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A Hybrid Solution Method for the Capacitated Vehicle Routing Problem Using a Quantum Annealer 利用量子退火器求解有能力车辆路径问题的混合求解方法
Q1 Computer Science Pub Date : 2018-11-18 DOI: 10.3389/fict.2019.00013
Sebastian Feld, Christoph Roch, Thomas Gabor, Christian Seidel, F. Neukart, I. Galter, W. Mauerer, Claudia Linnhoff-Popien
The Capacitated Vehicle Routing Problem (CVRP) is an NP-optimization problem (NPO) that has been of great interest for decades for both, science and industry. The CVRP is a variant of the vehicle routing problem characterized by capacity constrained vehicles. The aim is to plan tours for vehicles to supply a given number of customers as efficiently as possible. The problem is the combinatorial explosion of possible solutions, which increases superexponentially with the number of customers. Classical solutions provide good approximations to the globally optimal solution. D-Wave's quantum annealer is a machine designed to solve optimization problems. This machine uses quantum effects to speed up computation time compared to classic computers. The problem on solving the CVRP on the quantum annealer is the particular formulation of the optimization problem. For this, it has to be mapped onto a quadratic unconstrained binary optimization (QUBO) problem. Complex optimization problems such as the CVRP can be translated to smaller subproblems and thus enable a sequential solution of the partitioned problem. This work presents a quantum-classic hybrid solution method for the CVRP. It clarifies whether the implemenation of such a method pays off in comparison to existing classical solution methods regarding computation time and solution quality. Several approaches to solving the CVRP are elaborated, the arising problems are discussed, and the results are evaluated in terms of solution quality and computation time.
有能力车辆路径问题(CVRP)是一个np优化问题(NPO),几十年来一直受到科学界和工业界的极大关注。CVRP是一种以车辆容量受限为特征的车辆路径问题的变体。其目的是为车辆规划行程,以尽可能高效地为给定数量的客户提供服务。问题在于可能解决方案的组合爆炸,它随着客户数量的增加而呈指数级增长。经典解提供了全局最优解的良好近似。D-Wave的量子退火炉是一种设计用来解决优化问题的机器。与经典计算机相比,这台机器利用量子效应来加快计算时间。求解量子退火炉上的CVRP问题是优化问题的特殊表述。为此,必须将其映射为二次型无约束二元优化(QUBO)问题。像CVRP这样的复杂优化问题可以转化为更小的子问题,从而实现分区问题的顺序解决。本文提出了CVRP的量子经典混合解方法。它阐明了在计算时间和求解质量方面,与现有的经典求解方法相比,这种方法的实现是否值得。阐述了求解CVRP的几种方法,讨论了出现的问题,并从求解质量和计算时间两方面对结果进行了评价。
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引用次数: 101
Motor Impairment Estimates via Touchscreen Typing Dynamics Toward Parkinson's Disease Detection From Data Harvested In-the-Wild 从野外采集的数据中,通过触摸屏输入动态对帕金森病检测的运动损伤估计
Q1 Computer Science Pub Date : 2018-11-08 DOI: 10.3389/fict.2018.00028
D. Iakovakis, S. Hadjidimitriou, V. Charisis, S. Bostantjopoulou, Z. Katsarou, L. Klingelhöfer, H. Reichmann, S. Dias, J. Diniz, Dhaval Trivedi, K. Chaudhuri, L. Hadjileontiadis
