, and may have a very strong aversion to bodily secretions. A few studies on virtual reality have been conducted with people suffering from OCD, but they all focus on the subtype characterized by checking rituals. The goal of this study is to confirm the potential of a “contaminated” virtual environment in inducing anxiety in 12 adults suffering from contamination-subtype OCD compared to 20 adults without OCD (N = 32) using a within-between protocol. Subjective (questionnaire) and objective (heart rate) measurements were compiled. Participants were immersed in a control virtual environment (empty and clean room) and a “contaminated” virtual environment (filthy public restroom) designed for the treatment of OCD. Immersions were conducted in a 6-wall CAVE-like system. As hypothesized, the results of repeated-measures ANCOVAs revealed the significant impact of immersion in a filthy public restroom for participants suffering from OCD on both measures. Presence was correlated with anxiety in OCD participants and no difference in presence was observed between groups. Unwanted negative side effects induced by immersions in virtual reality were higher in the OCD group. The clinical implications of the results and directions for further studies are discussed.","PeriodicalId":37157,"journal":{"name":"Frontiers in ICT","volume":"32 1","pages":"18"},"PeriodicalIF":0.0,"publicationDate":"2016-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90186725","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
With the increasing number of datasets encountered in imaging studies, the increasing complexity of processing workflows, and a growing awareness for data stewardship, there is a need for managed, automated workflows. In this paper we introduce Fastr, an automated workflow engine with support for advanced data flows. Fastr has built-in data provenance for recording processing trails and ensuring reproducible results. The extensible plugin-based design allows the system to interface with virtually any image archive and processing infrastructure. This workflow engine is designed to consolidate quantitative imaging biomarker pipelines in order to enable easy application to new data.
{"title":"Fastr: A Workflow Engine for Advanced Data Flows in Medical Image Analysis","authors":"H. Achterberg, Marcel Koek, W. Niessen","doi":"10.3389/fict.2016.00015","DOIUrl":"https://doi.org/10.3389/fict.2016.00015","url":null,"abstract":"With the increasing number of datasets encountered in imaging studies, the increasing complexity of processing workflows, and a growing awareness for data stewardship, there is a need for managed, automated workflows. In this paper we introduce Fastr, an automated workflow engine with support for advanced data flows. Fastr has built-in data provenance for recording processing trails and ensuring reproducible results. The extensible plugin-based design allows the system to interface with virtually any image archive and processing infrastructure. This workflow engine is designed to consolidate quantitative imaging biomarker pipelines in order to enable easy application to new data.","PeriodicalId":37157,"journal":{"name":"Frontiers in ICT","volume":"56 1","pages":"15"},"PeriodicalIF":0.0,"publicationDate":"2016-08-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75357797","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Andrew C. Robb, A. Kleinsmith, Andrew Cordar, C. White, A. Wendling, S. Lampotang, Benjamin C. Lok
Despite research showing that team training can lead to strong improvements in team performance, logistical difficulties can prevent team training programs from being adopted on a large scale. A proposed solution to these difficulties is the use of virtual humans to replace missing teammates. Existing research evaluating the use of virtual humans for team training has been conducted in settings involving a single human trainee. However, in the real world multiple human trainees would most likely train together. In this paper, we explore how the presence of a second human trainee can alter behavior during a medical team training program. Ninety-two nurses and surgical technicians participated in a medical training exercise, where they worked with a virtual surgeon and virtual anesthesiologist to prepare a simulated patient for surgery. The agency of the nurse and the surgical technician were varied between three conditions: human nurses and surgical technicians working together; human nurses working with a virtual surgical technician; and human surgical technicians working with a virtual nurse. Variations in agency did not produce statistically significant differences in the training outcomes, but several notable differences were observed in other aspects of the team's behavior. Specifically, when working with a virtual nurse, human surgical technicians were more likely to assist with speaking up about patient safety issues that were outside of their normal responsibilities; human trainees spent less time searching for a missing item when working with a virtual partner, likely because the virtual partner was physically unable to move throughout the room and assist with the searching process; and more breaks in presence were observed when two human teammates were present. These results show that some behaviors may be influenced by the presence of multiple human trainees, though these behaviors may not impinge on core training goals. When developing virtual human-based training programs, designers should consider that the presence of other humans may reduce involvement during training moments perceived to be the responsibility of other trainees, and should consider that a virtual teammate's limitations may cause human teammates to limit their own behaviors in corresponding ways (e.g. searching less).
