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

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Adding haptic feedback to web applications towards improving end-users' cognitive capabilities 在web应用程序中添加触觉反馈,以提高最终用户的认知能力
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390599
Nikolaos Kaklanis, K. Votis, D. Tzovaras
The use of haptic technologies has great advantages, as it can offer realistic and intuitive interaction with virtual objects, increase the usability and accessibility of applications, improve end-users' cognitive and perceptual capabilities and also make the human-computer interaction more entertaining. Currently, there are many haptic toolkits available. However, existing haptic toolkits are too complex and do not directly support adding haptic feedback in web applications. Moreover, some of the existing toolkits have been developed by companies that sell haptic devices supporting, thus, only their devices. This paper presents the P4A Haptic Toolkit developed in the context of the Prosperity4All FP7 project that enables adding haptic feedback to web applications by also supporting a variety of the most common existing haptic devices. Through this toolkit, a 3D scene containing virtual objects with haptic feedback can be easily integrated in a web application requiring almost no programming skills. Haptic feedback in web applications can significantly improve end-users' cognitive capabilities, especially in cases of visually impaired users.
使用触觉技术具有很大的优势,它可以提供与虚拟物体的逼真和直观的交互,增加应用程序的可用性和可访问性,提高最终用户的认知和感知能力,也使人机交互更具娱乐性。目前,有许多可用的触觉工具包。然而,现有的触觉工具包过于复杂,不能直接支持在web应用程序中添加触觉反馈。此外,一些现有的工具包是由销售触觉设备的公司开发的,因此,只支持他们的设备。本文介绍了在Prosperity4All FP7项目背景下开发的P4A触觉工具包,该工具包可以通过支持各种最常见的现有触觉设备,为web应用程序添加触觉反馈。通过这个工具包,包含有触觉反馈的虚拟物体的3D场景可以很容易地集成到web应用程序中,几乎不需要编程技能。web应用程序中的触觉反馈可以显著提高最终用户的认知能力,特别是在视障用户的情况下。
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引用次数: 2
Experimenting Industrial Internet with a mobile robot: Expanding human cognitive functions 用移动机器人试验工业互联网:拓展人类认知功能
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390563
Marjo Heikkilä, S. Pieskä, Sikke de Jong, Christiaan Elsinga
Industrial Internet can be viewed as a big opportunity for industry. A large variety of Industrial Internet solutions will change the role of humans in industrial processes. This paper presents our practical experiences using Industrial Internet with a mobile robot. Several sensors embedded in the robot enabled its use for fire detection. The robot was able to analyze data collected from sensors or send the data to cloud computing systems for analysis. Our experiments showed that mobile robots can be utilized in condition-based monitoring and maintenance. The mobile robot can be part of the remote monitoring system when sensor information requires enrichment with visual abilities. Our study also examined the impact of the Industrial Internet on human activities in an industrial use case. The study showed potential opportunities and how it will challenge the employees.
工业互联网对工业来说是一个巨大的机遇。各种各样的工业互联网解决方案将改变人类在工业过程中的角色。本文介绍了我们在移动机器人上应用工业互联网的实践经验。机器人内嵌的几个传感器使其能够用于火灾探测。机器人能够分析从传感器收集的数据或将数据发送到云计算系统进行分析。实验表明,移动机器人可以用于基于状态的监测和维护。当需要用视觉能力丰富传感器信息时,移动机器人可以成为远程监控系统的一部分。我们的研究还考察了工业互联网在一个工业用例中对人类活动的影响。该研究显示了潜在的机会以及它将如何挑战员工。
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引用次数: 7
Cross-form facilitation effects from simultaneous gesture/word combinations with ERP analysis 同时手势/单词组合的交叉形式促进效应与ERP分析
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390643
Thomas Ousterhout
The aim of this study was to investigate if simultaneous redundant forms of stimuli involving gesture and word combinations would produce a facilitation effect in reaction time as well as produce an neurological semantic incongruity effect called an N400. Event-related potentials (ERPs) were recorded from 14 scalp electrode sites while subject performed reaction-time decision tasks. For each trial, subjects had to indicate if the single form or cross-form stimuli were oriented upwards or downwards, or if they contradicted each other (only applicable in cross-form stimuli were there were two stimuli). The uniform stimuli were defined by a picture of a man pointing up or down, a picture of just a hand pointing up or down, or various word combinations such as up/down, high/low, above/below, and top/bottom. The cross-form stimuli were combinations of the words and pictures. The results show that while there was no N400 effect, there was however an facilitation effect regarding the positioning of the cross-form stimuli indicating that people have a tendency to pay more attention to gestures than words for information.