Parkinson’s Disease (PD) is a neurodegenerative disorder with early non-motor/motor symptoms that may evade clinical detection for years after the disease onset due to their mildness and slow progression. Digital health tools that process densely sampled data streams from the daily human-mobile interaction can objectify the monitoring of behavioral patterns that change due to the appearance of early PD-related signs. In this context, touchscreens can capture micro-movements of fingers during natural typing; an unsupervised activity of high frequency that can reveal insights for users’ fine-motor handling and identify motor impairment. Subjects’ typing dynamics related to their fine-motor skills decline, unobtrusively captured from a mobile touchscreen, were recently explored in-the-clinic assessment to classify early PD patients and healthy controls. In this study, estimation of individual fine motor impairment severity scores is employed to interpret the footprint of specific underlying symptoms (such as brady-/hypokinesia (B/H-K) and rigidity (R)) to keystroke dynamics that cause group-wise variations. Regression models are employed for each fine-motor symptom, by exploiting features from keystroke dynamics sequences from in-the-clinic data captured from 18 early PD patients and 15 controls. Results show that R and B/H-K UPDRS Part III single items scores can be predicted with an accuracy of 78% and 70% respectively. The generalization power of these trained regressors derived from in-the-clinic data was further tested in a PD screening problem using data harvested in-the-wild for a longitudinal period of time (mean±std : 7±14 weeks) via a dedicated smartphone application for unobtrusive sensing of their routine smartphone typing. From a pool of 210 active users, data from 13 self-reported PD patients and 35 controls were selected based on demographics matching with the ones in-the-clinic setting. The results have shown that the estimated index achieve {0.84 (R),0.80 (B/H −K)} ROC AUC, respectively, with {sensitivity/speci ficity : 0.77/0.8 (R),0.92/0.63 (B/H −K)}, on classifying PD and controls in-the-wild setting. Apparently, the proposed approach constitutes a step forward to unobtrusive remote screening and detection of specific early PD signs from mobile-based human-computer interaction, introduces an interpretable methodology for the medical community and contributes to the continuous improvement of deployed tools and technologies in-the-wild.
帕金森病(PD)是一种具有早期非运动/运动症状的神经退行性疾病,由于其轻度和缓慢的进展,可能在发病后数年内逃避临床检测。处理来自日常人类移动交互的密集采样数据流的数字健康工具可以客观地监测由于早期pd相关症状的出现而发生变化的行为模式。在这种情况下,触摸屏可以捕捉手指在自然打字过程中的微运动;一种无监督的高频率活动,可以揭示用户精细运动处理的见解,并识别运动损伤。最近,研究人员在临床评估中对早期PD患者和健康对照者进行了分类,研究对象的打字动态与他们的精细运动技能下降有关,这些动态从移动触摸屏上不引人注意地捕捉到。在这项研究中,对个体精细运动损伤严重程度评分的估计被用来解释特定潜在症状(如brady-/hypokinesia (B/H-K)和刚性(R))对导致群体差异的击键动力学的影响。通过利用18名早期PD患者和15名对照者的临床数据中的击键动力学序列特征,对每个精细运动症状采用回归模型。结果表明,R和B/H-K UPDRS第三部分单项得分预测准确率分别为78%和70%。通过一个专门的智能手机应用程序,通过不唐突地感知他们的常规智能手机打字,在一个PD筛查问题中,使用在野外收集的一段纵向时间(平均±标准:7±14周)的数据,进一步测试了这些从临床数据中得出的训练回归量的泛化能力。从210名活跃用户中,根据人口统计数据与临床环境的匹配,选择了13名自我报告的PD患者和35名对照者的数据。结果表明,估计指标分别达到{0.84 (R),0.80 (B/H−K)}的ROC AUC,{敏感性/特异性:0.77/0.8 (R),0.92/0.63 (B/H−K)},对PD和对照组进行野外分类。显然,所提出的方法构成了从基于移动的人机交互中不引人注意的远程筛查和检测特定早期PD症状的一步,为医学界引入了一种可解释的方法,并有助于在野外部署的工具和技术的不断改进。
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引用次数: 29
Automatic 3D Reconstruction From Unstructured Videos Combining Video Summarization and Structure From Motion 结合视频摘要和运动结构的非结构化视频自动三维重建
Q1 Computer Science Pub Date : 2018-11-06 DOI: 10.3389/fict.2018.00029
A. Doulamis