{"title":"Training Together: How Another Human Trainee’s Presence Affects Behavior during Virtual Human-Based Team Training","authors":"Andrew C. Robb, A. Kleinsmith, Andrew Cordar, C. White, A. Wendling, S. Lampotang, Benjamin C. Lok","doi":"10.3389/fict.2016.00017","DOIUrl":"https://doi.org/10.3389/fict.2016.00017","url":null,"abstract":"Despite research showing that team training can lead to strong improvements in team performance, logistical difficulties can prevent team training programs from being adopted on a large scale. A proposed solution to these difficulties is the use of virtual humans to replace missing teammates. Existing research evaluating the use of virtual humans for team training has been conducted in settings involving a single human trainee. However, in the real world multiple human trainees would most likely train together. In this paper, we explore how the presence of a second human trainee can alter behavior during a medical team training program. Ninety-two nurses and surgical technicians participated in a medical training exercise, where they worked with a virtual surgeon and virtual anesthesiologist to prepare a simulated patient for surgery. The agency of the nurse and the surgical technician were varied between three conditions: human nurses and surgical technicians working together; human nurses working with a virtual surgical technician; and human surgical technicians working with a virtual nurse. Variations in agency did not produce statistically significant differences in the training outcomes, but several notable differences were observed in other aspects of the team's behavior. Specifically, when working with a virtual nurse, human surgical technicians were more likely to assist with speaking up about patient safety issues that were outside of their normal responsibilities; human trainees spent less time searching for a missing item when working with a virtual partner, likely because the virtual partner was physically unable to move throughout the room and assist with the searching process; and more breaks in presence were observed when two human teammates were present. These results show that some behaviors may be influenced by the presence of multiple human trainees, though these behaviors may not impinge on core training goals. When developing virtual human-based training programs, designers should consider that the presence of other humans may reduce involvement during training moments perceived to be the responsibility of other trainees, and should consider that a virtual teammate's limitations may cause human teammates to limit their own behaviors in corresponding ways (e.g. searching less).","PeriodicalId":37157,"journal":{"name":"Frontiers in ICT","volume":"1 1","pages":"17"},"PeriodicalIF":0.0,"publicationDate":"2016-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88301513","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This paper presents design guidelines and recommendations for developing cursor manipulation interaction devices to be employed in a wearable context. The work presented in this paper is the culmination three usability studies designed to understand commercially available pointing (cursor manipulation) devices suitable for use in a wearable context. The set of guidelines and recommendations presented are grounded on experimental and qualitative evidence derived from three usability studies and are intended to be used in order to inform the design of future wearable input devices. In addition to guiding the design process, the guidelines and recommendations may also be used to inform users of wearable computing devices by guiding towards the selection of a suitable wearable input device. The synthesis of results derived from a series of usability studies provide insights pertaining to the choice and usability of the devices in a wearable context. That is, the guidelines form a checklist that may be utilized as a point of comparison when choosing between the different input devices available for wearable interaction.
{"title":"Design Guidelines for Wearable Pointing Devices","authors":"J. Zucco, B. Thomas","doi":"10.3389/fict.2016.00013","DOIUrl":"https://doi.org/10.3389/fict.2016.00013","url":null,"abstract":"This paper presents design guidelines and recommendations for developing cursor manipulation interaction devices to be employed in a wearable context. The work presented in this paper is the culmination three usability studies designed to understand commercially available pointing (cursor manipulation) devices suitable for use in a wearable context. The set of guidelines and recommendations presented are grounded on experimental and qualitative evidence derived from three usability studies and are intended to be used in order to inform the design of future wearable input devices. In addition to guiding the design process, the guidelines and recommendations may also be used to inform users of wearable computing devices by guiding towards the selection of a suitable wearable input device. The synthesis of results derived from a series of usability studies provide insights pertaining to the choice and usability of the devices in a wearable context. That is, the guidelines form a checklist that may be utilized as a point of comparison when choosing between the different input devices available for wearable interaction.","PeriodicalId":37157,"journal":{"name":"Frontiers in ICT","volume":"49 1","pages":"13"},"PeriodicalIF":0.0,"publicationDate":"2016-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74593140","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Our purpose is to focus attention on a new criterion for quantum schemes by bringing together the notions of quantum game and game isomorphism. A quantum game scheme is required to generate the classical game as a special case. Now, given a quantum game scheme and two isomorphic classical games, we additionally require the resulting quantum games to be isomorphic as well. We show how this isomorphism condition influences the players’ strategy sets. We are concerned with the Marinatto-Weber type quantum game scheme and the strong isomorphism between games in strategic form.
