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2016 7th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)最新文献

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Innovative engineering education in the cooperative VR environment 协同虚拟现实环境下的创新工程教育
Pub Date : 2016-10-01 DOI: 10.1109/COGINFOCOM.2016.7804576
I. Horváth
In the scope of the article, there is the presentation of the cyber-higher educational environment feasible by the technical innovations appearing rapidly and the investigation of the methods which can be applied successfully in the educational scene of the future. My goal was to create an educational scene suiting to the digital life of the CE generation students-called Z generation and alpha generation in the traditional generation theories, but clearly called CE and the CCE generation in the CogInfoCom theory - presently studying in the higher education of engineering and meeting the students requirements set against the learning environment. The educational method presented in the article and the research aiming at defining the strategy suit to the science of CogInfoCom supplementing it with an additional pedagogical aspect. The study shows an example for presenting the realization of how we can teach the future technologies to the the future engineers with the help of the present and modern technologies by applying innovative educational methods so that the the human and the ICT merges during work in the coopertative VR scene suiting mostly to the CE genetations digital life while the development of the future technologies is happenning. The cooperative VR learning environment presented in the article ensures an efficient educational scene for the higher education of engineering due to its project-based educational opportunity and at the same time it allows the education of the disruptive technologies appearing more and more extensively, even immediately after the appearance of the technology.
在本文的范围内,通过快速出现的技术创新,提出了网络高等教育环境的可行性,并探讨了在未来教育场景中成功应用的方法。我的目标是创造一个适合CE一代学生的数字生活的教育场景,这些学生在传统的世代理论中被称为Z一代和alpha一代,但在CogInfoCom理论中被明确地称为CE和CCE一代,他们目前在工程高等教育中学习,满足学生对学习环境的要求。本文提出的教育方法和旨在确定适合认知信息通信科学的策略的研究,补充了额外的教学方面。该研究为未来技术的发展提供了一个范例,展示了如何在未来技术发展的同时,借助现代和现代技术,通过创新的教育方法,将人与信息通信技术融合在一起,在最适合CE世代数字生活的协同虚拟现实场景中工作。本文提出的协作式VR学习环境,由于其基于项目的教育机会,为工程类高等教育提供了高效的教育场景,同时也使得颠覆性技术的教育越来越广泛,甚至在技术出现后立即出现。
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引用次数: 85
Proposing the hypothesis: Different face perception in autism spectrum disorders during a free browsing task using eye-tracking method compared to typical development peers 提出假设:自闭症谱系障碍患者在自由浏览任务中与正常发育同龄人的面部感知差异
Pub Date : 2016-10-01 DOI: 10.1109/COGINFOCOM.2016.7804577
A. Sudar
This article outlines the possibilities for the implementation a hypothesis, which we can get deeper insight in question: webpage usability and face perception patterns in the population of people with autism spectrum disorders. For the measurements the best way is the eyetracking method to map these patterns. ICT as part a of everyday life-just as the previously mentioned atypical group-one way to get more information on users habits and scanning patterns. Using this knowledge in the future, we can make it easier to adapt these tools and content for people with autism spectrum disorder.
本文概述了实现假设的可能性,我们可以更深入地了解问题:自闭症谱系障碍人群的网页可用性和面部感知模式。对于测量,最好的方法是眼动追踪法来映射这些模式。ICT作为日常生活的一部分——就像前面提到的非典型群体一样——是获取更多用户习惯和扫描模式信息的一种方式。在未来利用这些知识,我们可以更容易地为自闭症谱系障碍患者调整这些工具和内容。
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引用次数: 0
The introduction of gamification: A review paper about the applied gamification in the smartphone applications 游戏化的介绍:一篇关于游戏化在智能手机应用中的应用的综述论文
Pub Date : 2016-10-01 DOI: 10.1109/COGINFOCOM.2016.7804551
Áron Tóth, Sarolta Tóvölgyi
With the rapid evolution and growing complexity of infocommunication devices it is important to discuss gamification, which is exponentially used in several types of infocommunication devices. The paper is about gamification, that recently became a new phenomenon to motivate and alter favorably the behavior of the users. Gamification is a new tool for boosting user engagement in various fields. First the definition, then the elements, later a descriptive gamification model is going to be introduced. Furthermore, information about the connection between motivation and gamification can be understood. In the second part of the article examples of applied gamification in the focus of smartphone applications are going to be given.