Social media and collection of large volumes of multimedia data such as images, videos and the accompanying text is of prime importance in today’s society. This is stimulated by the power of the humans to communicate one with the others. A useful paradigm of exploitation of such a huge amount of multimedia volumes is the 3D reconstruction and modelling of sites, historical cultural cities/regions or objects of interest from the short videos captured by simple users mainly for personal or touristic purposes. The main challenge in this research is the unstructured nature of the videos and the fact that they contain many information which is not related with the object the 3D model we ask for but for personal usage such as humans in front of the objects, weather conditions, etc. In this article, we propose an automatic scheme for 3D modelling/reconstruction of objects of interest by collecting pools of short duration videos that have been captured mainly for touristic purposes. Initially a video summarization algorithm is introduced using a discriminant Principal Component Analysis (d-PCA). The goal of this innovative scheme is to extract the frames so that bunches within each video cluster that contains videos of content referring to the same object present the maximum coherency of image data while content across bunches the minimum one. Experimental results on cultural objects indicate the efficiency pf the proposed method to 3D reconstruct assets of interest using an unstructured image content information. □
社交媒体和大量多媒体数据的收集,如图像、视频和随附的文本,在当今社会是至关重要的。这是由人类与他人交流的能力所激发的。利用如此庞大的多媒体容量,一个有用的范例是利用简单用户拍摄的短视频,对遗址、历史文化城市/地区或感兴趣的物体进行3D重建和建模,主要用于个人或旅游目的。本研究的主要挑战是视频的非结构化性质,以及它们包含的许多信息与我们要求的3D模型对象无关,而是用于个人使用,例如人类在对象前面,天气条件等。在本文中,我们提出了一种自动方案,通过收集主要用于旅游目的的短时间视频池,对感兴趣的对象进行3D建模/重建。首先介绍了一种基于判别主成分分析(d-PCA)的视频摘要算法。这种创新方案的目标是提取帧,以便每个视频簇中的包含引用相同对象的内容的视频呈现最大的图像数据一致性,而跨簇的内容呈现最小的图像数据一致性。在文物上的实验结果表明,该方法可以有效地利用非结构化的图像内容信息对感兴趣的资产进行三维重建。□
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引用次数: 2
Using Virtual Reality to Assess the Street Crossing Behavior of Pedestrians With Simulated Macular Degeneration at a Roundabout 利用虚拟现实技术评估环形交叉路口模拟黄斑变性行人的过马路行为
Q1 Computer Science Pub Date : 2018-10-16 DOI: 10.3389/fict.2018.00027
Haojie Wu, D. Ashmead, Haley Adams, Bobby Bodenheimer
This work investigates how pedestrian street crossing behavior at a virtual traffic roundabout is affected by central visual field loss. We exposed participants with normal vision to a first-person virtual experience of central visual field loss of variable size in the form of a simulated scotoma, an area of the visual field with degraded visual acuity. A larger size of scotoma influenced people to select longer gaps between traffic, and to wait longer before initiating a crossing. In addition, a gender difference was found for risk taking behavior. Male subjects tended to take more risk, as indicated by the selection of shorter gaps in traffic and a shorter delay before the initiation of a crossing. Our findings generally replicate those of studies done in real-world conditions using participants afflicted with genuine central vision loss, supporting the hypothesis that virtual reality is a safe and accessible alternative for investigating similar issues of public concern.
