Bumhwi Kim, Jonghong Kim, R. Mallipeddi, Minho Lee
This paper proposes an agent to assist human cognition in memorizing multiple human faces by analyzing user's eye gaze points. The gaze point which is the direction of sight is obtained by the infrared camera on a glass-type agent with the help of an embedded module. The gaze information is then combined with the image captured by the frontal camera to identify the location of the face that the user is looking at among several faces. The gaze detection and face selection with tracking are performed in embedded modules attached to the glass-type agent, and the recognition of the selected facial images is performed and shown on a mobile computer connected via wireless network. The major contribution of the proposed work is the use of eye gaze direction to select faces of interest, and provide information regarding the faces to improve human memory capability in recalling the faces.
{"title":"A Glass-type Agent for Human Memory Assistance for Face Recognition","authors":"Bumhwi Kim, Jonghong Kim, R. Mallipeddi, Minho Lee","doi":"10.1145/2814940.2814998","DOIUrl":"https://doi.org/10.1145/2814940.2814998","url":null,"abstract":"This paper proposes an agent to assist human cognition in memorizing multiple human faces by analyzing user's eye gaze points. The gaze point which is the direction of sight is obtained by the infrared camera on a glass-type agent with the help of an embedded module. The gaze information is then combined with the image captured by the frontal camera to identify the location of the face that the user is looking at among several faces. The gaze detection and face selection with tracking are performed in embedded modules attached to the glass-type agent, and the recognition of the selected facial images is performed and shown on a mobile computer connected via wireless network. The major contribution of the proposed work is the use of eye gaze direction to select faces of interest, and provide information regarding the faces to improve human memory capability in recalling the faces.","PeriodicalId":427567,"journal":{"name":"Proceedings of the 3rd International Conference on Human-Agent Interaction","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132874140","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}
Doohwang Lee, Joung-Huem Kwon, Young-Nam Seo, Bum-Jae You
The present study used both self-report and electroencephalogram (EEG) measures and explored if users' sense of co-presence with communication counterparts' avatars would be salient when their own faces are morphed with the avatars' faces. Thirty-four undergraduate female students participated in an EEG/ERPbased experiment. In the experiment, each of the subjects who were assigned to either the morphed face condition or the non-morphed condition was exposed to the image presentation of avatar. The self-report data analyses indicated that the subjects felt significantly higher senses of being together with the counterparts whose faces were morphed with their own faces than those whose faces were not morphed. Further, the EEG/ERP data analyses demonstrated that the subjects paid much more attention to the counterparts whose faces were morphed than those who were not morphed.
{"title":"The Effect of Human Avatars' Facial Similarity on Users' Sense of Co-presence","authors":"Doohwang Lee, Joung-Huem Kwon, Young-Nam Seo, Bum-Jae You","doi":"10.1145/2814940.2814987","DOIUrl":"https://doi.org/10.1145/2814940.2814987","url":null,"abstract":"The present study used both self-report and electroencephalogram (EEG) measures and explored if users' sense of co-presence with communication counterparts' avatars would be salient when their own faces are morphed with the avatars' faces. Thirty-four undergraduate female students participated in an EEG/ERPbased experiment. In the experiment, each of the subjects who were assigned to either the morphed face condition or the non-morphed condition was exposed to the image presentation of avatar. The self-report data analyses indicated that the subjects felt significantly higher senses of being together with the counterparts whose faces were morphed with their own faces than those whose faces were not morphed. Further, the EEG/ERP data analyses demonstrated that the subjects paid much more attention to the counterparts whose faces were morphed than those who were not morphed.","PeriodicalId":427567,"journal":{"name":"Proceedings of the 3rd International Conference on Human-Agent Interaction","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123914141","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}
In this paper, we will be introducing, advocating and emphasising the role of an adaptive mobile agent in a game based scenario for supporting foreign language vocabulary learning. We will also be discussing our motivation to design a game for foreign language word learning. We will then be presenting an idea of a possible game design and also discuss the role of an adaptive agent in this game.
{"title":"Using Adaptive Mobile Agents in Games Based Scenarios to Facilitate Foreign Language Word Learning","authors":"M. Ahmad, Omar Mubin, P. Escudero","doi":"10.1145/2814940.2814990","DOIUrl":"https://doi.org/10.1145/2814940.2814990","url":null,"abstract":"In this paper, we will be introducing, advocating and emphasising the role of an adaptive mobile agent in a game based scenario for supporting foreign language vocabulary learning. We will also be discussing our motivation to design a game for foreign language word learning. We will then be presenting an idea of a possible game design and also discuss the role of an adaptive agent in this game.","PeriodicalId":427567,"journal":{"name":"Proceedings of the 3rd International Conference on Human-Agent Interaction","volume":"196 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123554961","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}
Pedestrian detection is used in video surveillance systems and driver assistance systems. The purpose is to build automated vision systems for detecting pedestrians as shown in figure 1. We use Histograms of Oriented Gradients (HOG), which are one of the well-known features for object recognition. HOG features are calculated by taking orientation histograms of edge intensity in a local region [1]. In this paper we select the interesting point in the image by using FAST features detector and extracted HOG features around these strongest corners and use them as an input vector of linear Support Vector Machine (SVM) to classify the given input into pedestrian/non-pedestrian. By using FAST detector we reduce the number of features less than half without lowering the performance.