{"title":"Strong Isomorphism in Marinatto–Weber Type Quantum Games","authors":"Piotr Frąckiewicz","doi":"10.3389/fict.2016.00012","DOIUrl":"https://doi.org/10.3389/fict.2016.00012","url":null,"abstract":"Our purpose is to focus attention on a new criterion for quantum schemes by bringing together the notions of quantum game and game isomorphism. A quantum game scheme is required to generate the classical game as a special case. Now, given a quantum game scheme and two isomorphic classical games, we additionally require the resulting quantum games to be isomorphic as well. We show how this isomorphism condition influences the players’ strategy sets. We are concerned with the Marinatto-Weber type quantum game scheme and the strong isomorphism between games in strategic form.","PeriodicalId":37157,"journal":{"name":"Frontiers in ICT","volume":"126 1","pages":"12"},"PeriodicalIF":0.0,"publicationDate":"2016-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77607916","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The nonverbal communication of clinicians has an impact on patients’ satisfaction and health outcomes. Yet medical students are not receiving enough training on the appropriate nonverbal behaviors in clinical consultations. Computer vision techniques have been used for detecting different kinds of nonverbal behaviors, and they can be incorporated in educational systems that help medical students develop communication skills. We describe EQClinic, a system that combines a tele-health platform with automated nonverbal behavior recognition. The system aims to help medical students improve their communication skills through a combination of human and automatically generated feedback. EQClinic provides fully automated calendaring and video-conferencing features for doctors or medical students to interview patients. We describe a pilot (18 dyadic interactions) in which standardized patients (i.e. someone acting as a real patient), were interviewed by medical students and provided assessments and comments about their performance. After the interview, computer vision and audio processing algorithms were used to recognize students’ nonverbal behaviors known to influence the quality of a medical consultation: including turn taking, speaking ratio, sound volume, sound pitch, smiling, frowning, head leaning, head tilting, nodding, shaking, face-touch gestures and overall body movements. The results showed that students’ awareness of nonverbal communication was enhanced by the feedback information, which was both provided by the standardized patients and generated by the machines.
{"title":"Improving Medical Students’ Awareness of Their Non-Verbal Communication through Automated Non-Verbal Behavior Feedback","authors":"Chunfeng Liu, R. Calvo, Renee L Lim","doi":"10.3389/fict.2016.00011","DOIUrl":"https://doi.org/10.3389/fict.2016.00011","url":null,"abstract":"The nonverbal communication of clinicians has an impact on patients’ satisfaction and health outcomes. Yet medical students are not receiving enough training on the appropriate nonverbal behaviors in clinical consultations. Computer vision techniques have been used for detecting different kinds of nonverbal behaviors, and they can be incorporated in educational systems that help medical students develop communication skills. We describe EQClinic, a system that combines a tele-health platform with automated nonverbal behavior recognition. The system aims to help medical students improve their communication skills through a combination of human and automatically generated feedback. EQClinic provides fully automated calendaring and video-conferencing features for doctors or medical students to interview patients. We describe a pilot (18 dyadic interactions) in which standardized patients (i.e. someone acting as a real patient), were interviewed by medical students and provided assessments and comments about their performance. After the interview, computer vision and audio processing algorithms were used to recognize students’ nonverbal behaviors known to influence the quality of a medical consultation: including turn taking, speaking ratio, sound volume, sound pitch, smiling, frowning, head leaning, head tilting, nodding, shaking, face-touch gestures and overall body movements. The results showed that students’ awareness of nonverbal communication was enhanced by the feedback information, which was both provided by the standardized patients and generated by the machines.","PeriodicalId":37157,"journal":{"name":"Frontiers in ICT","volume":"2 1","pages":"11"},"PeriodicalIF":0.0,"publicationDate":"2016-06-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73011604","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Social media check-in services have enabled people to share their activity-related choices providing a new source of human activity and social networks data. Geo-location data from these services offers us information, in new ways, to understand social influence on individual choices. In this paper, we investigate the extent of social influence on individual activity and life-style choices from social media check-in data. We first collect user check-ins and their social network information by linking two social media systems (Twitter and Foursquare) and analyze the structure of the underlying social network. We next infer user check-in and geo life-style patterns using topic models. We analyze the correlation between the social relationships and individual-level patterns. We investigate whether or not two individuals have similar activity choice and geo life-style patterns if they are socially connected. We find that the similarity between two users, in their check-in behavior and life-style patterns, increases with the increase of the friendship probability.
{"title":"Understanding Social Influence in Activity Location Choice and Lifestyle Patterns Using Geolocation Data from Social Media","authors":"Samiul Hasan, S. Ukkusuri, Xianyuan Zhan","doi":"10.3389/fict.2016.00010","DOIUrl":"https://doi.org/10.3389/fict.2016.00010","url":null,"abstract":"Social media check-in services have enabled people to share their activity-related choices providing a new source of human activity and social networks data. Geo-location data from these services offers us information, in new ways, to understand social influence on individual choices. In this paper, we investigate the extent of social influence on individual activity and life-style choices from social media check-in data. We first collect user check-ins and their social network information by linking two social media systems (Twitter and Foursquare) and analyze the structure of the underlying social network. We next infer user check-in and geo life-style patterns using topic models. We analyze the correlation between the social relationships and individual-level patterns. We investigate whether or not two individuals have similar activity choice and geo life-style patterns if they are socially connected. We find that the similarity between two users, in their check-in behavior and life-style patterns, increases with the increase of the friendship probability.","PeriodicalId":37157,"journal":{"name":"Frontiers in ICT","volume":"81 1","pages":"10"},"PeriodicalIF":0.0,"publicationDate":"2016-06-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80048236","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}