本研究探讨了在虚拟交通回旋处行人过马路的行为如何受到中央视野丧失的影响。我们将视力正常的参与者暴露在第一人称虚拟体验中,以模拟暗斑的形式呈现不同大小的中央视野丧失,暗斑是视野中视力下降的区域。较大的暗点会影响人们选择更长的交通间隔,并在开始穿越之前等待更长的时间。此外,在冒险行为上也发现了性别差异。男性受试者倾向于承担更大的风险,这可以从选择较短的交通间隔和较短的过马路延迟时间中看出。我们的研究结果与真实世界的研究结果大致相同,这些研究使用的是真正的中央视力丧失的参与者,这支持了虚拟现实是一种安全可行的替代方法来调查公众关注的类似问题的假设。
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引用次数: 17
Hackable Instruments: Supporting Appropriation and Modification in Digital Musical Interaction 可破解乐器:支持数字音乐交互中的挪用和修改
Q1 Computer Science Pub Date : 2018-10-04 DOI: 10.3389/fict.2018.00026
Victor Zappi, Andrew Mcpherson
This paper investigates the appropriation of digital musical instruments, wherein the performer develops a personal working relationship with an instrument that may differ from the designer's intent. Two studies are presented which explore different facets of appropriation. First, a highly restrictive instrument was designed to assess the effects of constraint on unexpected creative use. Second, a digital instrument was created which initially shared several constraints and interaction modalities with the first instrument, but which could be rewired by the performer to discover sounds not directly anticipated by the designers. Each instrument was studied with 10 musicians working individually to prepare public performances on the instrument. The results suggest that constrained musical interactions can promote the discovery of unusual and idiosyncratic playing techniques, and that tighter constraints may paradoxically lead to a richer performer experience. The diversity of ways in which the rewirable instrument was modified and used indicates that its design is open to interpretation by the performer, who may discover interaction modalities that were not anticipated by the designers.
本文研究了数字乐器的挪用,其中表演者与可能不同于设计师意图的乐器建立了个人工作关系。提出了两项研究,探讨了拨款的不同方面。首先,设计了一个高度限制性的工具来评估约束对意外创造性使用的影响。其次,我们创造了一个数字乐器,它最初与第一个乐器共享一些限制和交互模式,但表演者可以重新连接,以发现设计师没有直接预料到的声音。每一种乐器都由10名音乐家单独研究,准备公开演奏。结果表明,受约束的音乐互动可以促进发现不寻常和特殊的演奏技术,而更严格的约束可能矛盾地导致更丰富的表演者体验。可更换仪器的修改和使用方式的多样性表明,它的设计是开放的,表演者可以解释,他们可能会发现设计师没有预料到的交互方式。
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引用次数: 7
Force Push: Exploring Expressive Gesture-to-Force Mappings for Remote Object Manipulation in Virtual Reality 力推:探索虚拟现实中远程对象操作的表达手势到力映射
Q1 Computer Science Pub Date : 2018-09-28 DOI: 10.3389/fict.2018.00025
Run Yu, D. Bowman
This paper presents Force Push, a novel gesture-based interaction technique for remote object manipulation in virtual reality (VR). Inspired by the design of magic powers in popular culture, Force Push uses intuitive hand gestures to drive physics-based movement of the object. Using a novel algorithm that dynamically maps rich features of hand gestures to the properties of the physics simulation, both coarse-grained ballistic movements and fine-grained refinement movements can be achieved seamlessly and naturally. An initial user study of a limited translation task showed that, although its gesture-to-force mapping is inherently harder to control than traditional position-to-position mappings, Force Push is usable even for extremely difficult tasks. Direct position-to-position control outperformed Force Push when the initial distance between the object and the target was close relative to the required accuracy; however, the gesture-based method began to show promising results when they were far away from each other. As for subjective user experience, Force Push was perceived as more natural and fun to use, even though its controllability and accuracy were thought to be inferior to direct control. This paper expands the design space of object manipulation beyond mimicking reality, and provides hints on using magical gestures and physics-based techniques for higher usability and hedonic qualities in user experience.