{"title":"Pedestrian Detection by Using FAST-HOG Features","authors":"Batoul Husain Bani Hashem, T. Ozeki","doi":"10.1145/2814940.2814996","DOIUrl":"https://doi.org/10.1145/2814940.2814996","url":null,"abstract":"Pedestrian detection is used in video surveillance systems and driver assistance systems. The purpose is to build automated vision systems for detecting pedestrians as shown in figure 1. We use Histograms of Oriented Gradients (HOG), which are one of the well-known features for object recognition. HOG features are calculated by taking orientation histograms of edge intensity in a local region [1]. In this paper we select the interesting point in the image by using FAST features detector and extracted HOG features around these strongest corners and use them as an input vector of linear Support Vector Machine (SVM) to classify the given input into pedestrian/non-pedestrian. By using FAST detector we reduce the number of features less than half without lowering the performance.","PeriodicalId":427567,"journal":{"name":"Proceedings of the 3rd International Conference on Human-Agent Interaction","volume":"88 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131741718","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}
M. Obaid, Omar Mubin, Christina Basedow, A. Ünlüer, M. Bergström, M. Fjeld
In this paper we introduce and evaluate a concept of a drone agent that can support us to keep the environment clean. The drone has four main functions: (1) find a waste item, (2) persuade the user to pick up the item, (3) lead the user to the nearest trash bin, (4) communicate with the user when the job is done. We prototyped three types of persuasion effects with the drone (Visual, Audio, and Visual+Audio) and evaluated them through an online study with eighty two participants. The results reveal that interest in the drone technology varied significantly between developed and developing countries, with individuals in developing countries having higher ratings for drone related persuasion, compliance, pleasantness and sensibility; gender differences also emerged. Finally, evaluation results led to many design recommendations that will increase the functionality and attractiveness and usage potential of the proposed technology.
{"title":"A Drone Agent to Support a Clean Environment","authors":"M. Obaid, Omar Mubin, Christina Basedow, A. Ünlüer, M. Bergström, M. Fjeld","doi":"10.1145/2814940.2814947","DOIUrl":"https://doi.org/10.1145/2814940.2814947","url":null,"abstract":"In this paper we introduce and evaluate a concept of a drone agent that can support us to keep the environment clean. The drone has four main functions: (1) find a waste item, (2) persuade the user to pick up the item, (3) lead the user to the nearest trash bin, (4) communicate with the user when the job is done. We prototyped three types of persuasion effects with the drone (Visual, Audio, and Visual+Audio) and evaluated them through an online study with eighty two participants. The results reveal that interest in the drone technology varied significantly between developed and developing countries, with individuals in developing countries having higher ratings for drone related persuasion, compliance, pleasantness and sensibility; gender differences also emerged. Finally, evaluation results led to many design recommendations that will increase the functionality and attractiveness and usage potential of the proposed technology.","PeriodicalId":427567,"journal":{"name":"Proceedings of the 3rd International Conference on Human-Agent Interaction","volume":"135 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128846738","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}
I compare cognitive development in humans with that of chimpanzees. Humans and chimpanzees are largely similar at early developmental stages, however, there remain several crucial differences. Chimpanzees lack social referencing ability and have been very rarely observed to engage in general imitation and active teaching. Young chimpanzees possess exceptional working memory capacities often superior to those of human adults. In contrast, their ability to learn the meaning of symbols is relatively poor. Human infants are typically raised by more than one adult, not only the mother, but also the father, siblings, grandparents, and the other members of the community. The human infant is characterized by the stable supine posture of the neonate that enables face-to-face communication via facial expressions, vocal exchange, manual gestures, and object manipulation because both hands are free. The stable supine posture helps to make us human. The development of social cognition in humans may be integrally linked to this mother-infant relationship and the species-specific way of rearing the children. In sum, based on the parallel effort of the fieldwork and the laboratory work of chimpanzees, I present possible evolutionary and ontogenetic explanations for aspects of cognition that are uniquely human.
{"title":"The Evolutionary Origins of Human Cognitive Development: Insights from Research on Chimpanzees","authors":"T. Matsuzawa","doi":"10.1145/2814940.2815017","DOIUrl":"https://doi.org/10.1145/2814940.2815017","url":null,"abstract":"I compare cognitive development in humans with that of chimpanzees. Humans and chimpanzees are largely similar at early developmental stages, however, there remain several crucial differences. Chimpanzees lack social referencing ability and have been very rarely observed to engage in general imitation and active teaching. Young chimpanzees possess exceptional working memory capacities often superior to those of human adults. In contrast, their ability to learn the meaning of symbols is relatively poor. Human infants are typically raised by more than one adult, not only the mother, but also the father, siblings, grandparents, and the other members of the community. The human infant is characterized by the stable supine posture of the neonate that enables face-to-face communication via facial expressions, vocal exchange, manual gestures, and object manipulation because both hands are free. The stable supine posture helps to make us human. The development of social cognition in humans may be integrally linked to this mother-infant relationship and the species-specific way of rearing the children. In sum, based on the parallel effort of the fieldwork and the laboratory work of chimpanzees, I present possible evolutionary and ontogenetic explanations for aspects of cognition that are uniquely human.","PeriodicalId":427567,"journal":{"name":"Proceedings of the 3rd International Conference on Human-Agent Interaction","volume":"1 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125603836","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}