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2015 6th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)最新文献

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GraFooSha: Food sharing for senior users 为老年用户提供的食物分享
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390602
Miroslav Macík, Anna Kutikova, Z. Míkovec, P. Slavík
In this paper we introduce GraFooSha [GRAndmaFOOdSHAring] - a device that provides access to food sharing social network to senior users. GraFooSha is a physical device that incorporates deep-rooted concepts the target group is familiar with. A user study (N=4), conceptual design as well as industrial design is described in the paper. Followed by description of technical realization of mechanical, electronic and software components. The paper is concluded by evaluation with the target user audience (N=10).
在本文中,我们介绍了GraFooSha [grandmaoodsharing] -一个为老年用户提供食物分享社交网络的设备。GraFooSha是一种物理设备,它融合了目标群体所熟悉的根深蒂固的概念。本文描述了用户研究(N=4)、概念设计和工业设计。其次描述了机械、电子和软件组件的技术实现。本文通过对目标用户受众(N=10)的评价得出结论。
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引用次数: 1
Methodologies for subjective performance assessment of collaboration 协作的主观绩效评估方法
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390627
E. Lógó, K. Hercegfi, Balázs Péter Hámornik
Our goal is to develop methodologies for measuring and analyzing subjective performance of users collaborating in immersive 3D spaces such as Virtual Collaboration Arena (VirCA). The collaborative task in the study was to plan a schedule for a foreign student group spending a weekend in Budapest, Hungary with shared digital representations of documents and other information. The performance is measurable with objective indicators, but a weekend program experience is not an objective category, because includes preferences, aspects, judgement and personal attitudes. Conventionally, users' subjective performance is difficult to measure in collaborative tasks. Q-sorting technique was applied to rank the programs, analyzing them with simple descriptive statistics and Q-methodology.
我们的目标是开发测量和分析用户在沉浸式3D空间(如虚拟协作竞技场(VirCA))中协作的主观表现的方法。这项研究中的协作任务是为一个在匈牙利布达佩斯度过周末的外国学生团体制定一个时间表,并共享文件和其他信息的数字表示。表现是可以用客观指标衡量的,但是周末节目的体验并不是一个客观的范畴,因为它包含了偏好、方面、判断和个人态度。在协作任务中,用户的主观表现通常是难以衡量的。采用q -排序技术对节目进行排序,用简单的描述性统计和q -方法学对节目进行分析。
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引用次数: 3
Granger causal modelling for analysing time series of psychophysiological and behavioural data gained during virtual reality experiments 格兰杰因果模型分析时间序列的心理生理和行为数据获得在虚拟现实实验
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390625
L. Izsó, K. Hercegfi, M. Köles, Balázs Péter Hámornik
For deeper understanding of mechanisms of communication and cooperation between team members in virtual technical environments, it is necessary to identify the causal relations between elementary behavioural actions and the psychophysiological responses. Since time is an important ingredient in all causal relations, there is a strong need for methods capable of causal analysis of time series carrying information about the activities of communicating and cooperating partners. Such a method is Granger causal modelling, by the help of which behavioural and psychophysiological data from team members working in a 3D virtual reality environment were simultaneously analysed.
为了更深入地理解虚拟技术环境中团队成员之间的沟通与合作机制,有必要确定基本行为行为与心理生理反应之间的因果关系。由于时间是所有因果关系中的一个重要因素,因此迫切需要能够对载有交流和合作伙伴活动信息的时间序列进行因果分析的方法。这种方法是格兰杰因果模型,通过在3D虚拟现实环境中同时分析团队成员的行为和心理生理数据。
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引用次数: 1
Distance-based dialog acts labeling 基于距离的对话行为标注
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390572
S. Ondáš, J. Juhár
The capability to recognize a communication function (dialogue act) of the particular utterance spoken by the speaker in the dialogue interaction, is one of the important ability of human participants in dialogue interactions. Automatic dialog act recognition can make human-computer dialogue interaction more natural and effective. Dialogue act recognition is a language-dependent technology and resources in desired language are required in form of a corpus, where each utterance is labeled by one of the dialog acts. Approaches based on statistical modeling are usually applied to classify dialogue acts. In the paper, simple distance-based approach is introduced and results of evaluation experiments on newly-prepared corpus in Slovak language are presented.