提出了一种新的基于手势的虚拟现实(VR)远程对象操作交互技术——力推(Force Push)。受流行文化中魔法设计的启发,Force Push使用直观的手势来驱动物体的物理运动。使用一种新颖的算法,将手势的丰富特征动态映射到物理模拟的属性,可以无缝地实现粗粒度的弹道运动和细粒度的细化运动。一项有限翻译任务的初始用户研究表明,尽管它的手势到力映射比传统的位置到位置映射更难以控制,但Force Push甚至可以用于极其困难的任务。当目标与目标之间的初始距离接近所需精度时,直接位置对位置控制优于力推;然而,当他们彼此距离较远时,基于手势的方法开始显示出有希望的结果。至于主观用户体验,人们认为Force Push使用起来更自然、更有趣,尽管它的可控性和准确性不如直接控制。本文扩展了对象操作的设计空间,超越了模拟现实,并提供了使用神奇手势和基于物理的技术来提高用户体验的可用性和享乐品质的提示。
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引用次数: 10
Interpersonal Closeness Correlates With Social Influence on Color Perception Task Using Human and Artificial Agents 人际亲密度与社会影响对人与人工主体色彩感知任务的影响
Q1 Computer Science Pub Date : 2018-09-26 DOI: 10.3389/fict.2018.00024
Kyohei Tatsukawa, Hideyuki Takahashi, Y. Yoshikawa, H. Ishiguro
It is well known that artificial agents, such as robots, can potentially exert social influence and alter human behavior in certain situations. However, it is still unclear what specific psychological factors enhance the social influence of artificial agents on human decision-making. In this study, we performed an experiment to investigate what psychological factors predict the degree to which human partners versus artificial agents exert social influence on human beings. Participants were instructed to make a decision after a partner agent (human, computer, or android robot) answered the same question in a color perception task. Results indicated that the degree to which participants conformed to the partner agent positively correlated with their perceived interpersonal closeness toward the partner agent. Moreover, participants’ responses and accompanying error rates did not differ as a function of agent type. The current findings contribute to the design of artificial agents with high social influence.
众所周知,人工代理,如机器人,可以潜在地施加社会影响并在某些情况下改变人类的行为。然而,目前还不清楚是哪些具体的心理因素增强了人工智能体对人类决策的社会影响。在这项研究中,我们进行了一项实验,以探讨哪些心理因素可以预测人类伴侣与人工代理人对人类施加社会影响的程度。在一项颜色感知任务中,参与者被指示在搭档代理(人类、计算机或机器人)回答相同的问题后做出决定。结果表明,被试对伙伴代理的服从程度与其感知到的与伙伴代理的人际亲密度呈正相关。此外,参与者的反应和伴随的错误率并没有作为代理类型的函数而不同。目前的研究结果有助于设计具有高社会影响力的人工代理。
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引用次数: 1
Biofeedback for Everyday Stress Management: A Systematic Review 日常压力管理的生物反馈:系统综述
Q1 Computer Science Pub Date : 2018-09-07 DOI: 10.3389/fict.2018.00023
Bin Yu, M. Funk, Jun Hu, Qi Wang, L. Feijs
Background Mainly due to an increase in stress-related health problems and driven by recent technological advances in biosensors, microelectronics, computing platform, and human-computer interaction, ubiquitous physiological information will potentially transform the role of biofeedback in clinical treatment. Such technology is also likely to provide a useful tool for stress management in everyday life. The aim of this systematic review is to: 1) Classify biofeedback systems for stress management, with a special focus on biosensing techniques, bio-data computing approaches, biofeedback protocol, and feedback modality. 2) Review ways of evaluating approaches to biofeedback applications in terms of their effectiveness in stress management. Method A systematic literature search was conducted using keywords for “Biofeedback” and “Stress” within the following databases: PubMed, IEEE Xplore, ACM, and Scopus. Two independent reviewers were involved in selecting articles. Results We identified 103 studies published between 1990 and 2016, 46 of which met our inclusion criteria and were further analyzed. Based on the evidence reviewed, HRV, multimodal biofeedback, RSP, HR, and GSR appear to be the most common techniques for alleviating stress. Traditional screen-based visual displays remain the most common devices used for biofeedback display. Biofeedback applications are usually assessed by making both physiological and psychological measurements. Conclusions This review reveals several challenges related to biofeedback for everyday stress management, such as the facilitating user’s perception and interpretating the biofeedback information, the demand of ubiquitous biosensing and display technologies, and field evaluation in order to understand the use of biofeedback in everyday environments. We expect that various emerging HCI technologies could be used to address these challenges. New interaction designs as well as biofeedback paradigms can be further explored in order to for improve the accessibility, usability, comfort, engagement with, and user experience of biofeedback in everyday use.