随着信息通信设备的快速发展和日益复杂,讨论游戏化是很重要的,游戏化在各种类型的信息通信设备中呈指数级增长。这篇论文是关于游戏化的,它最近成为一种新现象,能够激励和改变用户的行为。游戏化是在各个领域提高用户参与度的新工具。首先是定义,然后是元素,然后是描述性游戏化模型。此外,我们还可以了解动机与游戏化之间的联系。在文章的第二部分的例子应用游戏化的重点是智能手机应用程序将给出。
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引用次数: 28
Visual communication in expanding of human-computer interactions 扩展人机交互中的视觉传达
Pub Date : 2016-10-01 DOI: 10.1109/COGINFOCOM.2016.7804581
Pawel Szczesny, J. Nikodem, Konrad Kluwak
Presented model expands the bi-directional interface for human-computer interaction. It broadens the communication channel from a man towards a computer. This is achieved by using a digital camera devices in the HCI interface and the use of novel (taken from the literature) image analysis. Proposed interface use the full bandwidth video channel, thereby increasing the interface adaptability skills. Such solution allows to expand HCI to other modalities (eg. sound). Developed mechanism of three-level adaptation allows to create an interface tailored to the expectations of the individual user. This is particularly important in the case of therapeutic treatments and persons with disabilities.
该模型扩展了人机交互的双向接口。它拓宽了人与电脑之间的交流渠道。这是通过在HCI接口中使用数码相机设备和使用新颖的(取自文献)图像分析来实现的。该接口采用全带宽视频通道,提高了接口的自适应能力。这种解决方案允许将HCI扩展到其他模式(例如。声音)。开发的三层适应机制允许创建适合个人用户期望的界面。这在治疗和残疾人方面尤其重要。
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引用次数: 2
"Learn to play, noob!": The identification of ability profiles for different roles in an online multiplayer video game in order to improve the overal quality of the new player experience “学弹吧,菜鸟!”:识别在线多人视频游戏中不同角色的能力特征,以提高新玩家体验的整体质量
Pub Date : 2016-10-01 DOI: 10.1109/COGINFOCOM.2016.7804560
M. Köles, Zoltan Peter
Being a new player in a multiplayer game is not an easy experience. If the game requires coordinated team play for success, an inexperienced player can receive a high amount of abuse because of what others view as bad plays. While the companies try to alleviate this problem by focusing on the offenders, we present another approach that can also help in decreasing toxic behavior. In our paper we introduce the first steps at researching what it requires to perform well in any given role in a popular multi player game, League of Legends. Using focus groups and online questionnaires we narrow down the list of abilities to 6, in which different profiles would predict different most successful playstyles. Based on these ability profiles the game itself should give more customized tutorial sessions and recommendations to new players who in turn will have an overall improved first impression. Through having better performance, we believe, that some of the toxic behavior experienced by new players can be extinguished.
