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Exploring Sign Language Detection on Smartphones: A Systematic Review of Machine and Deep Learning Approaches 探索智能手机上的手语检测:机器学习和深度学习方法的系统回顾
IF 2.9 Q1 Computer Science Pub Date : 2024-03-11 DOI: 10.1155/2024/1487500
Iftikhar Alam, Abdul Hameed, Riaz Ahmad Ziar
In this modern era of technology, most of the accessibility issues are handled with the help of smart devices and cutting-edge gadgets. Smartphones play a crucial role in addressing various accessibility challenges, including voice recognition, sign language detection and interpretation, navigation systems, speech-to-text conversion, and vice versa, among others. They are computationally powerful enough to handle and run numerous machine and deep learning applications. Among various accessibility challenges, speech disorders represent a disability where individuals struggle to communicate verbally. Similarly, hearing loss is a disability that impairs an individual’s ability to hear, necessitating reliance on gestures for communication. A significant challenge encountered by people with speech disorders, hearing loss, or both is their inability to effectively convey or receive messages from others. Hence, these individuals heavily depend on the sign language (a gesture-based communication) method, typically involving hand movements and expressions. To the best of our knowledge, there are currently no comprehensive review and/or survey articles available that cover the literature on speech disabilities and sign language detection and interpretation via smartphones utilizing machine learning and/or deep learning approaches. This study fills the gap in the literature by analyzing research publications on speech disabilities, published from 2012 to July 2023. A rigorous search and standard strategy for formulating the literature along with a well-defined theoretical framework for results and findings have been used. The paper has implications for practitioners and researchers working in accessibilities in general and smart/intelligent gadgets and applications for speech-disabled people in specific.
在这个现代科技时代,大多数无障碍问题都是在智能设备和尖端小工具的帮助下解决的。智能手机在应对各种无障碍挑战方面发挥着至关重要的作用,包括语音识别、手语检测和翻译、导航系统、语音到文本的转换以及反向转换等等。智能手机具有强大的计算能力,足以处理和运行大量机器学习和深度学习应用。在各种无障碍挑战中,语言障碍是一种个人难以进行语言交流的残疾。同样,听力损失也是一种残疾,会影响个人的听力能力,因此必须依靠手势进行交流。有语言障碍、听力损失或两者兼有的人遇到的一个重大挑战是,他们无法有效地传达或接收他人的信息。因此,这些人非常依赖手语(一种基于手势的交流方式),通常涉及手部动作和表情。据我们所知,目前还没有关于利用机器学习和/或深度学习方法通过智能手机进行语言障碍和手语检测与解释的全面综述和/或调查文章。本研究通过分析 2012 年至 2023 年 7 月期间发表的有关语言障碍的研究出版物,填补了这一文献空白。本研究采用了严格的搜索和标准的文献表述策略,并为结果和结论制定了定义明确的理论框架。本文对从事无障碍工作的从业人员和研究人员,特别是针对语言障碍者的智能/智能小工具和应用具有重要意义。
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引用次数: 0
Evaluating Students’ User Experience on Student Management Information Systems 评估学生管理信息系统的用户体验
IF 2.9 Q1 Computer Science Pub Date : 2024-03-05 DOI: 10.1155/2024/8450204
N. Kuadey, Carlos Ankora, Laurene Adjei, E. Krampa, Stephen Oladagba Bolatimi, Lily Bensah, C. C. M. Agbesi
Studies evaluating students’ UX of applications that will influence their continuance use of educational systems in Higher Educational Institutions (HEIs) have not been sufficiently addressed in the African region, specifically in Ghana. Thus, conducting a study on students’ UX of systems in HEIs will enhance students’ interest in continuing to use such systems. Therefore, this study examines students’ user experience (UX) and how it impacts their continued use of the Student Management Information System (SMIS). The study proposed a research model by integrating user experience questionnaire (UEQ) constructs with continuance intention to use. The study adopted an online questionnaire to collect data from 415 students at Koforidua Technical University (KTU). The partial least square-structural equation model (PLS-SEM) method was used to evaluate the proposed model’s reliability, validity, and relationship among the constructs. The UEQ data analysis tool was used in analysing the data. The study’s findings showed that attractiveness, perspicuity, efficiency, stimulation, and novelty significantly influenced students’ continuance intention to use the SMIS. However, dependability did not significantly affect students’ continuance intention to use the SMIS. Also, the study’s findings on the benchmark results showed that attractiveness, perspicuity, and stimulation were categorized as good, while dependability, efficiency, and novelty were categorized as excellent. These findings offer valuable insights for UX designers and developers aiming to create engaging and intuitive SMIS solutions. Also, it will provide students feedback on system UX that can be incorporated into future release updates. Furthermore, this research contributes significantly to the understanding of student UX with SMIS in developing country HEIs and its impact on continued usage.