这项研究的目的是调查同时存在的冗余形式的刺激,包括手势和单词组合,是否会在反应时间上产生促进效应,以及产生神经语义不一致效应,称为N400。在受试者执行反应时间决策任务时,记录14个头皮电极的事件相关电位(ERPs)。在每个实验中,被试必须指出单形式或交叉形式的刺激是向上的还是向下的,或者它们是相互矛盾的(只有在有两个刺激时才适用于交叉形式的刺激)。统一的刺激被定义为一个人向上或向下指着的图片,一个只有一只手向上或向下指着的图片,或各种单词组合,如上/下,高/低,上/下,上/下和上/下。交叉形式的刺激是文字和图片的组合。结果表明,虽然没有N400效应,但在交叉形式刺激的定位方面存在促进效应,这表明人们倾向于更注意手势而不是文字来获取信息。
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引用次数: 3
Kinetic-based micro energy-harvesting for wearable sensors 基于动力学的可穿戴传感器微能量收集
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390645
D. Budic, D. Simunic, K. Sayrafian-Pour
Wearable sensors are considered to be a key component of cognitive infocommunications systems. These sensors, which are basically enabler of inter-cognitive communication, will provide physical interfaces between humans and future information and communication technology (ICT) devices. Due to their small size, such sensors are often powered by small batteries which might necessitate frequent recharge or even sensor replacement. Energy harvesting can reduce the charging frequency of these sensors. Longer operational lifetime can simplify the everyday use of wearable sensors in many of their applications. In this paper, our objective is to estimate the average amount of kinetic energy that can be harvested to power a wearable device. To obtain this estimate, we have measured typical acceleration of the human body through the use of a triaxial accelerometer placed at various locations on the body surface. These locations are assumed to be associated with the typical placement of a wearable sensor. Using the mathematical model of a micro energy-harvester, instantaneous harvested power can be generated, and target statistics such as average power can be calculated. Our preliminary results show that kinetic-based micro harvesters could be a promising technology for prolonging the operational lifetime of wearable sensors.
可穿戴传感器被认为是认知信息通信系统的关键组成部分。这些传感器基本上是认知间通信的推动者,将提供人类与未来信息和通信技术(ICT)设备之间的物理接口。由于尺寸小,这些传感器通常由小电池供电,这可能需要经常充电甚至更换传感器。能量收集可以降低这些传感器的充电频率。更长的使用寿命可以简化可穿戴传感器在许多应用中的日常使用。在本文中,我们的目标是估计可收集的动能的平均量,为可穿戴设备提供动力。为了得到这个估计,我们通过使用放置在身体表面不同位置的三轴加速度计来测量人体的典型加速度。假设这些位置与可穿戴传感器的典型放置位置相关。利用微型能量采集器的数学模型,可以产生瞬时收获功率,并计算平均功率等目标统计数据。我们的初步结果表明,基于动力学的微型收割机可能是一种很有前途的技术,可以延长可穿戴传感器的使用寿命。
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引用次数: 7
An online application for storing, analyzing, and sharing dermatological data 用于存储、分析和共享皮肤病学数据的在线应用程序
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390615
János Tóth, Lorant Bartha, Tamas Szabo, I. Lázár, B. Harangi, A. Hajdu
In this paper we present a medical image management system which provides an easy-to-use web-based solution for dermatologists who have to store, retrieve, analyze, and share images of skin lesions. The system is capable of handling patient history and the corresponding metadata. Arbitrary number of lesions can be assigned to a patient record and can be followed through a series of independent examinations. The system allows users to store dermatoscopic, normal, and histopathological images together with metadata fields for the most important dermatoscopic features. The interface of the system has been implemented by using responsive web design elements, which makes the efficient use of the system possible both on desktop and mobile platforms.