在多人游戏中成为一名新玩家并不是一件容易的事。如果游戏需要团队协作才能取得成功,那么缺乏经验的玩家可能会因为其他人认为他的游戏很糟糕而受到大量的辱骂。当这些公司试图通过关注违法者来缓解这个问题时,我们提出了另一种方法,也可以帮助减少有毒行为。在我们的论文中,我们介绍了研究在流行的多人游戏《英雄联盟》中扮演任何特定角色所需具备的条件的第一步。通过使用焦点小组和在线问卷,我们将能力列表缩小到6个,其中不同的概况可以预测不同的最成功的游戏风格。基于这些能力特征,游戏本身应该为新玩家提供更多定制的教程和建议,从而提升他们的第一印象。我们相信,通过更好的表现,新玩家所经历的一些有害行为可以被消除。
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引用次数: 2
Developing a knowledge base of ancient literary texts in virtual space 在虚拟空间中开发古代文学文本知识库
Pub Date : 2016-10-01 DOI: 10.1109/COGINFOCOM.2016.7804559
I. Boda, E. Tóth, István Csont, László T. Nagy
In our paper we would like to introduce the organizational principles and main representation features of a knowledge base of ancient literary texts based on a three-dimensional virtual library model adopting the structure of the classification system of the ancient Library of Alexandria. Currently we are using the English translations of the selected ancient Greek texts as starting points to the knowledge base, but we intend to complete the provided content with other texts and multimedia materials. In our paper we focus on the content management and organization issues of the knowledge base. With respect to them it is crucially important to formulate our primary goals or mission, that is, why we think our collection of ancient materials could be especially useful and unique for its users. Because the average user needs a considerable amount of dictionaries and background knowledge to fully understand and interpret the ancient literary texts, the selected material should be carefully preprocessed and well organized. Our aim is to provide the necessary knowledge for each text available in the knowledge base in order that the texts could be `read at once' and without (much) effort. Therefore we introduce the cognitive framework that the preprocessing of literary texts and the representation features of our virtual library model are based on. Finally, we demonstrate our ideas by a carefully chosen example which illustrates the possible representations of two parallel translations of an ancient poem by Sappho.
本文采用古代亚历山大图书馆分类系统的结构,介绍了基于三维虚拟图书馆模型的古代文学文本知识库的组织原则和主要表示特征。目前,我们正在使用选定的古希腊文本的英文翻译作为知识库的起点,但我们打算用其他文本和多媒体材料来完成所提供的内容。本文主要研究了知识库的内容管理和组织问题。就它们而言,制定我们的主要目标或使命至关重要,也就是说,为什么我们认为我们收集的古代材料对用户来说特别有用和独特。由于一般用户需要相当多的词典和背景知识才能充分理解和解读古代文学文本,因此所选材料应经过仔细的预处理和良好的组织。我们的目标是为知识库中的每个文本提供必要的知识,以便文本可以“立即阅读”并且不需要(太多)努力。因此,我们引入了文学文本预处理的认知框架和虚拟图书馆模型所基于的表征特征。最后,我们通过一个精心挑选的例子来证明我们的观点,这个例子说明了萨福一首古诗的两个平行翻译的可能表示。
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引用次数: 8
Demo: Medieval gastro box — Utilizing VR technologies in immersive tourism experiences 演示:中世纪美食盒-利用VR技术进行沉浸式旅游体验
Pub Date : 2016-10-01 DOI: 10.1109/COGINFOCOM.2016.7804528
Pekka Qvist, N. Trygg, Mika Luimula, Aapo Peltola, Taisto Suominen, V. Heikkinen, P. Tuominen, Ossi Tuusvuori
In this demonstration paper we will present our advanced tourism application which has been designed for Unity game engine with the latest virtual reality technologies (VR). Our demonstration will show how Unity game engine with wireless motion controllers can elevate the level of immersion in CAVE environments dedicated for tourism experiences. The designed cognitive application has been developed in a close cooperation between two Finnish universities, one specialized in futuristic interactive technologies, and one focusing on advanced tourism services. In addition, the demonstration is utilizing speech recognition technologies provided by Lingsoft Ltd.
在这篇演示论文中,我们将展示我们的先进旅游应用程序,它是用最新的虚拟现实技术(VR)为Unity游戏引擎设计的。我们的演示将展示如何统一游戏引擎与无线运动控制器可以提升沉浸在洞穴环境的旅游体验的水平。设计的认知应用程序是由两所芬兰大学密切合作开发的,其中一所专门研究未来互动技术,另一所专注于先进的旅游服务。此外,该演示还利用了凌软有限公司提供的语音识别技术。
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引用次数: 4
When the "truth" can (softly) hurt. Effects of political orientation on different forms of parody 当“真相”会(轻轻地)伤人的时候。政治取向对不同戏仿形式的影响
Pub Date : 2016-10-01 DOI: 10.1109/COGINFOCOM.2016.7804552
Francesca D’Errico, I. Poggi
The present study aims at deepening the role played by potential voters' political orientation in the effects of parodies. As previously shown for the role of in-group affect in the positive evaluation of one's own politician, the work points out how leftist voters are more negatively influenced by the critical side of a parody than rightist ones.