主要是由于压力相关健康问题的增加,以及最近生物传感器、微电子、计算平台和人机交互技术的进步,无处不在的生理信息将潜在地改变生物反馈在临床治疗中的作用。这种技术也可能为日常生活中的压力管理提供有用的工具。本系统综述的目的是:1)分类用于压力管理的生物反馈系统,特别关注生物传感技术,生物数据计算方法,生物反馈协议和反馈模式。2)综述了生物反馈技术在压力管理中的应用效果。方法以“Biofeedback”和“Stress”为关键词,在PubMed、IEEE Xplore、ACM、Scopus等数据库中进行系统的文献检索。两名独立审稿人参与了文章的选择。我们确定了1990年至2016年间发表的103项研究,其中46项符合我们的纳入标准,并进行了进一步分析。根据所审查的证据,HRV、多模式生物反馈、RSP、HR和GSR似乎是缓解压力的最常见技术。传统的基于屏幕的视觉显示仍然是生物反馈显示最常用的设备。生物反馈的应用通常通过生理和心理测量来评估。这篇综述揭示了生物反馈在日常压力管理中的几个挑战,如促进用户感知和解释生物反馈信息,无处不在的生物传感和显示技术的需求,以及为了了解生物反馈在日常环境中的使用而进行的现场评估。我们期待各种新兴的HCI技术可以用来应对这些挑战。新的交互设计和生物反馈范例可以进一步探索,以提高日常使用中生物反馈的可访问性、可用性、舒适性、参与度和用户体验。
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引用次数: 85
Visual Perception and Evaluation of Photo-Realistic Self-Avatars From 3D Body Scans in Males and Females 男性和女性三维身体扫描的真实感自我形象的视觉感知和评价
Q1 Computer Science Pub Date : 2018-09-04 DOI: 10.3389/fict.2018.00018
A. Thaler, Ivelina V. Piryankova, Jeanine K. Stefanucci, S. Pujades, S. Rosa, S. Streuber, J. Romero, Michael J. Black, B. Mohler
The creation or streaming of photo-realistic self-avatars is important for virtual reality applications that aim for perception and action to replicate real world experience. The appearance and recognition of a digital self-avatar may be especially important for applications related to telepresence, embodied virtual reality, or immersive games. We investigated gender differences in the use of visual cues (shape, texture) of a self-avatar for estimating body weight and evaluating avatar appearance. A full-body scanner was used to capture each participant's body geometry and color information and a set of 3D virtual avatars with realistic weight variations was created based on a statistical body model. Additionally, a second set of avatars was created with an average underlying body shape matched to each participant’s height and weight. In four sets of psychophysical experiments, the influence of visual cues on the accuracy of body weight estimation and the sensitivity to weight changes was assessed by manipulating body shape (own, average) and texture (own photo-realistic, checkerboard). The avatars were presented on a large-screen display, and participants responded to whether the avatar's weight corresponded to their own weight. Participants also adjusted the avatar's weight to their desired weight and evaluated the avatar's appearance with regard to similarity to their own body, uncanniness, and their willingness to accept it as a digital representation of the self. The results of the psychophysical experiments revealed no gender difference in the accuracy of estimating body weight in avatars. However, males accepted a larger weight range of the avatars as corresponding to their own. In terms of the ideal body weight, females but not males desired a thinner body. With regard to the evaluation of avatar appearance, the questionnaire responses suggest that own photo-realistic texture was more important to males for higher similarity ratings, while own body shape seemed to be more important to females. These results argue for gender-specific considerations when creating self-avatars.