在本文中,我们提出了一个医学图像管理系统,它为皮肤科医生提供了一个易于使用的基于web的解决方案,他们必须存储,检索,分析和共享皮肤病变图像。该系统能够处理患者历史和相应的元数据。可以将任意数量的病变分配到患者记录中,并可以通过一系列独立检查进行跟踪。该系统允许用户存储皮肤镜、正常和组织病理学图像,以及最重要的皮肤镜特征的元数据字段。系统的界面采用响应式网页设计元素实现,使系统在桌面和移动平台上都能高效使用。
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引用次数: 3
Design of personal mobility motion based on cooperative movement with a companion 基于同伴协同运动的个人移动运动设计
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390584
Tsukasa Kobayashi, D. Chugo, S. Yokota, S. Muramatsu, H. Hashimoto
Accompanying a person is one of the core capacities of a companion service robot and demands a smooth movement function with collision avoidance. In previous studies, on companion service robots, a robot moves in synchrony with a walking partner. However, in some cases, especially where potentially dangerous obstacles appear in the environment, a robot should lead its partner. A robot that leads its partner in appropriate environments should also enable smoother and more effective movement with the partner. This study aims to develop a motion design that realizes smooth cooperative movement with a human partner. Our proposed robot not only estimates its partner's intention and moves accordingly, but also reveals its own intention to the partner. To realize this objective, we investigate conditions that induce the partner's movement and propose a motion design that follows the partner's intended movement. Our method was installed in a prototype vehicle and evaluated in experiments, and was proved useful as a leading mechanism.
陪伴是陪伴服务机器人的核心能力之一,它要求具有平滑的运动功能和避碰功能。在之前的研究中,在同伴服务机器人中,机器人与行走的同伴同步移动。然而,在某些情况下,特别是在环境中出现潜在危险障碍物的情况下,机器人应该领导它的伙伴。一个机器人在适当的环境中引导它的伙伴也应该能够更平稳、更有效地与伙伴一起运动。本研究旨在开发一种运动设计,以实现与人类伙伴的流畅合作运动。我们提出的机器人不仅可以估计同伴的意图并做出相应的动作,还可以向同伴透露自己的意图。为了实现这一目标,我们研究了诱导同伴运动的条件,并提出了遵循同伴预期运动的运动设计。该方法已安装在一辆原型车上,并在实验中进行了评估,作为一种领先的机构被证明是有用的。
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引用次数: 5
Investigating the usability of interactive physical activity games for elderly: A pilot study 调查老年人互动体育活动游戏的可用性:一项试点研究
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390588
A. Pyae, Mika Luimula, J. Smed
In this study, we intend to investigate the elderly's feedback towards the usability of commercial games and a physical activity game developed by our project collaborator, Puuha Group, Finland. We conducted a pilot usability testing of interactive physical activity games with two groups of elderly who are moderately active and less active in their daily lives. We used commercially available Xbox One's Climbing game and PS3's Play Move Tennis game, and SportWall game developed by Puuha Group. We investigated the usability of each game and collected the elderly's feedback towards the individual games and their user experiences in gameplay and interaction. The findings showed that moderately active elderly group could participate well in the usability testing whereas the less active elderly group could merely play the game in the first session and they could not continue the gameplay because of their limited physical and cognitive ability. With regard to the games, elderly preferred SportWall's skateboarding game to the commercial games because of its simplicity and ease of play. According to the elderly's feedback, Kinect for Xbox One is the easiest for them whereas they claimed that PS3's Play Move controller is the hardest to control the game. The findings from this pilot study can provide us useful design insights as well as the elderly's perspectives on digital games for physical rehabilitation. Moreover, these findings are helpful for further implementation and enhancement of the games in our future project.