本研究旨在深化潜在选民的政治取向在模仿效应中的作用。正如之前对群体内影响在对自己的政治家的积极评价中的作用所显示的那样,该研究指出,左派选民比右派选民更容易受到恶搞中批评的一面的负面影响。
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引用次数: 0
Towards the integration and evaluation of online workload measures in a cognitive architecture 面向认知体系结构中在线工作量度量的集成和评估
Pub Date : 2016-10-01 DOI: 10.1109/COGINFOCOM.2016.7804516
Bertram Wortelen, Anirudh Unni, J. Rieger, A. Lüdtke
Adapting an automation system to the workload level of a human operator can be beneficial in many situations, e.g. at industrial workplaces or in safety-critical situations like driving and flying an aircraft. However, this requires real-time assessment of workload. We present a model-based approach for online simulation and assessment of cognitive workload, based on analysing the activities of a cognitive architecture during simulation. A driving simulator experiment was used to evaluate the approach. The cognitive workload of participants was manipulated with a variant of the n-back task as secondary task that parametrically varies memory workload. A virtual driver model was created using the cognitive architecture. The model was simulated in the same situations as the human drivers. The activities of the cognitive architecture as indicator of cognitive workload increased with increasing difficulty of the n-back task. To relate model workload to human driver workload, we compared it with neurophysiological workload measures based on functional near-infrared spectroscopy (fNIRS) brain activation as a complementary measure.
使自动化系统适应人类操作员的工作量水平在许多情况下都是有益的,例如在工业工作场所或在驾驶和驾驶飞机等安全关键情况下。然而,这需要实时评估工作量。我们提出了一种基于模型的方法,用于在线模拟和评估认知工作量,基于分析模拟期间认知架构的活动。通过驾驶模拟器实验对该方法进行了验证。通过n-back任务的变体作为次要任务来控制参与者的认知工作量,该任务参数化地改变了记忆工作量。利用认知体系结构建立了虚拟驾驶员模型。该模型在与人类驾驶员相同的情况下进行了模拟。作为认知负荷指标的认知结构活动随着n-back任务难度的增加而增加。为了将模型工作量与人类驾驶员工作量联系起来,我们将其与基于功能性近红外光谱(fNIRS)脑激活作为补充测量的神经生理工作量测量进行了比较。
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引用次数: 13
Cost-effective hand gesture computer control interface 性价比高的手势计算机控制界面
Pub Date : 2016-10-01 DOI: 10.1109/COGINFOCOM.2016.7804555
Gergely Sziladi, T. Ujbanyi, J. Katona
The article shows the design and implementation of a gesture control system, which determines the gesture from the movement of the hands. The presented gesture controller system can be built relatively easy from cheap components, so it is ideal development goal in case of a students' project also in the field of project based learning. The movement detected with distance measurement sensors, and the presented control interface determines the assigned gesture according to the hand's movement. The distance sensors are built into a box, along with a microcontroller. This controller did the signal pre-processing, which is an Arduino based unit. The signal post processing, filtering, and classification of gestures and the control of the computer are managed by a desktop application. The article presents the usability test of the gesture controlling system based on study carried out by test subjects.
本文介绍了一个手势控制系统的设计与实现,该系统通过手部的运动来确定手势。所提出的手势控制器系统可以相对容易地用便宜的组件构建,因此它是学生项目的理想开发目标,也是基于项目的学习领域的理想开发目标。通过距离测量传感器检测到运动,并根据手的运动确定指定的手势。距离传感器内置在一个盒子里,还有一个微控制器。这个控制器进行信号预处理,它是一个基于Arduino的单元。手势的信号后处理、滤波和分类以及计算机的控制都由桌面应用程序管理。本文在被试研究的基础上,对手势控制系统进行了可用性测试。
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引用次数: 14
期刊
2016 7th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)
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