在非洲地区,特别是在加纳,对影响学生继续使用高等教育机构(HEIs)教育系统的应用程序的用户体验进行评估的研究还不够充分。因此,对高等院校系统的学生用户体验进行研究将提高学生继续使用此类系统的兴趣。因此,本研究探讨了学生的用户体验(UX)及其如何影响学生继续使用学生管理信息系统(SMIS)。本研究提出了一个研究模型,将用户体验问卷(UEQ)结构与持续使用意向结合起来。研究采用在线问卷调查的方式,收集了科福里杜亚理工大学(KTU)415 名学生的数据。研究采用了偏最小二乘法-结构方程模型(PLS-SEM)方法来评估所提出模型的信度、效度以及各构念之间的关系。在分析数据时使用了 UEQ 数据分析工具。研究结果表明,吸引力、直观性、效率、刺激性和新颖性对学生继续使用 SMIS 的意向有显著影响。然而,可依赖性对学生继续使用 SMIS 的意向没有明显影响。此外,本研究对基准结果的研究结果显示,吸引力、直观性和刺激性被归类为 "好",而可靠性、效率和新颖性被归类为 "优"。这些研究结果为用户体验设计师和开发人员提供了宝贵的见解,他们的目标是创建引人入胜、直观的 SMIS 解决方案。此外,它还能为学生提供系统用户体验方面的反馈,并将其纳入未来的版本更新中。此外,这项研究对了解发展中国家高等院校学生对 SMIS 的用户体验及其对持续使用的影响大有裨益。
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引用次数: 0
Learning Experience of Students Using the Learning Management System: User’s Perspective on the Use of Moodle in the University of Jordan 学生使用学习管理系统的学习体验:用户对约旦大学使用 Moodle 的看法
IF 2.9 Q1 Computer Science Pub Date : 2023-12-31 DOI: 10.1155/2023/6659245
Ahmad Althunibat, W. Alzyadat, Ibrahim Almarashdeh, M. Alsmadi, Aoun Othman Al Shawabkeh, A. Abuhamdah, M. Alzaqebah
This study aimed to evaluate the effectiveness of Moodle LMS as an alternative delivery mode for education, particularly in the higher education system of Jordan, which has not been evaluated before. The research is based on Moore’s transactional distance learning theory, which considers interactions among students, instructors, and course material, as well as personal characteristics of students. The study included 50 participants who have taken courses on Moodle LMS at the University of Jordan. Both interviews and research surveys were conducted to gather in-depth perceptions and analysis of the participants’ experiences with Moodle LMS. The findings suggest that Moodle LMS was an effective alternative study tool during the COVID-19 pandemic and the user-friendly course design enhanced the user experience of using Moodle LMS. Participants also provided suggestions to optimize the system for better integration in the University of Jordan. Fixing Moodle LMS based on the recommendations of the study participants will significantly improve the learning experience of students. This study contributes to the advancement of the state of the art by evaluating the effectiveness of Moodle LMS in the higher education system of Jordan and providing recommendations for improvement.