在这项研究中,我们打算调查老年人对商业游戏和体育活动游戏可用性的反馈,这些游戏是由我们的项目合作者芬兰Puuha集团开发的。我们对两组老年人进行了互动式体育活动游戏的可用性试点测试,这两组老年人在日常生活中运动量适中和运动量较小。我们使用了市售的Xbox One的攀岩游戏和PS3的Play Move Tennis游戏,以及Puuha Group开发的SportWall游戏。我们调查了每个游戏的可用性,并收集了老年人对单个游戏的反馈以及他们在游戏玩法和交互方面的用户体验。结果表明,活动适度的老年人组可以很好地参与可用性测试,而活动不活跃的老年人组由于身体和认知能力的限制,只能在第一次游戏中玩游戏,无法继续游戏。在游戏方面,与商业游戏相比,老年人更喜欢SportWall的滑板游戏,因为它简单易用。根据老年人的反馈,Xbox One的Kinect对他们来说是最简单的,而他们声称PS3的Play Move控制器最难控制。这项初步研究的结果可以为我们提供有用的设计见解,以及老年人对数字游戏对身体康复的看法。此外,这些发现有助于我们在未来的项目中进一步实施和改进游戏。
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引用次数: 15
Mathability and computer aided mathematical education 数学能力和计算机辅助数学教育
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390639
K. Chmielewska, A. Gilányi
The recently introduced concept of mathability refers to a branch of cognitive infocommunications that investigates combinations of artificial and natural cognitive capabilities relevant to mathematics. In this paper, we consider some educational aspects related to the concept. We discuss questions related to the quantification of artificial mathematical capabilities and education. We also analyse how a well known taxonomy of educational objectives corresponds to a quantification of the mathability of devices.
最近引入的可数学性概念是指认知信息通信的一个分支,它研究与数学相关的人工和自然认知能力的组合。在本文中,我们考虑了与这一概念相关的一些教育方面的问题。我们讨论与人工数学能力的量化和教育有关的问题。我们还分析了众所周知的教育目标分类是如何与设备的可数学性的量化相对应的。
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引用次数: 28
A visualization of the medieval Church of Zelemér 中世纪的泽莱姆萨教堂的形象化
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390635
A. Gilányi, M. Bálint, Hajdusagi Museum, Robert Hajdu, Sándor Tarsoly, Imre Erdós
The medieval Church of Zelemér was located in the Great Hungarian Plain, approximately 200 km to the east of Budapest, the capital of Hungary. Nowadays, only the ruins of the church exist and there is no accurate description about the original building. The place and the church itself have religious and historical importance, its ruins and surroundings are frequently visited by tourists. There have been several discussions about a reconstruction of the building. In this paper, a three-dimensional visualization of the church is presented which has been developed in the Virtual Collaboration Arena (VirCA).
中世纪的泽莱姆萨伊姆教堂位于匈牙利首都布达佩斯以东约200公里的大匈牙利平原上。如今,只有教堂的废墟存在,没有关于原始建筑的准确描述。这个地方和教堂本身具有宗教和历史重要性,它的废墟和周围经常被游客参观。关于重建这座建筑已经进行了几次讨论。本文介绍了在虚拟协作竞技场(VirCA)中开发的教堂三维可视化。
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引用次数: 16
How does environment and form influence colour perception? 环境和形态如何影响色彩感知?
Pub Date : 2015-10-01 DOI: 10.1109/COGINFOCOM.2015.7390610
Katalin Gombos, C. Sik-Lányi, K. Simon
The aim of this work is to make a visibility test, which answers how the environment and form influence colour perception. A test program in C# was developed, where the observer can make experiments with different settings. The variable background colour and the variable form colour help to test how these factors influence colour perception. In a second experiment a Tobii X60 eye tracker was used to examine how the position influences human perception.
这项工作的目的是做一个可见性测试,回答环境和形式如何影响颜色感知。用c#开发了一个测试程序,观察者可以用不同的设置进行实验。可变背景色和可变形式色有助于测试这些因素如何影响色彩感知。在第二个实验中,使用Tobii X60眼动仪来检查位置如何影响人类的感知。
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引用次数: 0
期刊
2015 6th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)
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