识别说话人在对话互动中所说的特定话语的交际功能(对话行为)的能力,是对话互动中人类参与者的重要能力之一。自动对话行为识别可以使人机对话交互更加自然有效。对话行为识别是一种依赖语言的技术,需要以语料库的形式提供所需语言的资源,语料库中每个话语都用一个对话行为来标记。基于统计建模的方法通常用于对对话行为进行分类。本文介绍了一种简单的基于距离的评价方法,并给出了对斯洛伐克语新语料库的评价实验结果。
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引用次数: 4
Towards a physiology based difficulty control system for serious games 针对严肃游戏的生理难度控制系统
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390612
M. Köles, Luca Szegletes, B. Forstner
Serious games can be most efficient if the users are motivated and engaged in the gameplay. Whereas improving core gameplay mechanics can probably yield good results, a dynamic difficulty controlling system might offer additional benefit to a well-designed game. Although performance is the easiest measure to base a control framework on, it is a combination of many different effects. Physiology channels, such as electroencephalography, electrocardiography and pupillometry can reveal the changes in invested mental effort levels and would serve as a more objective base for a difficulty controlling system. To test this assumption, we used Tetris because it is a well-known game and it is simple to manipulate difficulty. In the first half of the experiment, all participants played four pre-set difficulty levels and one customized. In the second part, we tried to elicit certain mental states (boredom, frustration, engagement and fatigue) that are important markers for a controlling system by manipulating difficulty in different patterns. We have found that only pupil diameter data corresponded with expected results. Possible causes and future directions are discussed.
如果玩家能够受到激励并沉浸于游戏玩法中,严肃游戏便能够发挥最大的作用。虽然改进核心玩法机制可能会产生好的结果,但动态难度控制系统可能会为设计良好的游戏带来额外的好处。尽管性能是基于控制框架的最简单度量,但它是许多不同效果的组合。生理通道,如脑电图、心电图和瞳孔测量可以揭示投入的精神努力水平的变化,为难度控制系统提供更客观的基础。为了验证这一假设,我们以《俄罗斯方块》为例,因为它是一款著名的游戏,而且很容易操纵难度。在实验的前半部分,所有参与者都玩了四个预先设定的难度等级和一个自定义的难度等级。在第二部分中,我们试图通过操纵不同模式的难度来引出某些心理状态(无聊、受挫、投入和疲劳),这些都是控制系统的重要标志。我们发现只有瞳孔直径数据符合预期结果。讨论了可能的原因和未来的发展方向。
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引用次数: 4
Experiences of virtual desktop collaboration experiments 虚拟桌面协作实验经验
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390622
K. Hercegfi, A. Komlódi, Bálint Szabó, M. Köles, E. Lógó, Balázs Péter Hámornik, Gyöngyi Rózsa
The Virtual Desktop series of experiments of the NeuroCogSpace project is an explorative research on collaboration behavior in virtual space applying Virtual Collaboration Arena (VirCA). A series of methodological challenges such as application of EEG, ECG, and mobile eye-tracking in immersive Virtual Reality (VR) environment were introduced. In this paper, experiences on experiment design and preliminary results are presented.
NeuroCogSpace项目的虚拟桌面系列实验是应用虚拟协作竞技场(Virtual collaboration Arena, VirCA)对虚拟空间协作行为的探索性研究。介绍了沉浸式虚拟现实(VR)环境下的EEG、ECG、移动眼动追踪等一系列方法挑战。本文介绍了实验设计的经验和初步结果。
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引用次数: 12
Influencing household location decision making: Potential in transportation management? 影响家庭选址决策:交通管理的潜力?
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390585
B. Gaal
Housing location decision is basic information for transportation modeling. As the basis of trip generation its modelling is quite well-studied. These models are based on economic theories and assume the knowledge of a broad range of decisive information. At the same time people tend to make decision knowing far less information using heuristics. Utilizing this decision making process the question arises: providing more detailed, easily accessible information do people make more rational decision? And further considering: providing these information could we influence decision making to match with the objectives of regional development and transportation management?
住宅区位决策是交通建模的基础信息。作为行程生成的基础,其建模已经得到了很好的研究。这些模型建立在经济理论的基础上,并假设人们了解广泛的决定性信息。与此同时,人们倾向于使用启发式在知道的信息少得多的情况下做出决定。利用这个决策过程,问题出现了:提供更详细、更容易获取的信息,人们会做出更理性的决定吗?并进一步考虑:提供这些信息,我们是否可以影响决策,以配合区域发展和交通管理的目标?
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引用次数: 0
HoloR: Interactive mixed-reality rooms HoloR:交互式混合现实房间
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390647
Carsten Schwede, T. Hermann
Existing virtual reality technologies conver only certain areas of the mixed-reality spectrum: Augmented reality goggles are unable to provide immersion while head-mounted displays make it difficult to interact with the real world. In this paper we introduce HoloR - short for Holographic Room: A stereoscopic, multi-person, multi-viewer, spatial projected augmented reality system, which enables applications to blend between different parts of the mixed-reality spectrum. By using web-technologies like JavaScript and WebGL the operation of HoloR does not require any installation or compiling process and thus enables rapid development of applications and extensions. We present different sample applications ranging from collaborative data exploration to augmented persons and ambient information systems.