逼真的自我形象的创建或流对于旨在复制现实世界体验的感知和行动的虚拟现实应用非常重要。数字自我化身的外观和识别对于与远程呈现、具体化虚拟现实或沉浸式游戏相关的应用程序尤其重要。我们调查了性别在使用自我化身的视觉线索(形状、纹理)来估计体重和评估化身外观方面的差异。使用全身扫描仪捕获每个参与者的身体几何形状和颜色信息,并根据统计身体模型创建一组具有真实体重变化的3D虚拟化身。此外,第二组虚拟形象的基本体型与每个参与者的身高和体重相匹配。在四组心理物理实验中,通过操纵身体形状(自己的、平均的)和纹理(自己的逼真的、棋盘状的)来评估视觉线索对体重估计准确性和体重变化敏感性的影响。这些虚拟人物出现在一个大屏幕上,参与者回答虚拟人物的体重是否与他们自己的体重相符。参与者还将虚拟角色的体重调整到他们想要的体重,并评估虚拟角色的外表与他们自己的身体的相似性、不可思议性以及他们接受虚拟角色作为自己的数字代表的意愿。心理物理实验的结果显示,在虚拟角色估计体重的准确性方面,性别没有差异。然而,男性接受的头像的体重范围更大,因为这与他们自己的相符。在理想体重方面,女性而非男性希望拥有更瘦的身材。在对虚拟形象外表的评价方面,问卷调查结果表明,男性更看重自己逼真的纹理,从而获得更高的相似度评分,而女性则更看重自己的体型。这些结果表明,在创建自我头像时需要考虑性别因素。
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引用次数: 27
Automatic, Gestural, Voice, Positional, or Cross-Device Interaction? Comparing Interaction Methods to Indicate Topics of Interest to Public Displays 自动、手势、语音、位置还是跨设备交互?比较互动方法来显示公众感兴趣的话题
Q1 Computer Science Pub Date : 2018-09-03 DOI: 10.3389/fict.2018.00020
Amir E. Sarabadani Tafreshi, Andrea Soro, G. Tröster
Most public and semi-public displays show content that is not related to people passing by. As a result, most passersby completely ignore the displays. One solution to this problem is to give viewers the means to interact explicitly with such displays to convey their interests and thus receive content relevant to them. However, which method of interaction is most appropriate for gathering information on viewers' interests is still an open question. To identify methods appropriate for indicating topics of interest to public displays, we identified a range of dimensions to be considered when setting up public displays. We report a single-user and a multi-user study that use these dimensions to measure the effects of automatic, gestural, voice, positional, and cross-device interest indication methods. Our results enable us to establish guidelines for practitioners and researchers for selecting the most suitable interest indication method for a given scenario. Our results showed that cross-device and automatic methods strongly retain users' privacy. Gestural and positional methods were reported to be a fun experience. However, the gestural method performed better in the single-user study than in the multi-user study in all dimensions.
大多数公开和半公开展示的内容与路过的人无关。结果,大多数过路人完全忽略了这些展示。这个问题的一个解决方案是给观众提供一种方法,让他们明确地与这些显示器进行交互,以传达他们的兴趣,从而接收与他们相关的内容。然而,哪种互动方式最适合收集观众的兴趣信息仍然是一个悬而未决的问题。为了确定合适的方法来显示对公共展示感兴趣的主题,我们确定了在设置公共展示时要考虑的一系列维度。我们报告了一项单用户和多用户研究,使用这些维度来测量自动、手势、语音、位置和跨设备兴趣指示方法的影响。我们的结果使我们能够为从业者和研究人员建立指导方针,为给定的场景选择最合适的兴趣指示方法。我们的研究结果表明,跨设备和自动方法强有力地保留了用户的隐私。据报道,手势和位置方法是一种有趣的体验。然而,手势方法在单用户研究中的表现优于在多用户研究中的表现。
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引用次数: 6
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