现有的虚拟现实技术只涵盖了混合现实的某些领域:增强现实护目镜无法提供沉浸感,而头戴式显示器则难以与现实世界互动。在本文中,我们介绍了HoloR——全息房间的缩写:一个立体的、多人的、多观察者的、空间投影的增强现实系统,它使应用程序能够在混合现实频谱的不同部分之间融合。通过使用JavaScript和WebGL等网络技术,HoloR的运行不需要任何安装或编译过程,因此可以快速开发应用程序和扩展。我们提出了不同的示例应用程序,从协作数据探索到增强人员和环境信息系统。
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引用次数: 8
Posters, metadata, description schemas 海报、元数据、描述模式
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390581
Margit Némethi-Takács
The number of electronic archives holding image documents such as posters is increasing besides traditional, textual materials. It is definitely true for the digitized poster collections that the use of metadata is essential for their operation as with the help of metadata electronic documents can be efficiently sorted and retrieved. This study shows an example how it is possible to store the metadata of posters efficiently.
除了传统的文字资料外,电子档案中包含海报等图像文件的数量也在增加。对于数字化海报馆藏来说,元数据的使用对其运作至关重要,因为有了元数据的帮助,电子文档可以有效地分类和检索。本研究展示了一个如何有效存储海报元数据的示例。
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引用次数: 0
Empirical findings in cognitive entity management: A challenge in the digital era 认知实体管理的实证研究结果:数字时代的挑战
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390632
Patrick Waldbuesser, L. Komlosi
Our research project has been triggered by recent research findings in the field of cognitive info-communications. Our interest has been intrigued specifically by views and definitions of cognitive infocommunications (CogInfoCom) as formulated, e.g. in (Baranyi and Csapo, 2014 and Baranyi, Csapo and Sallai, eds, 2015). We have conducted empirical research to find out how the cognitive processes of the human mind co-evolve with infocommunications devices and interact with other cognitive systems. Our research suggests that smart systems (human and non-human cognizing entities alike) will be enabled in digital space to cooperate in efficient ways never experienced before, thus showing novel ways of information management. The central assumption of the paper draws on the claim about the irrevocable appearance of a new perception and conceptualization of information management and digital cognition. On the basis of an analysis of a representative sample of questionnaires of more than 1.700 respondents belonging to different generations of the staff of AUDI AG Germany and Audi Hungaria we put forward the characterization of a new phenomenon termed the Connected Cognitive Entity Generation (CCE Generation). The paper explains in what ways the concept of "generation CE" introduced in (Baranyi, Csapo and Sallai, eds, 2015) has been extended here. It is claimed that the perception of information management and the resulting behavior is not only faster involving greater complexities, but it also facilitates coping with virtualization in general, leading to efficiently shaping cultures taking into consideration augmented reality. The paper delineates the individual perspective on cognition and the socially embedded (connected) perspective of the cognitive personalities ("reasoning entities") on social cognition within a corporate environment. The paper makes an attempt to elaborate on the innovative drive which resides in interactive informational frameworks which consist of a multitude of connections of a cognitive personality to other cognitive entities, human and non-human alike. It is shown that management ought to be seen as the meta-level of organizational interactive behavior. The main objective of the paper is to show the possible impacts of digital culture on the nature of management and leadership in corporate settings. A particular focus of the paper is to throw light on the various aspects of identification for cognitive personalities in the context of corporate management.
我们的研究项目是由认知信息传播领域的最新研究成果引发的。我们的兴趣特别被认知信息通信(CogInfoCom)的观点和定义所激发,例如在(Baranyi和Csapo, 2014年和Baranyi, Csapo和salai,主编,2015年)中。我们进行了实证研究,以发现人类思维的认知过程如何与信息通信设备共同进化,并与其他认知系统相互作用。我们的研究表明,智能系统(人类和非人类认知实体)将在数字空间中以前所未有的高效方式进行合作,从而显示出新的信息管理方式。本文的中心假设借鉴了关于信息管理和数字认知的新感知和概念化的不可撤销的外观的主张。在对奥迪德国公司和奥迪匈牙利公司不同代际员工的1700多名受访者的代表性问卷样本进行分析的基础上,我们提出了一个新现象的特征,称为连接认知实体一代(CCE一代)。本文解释了(Baranyi, Csapo和Sallai,主编,2015)中引入的“一代CE”概念在这里的扩展方式。据称,信息管理的感知和由此产生的行为不仅涉及更大的复杂性,而且还有助于应对虚拟化,从而有效地塑造考虑到增强现实的文化。本文描述了认知人格(“推理实体”)在企业环境中的社会认知的个体视角和社会嵌入(连接)视角。本文试图阐述存在于交互式信息框架中的创新动力,这种框架由认知人格与其他认知实体(包括人类和非人类)的多种联系组成。研究表明,管理应被视为组织互动行为的元层面。本文的主要目的是展示数字文化对企业环境中管理和领导性质的可能影响。本文的一个特别重点是阐明在企业管理背景下认知人格识别的各个方面。
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引用次数: 8
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2015 6th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)
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