本研究旨在评估 Moodle LMS 作为一种替代教育交付模式的有效性,尤其是在约旦高等教育系统中的有效性,此前尚未对其进行过评估。研究以摩尔的事务性远程学习理论为基础,该理论考虑了学生、教师和课程材料之间的互动以及学生的个人特点。这项研究包括 50 名曾在约旦大学 Moodle LMS 上学习过课程的参与者。通过访谈和研究调查,收集了参与者对 Moodle LMS 的深入看法和经验分析。研究结果表明,在 COVID-19 大流行期间,Moodle LMS 是一种有效的替代学习工具,用户友好的课程设计增强了用户使用 Moodle LMS 的体验。与会者还提出了优化系统的建议,以便更好地整合到约旦大学中。根据研究参与者的建议修复 Moodle LMS 系统将极大地改善学生的学习体验。本研究通过评估Moodle LMS在约旦高等教育系统中的有效性并提出改进建议,为提高技术水平做出了贡献。
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引用次数: 0
A Digital Painting Learning Model Using Mixed-Reality Technology to Develop Practical Skills in Character Design for Animation 使用混合现实技术开发动画角色设计实用技能的数字绘画学习模型
Q1 Computer Science Pub Date : 2023-10-31 DOI: 10.1155/2023/5230762
Vipusit Piankarnka, Kridsanapong Lertbumroongchai, Pallop Piriyasurawong
This research aims to (1) synthesize the digital painting learning process by using mixed-reality technology to develop practical skills in character design for animation and (2) develop and evaluate digital painting learning models using mixed-reality technology to develop practical skills in character design for animation. This research was conducted by studying documentation and related research and designing digital painting learning models using mixed-reality technology to develop practical skills in character design for animation. Using a questionnaire, a total of 9 experts evaluated the model’s suitability. The statistics used in the research were the mean and standard deviation. The study found that a component of the digital painting learning process involves using mixed-reality technology to develop practical skills in character design for animation. It consists of the following four components: (1) input data, (2) the digital painting learning process, (3) output assessment, and (4) feedback. The expert’s evaluation of the model’s suitability found that the digital painting learning model using mixed-reality technology to develop practical skills in character design for animation was at the highest level (mean ± SD = 4.38 ± 0.21). This research is beneficial to faculty who teach character design and development for animation. The results of the study can be applied to teaching and learning.
本研究旨在(1)利用混合现实技术综合数字绘画学习过程,培养动画角色设计的实用技能;(2)利用混合现实技术开发和评估数字绘画学习模型,培养动画角色设计的实用技能。本研究通过查阅文献资料和相关研究,利用混合现实技术设计数字绘画学习模型,培养动画人物设计的实用技能。通过问卷调查,共有9位专家对模型的适用性进行了评估。研究中使用的统计数据是均值和标准差。研究发现,数字绘画学习过程的一个组成部分涉及使用混合现实技术来开发动画角色设计的实用技能。它由以下四个部分组成:(1)输入数据,(2)数字绘画学习过程,(3)输出评估,(4)反馈。专家对模型适用性的评估发现,使用混合现实技术培养动画角色设计实用技能的数字绘画学习模型处于最高水平(平均值±SD = 4.38±0.21)。这项研究对教授动画角色设计和开发的教师是有益的。研究结果可应用于教与学。
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引用次数: 0
Advancing Pandemic Preparedness in Healthcare 5.0: A Survey of Federated Learning Applications 在医疗保健5.0中推进流行病防范:联邦学习应用调查
Q1 Computer Science Pub Date : 2023-10-25 DOI: 10.1155/2023/9992393
Saeed Hamood Alsamhi, Ammar Hawbani, Alexey V. Shvetsov, Santosh Kumar
The intersection of Federated Learning (FL) and Healthcare 5.0 promises a transformative shift towards a more resilient future, particularly concerning pandemic preparedness. Within this context, Healthcare 5.0 signifies a holistic approach to healthcare delivery, where interconnected technologies enable data-driven decision-making, patient-centric care, and enhanced efficiency. This paper provides an in-depth exploration of FL’s role within the framework of Healthcare 5.0 and its implications for the pandemic response. Specifically, FL offers the potential to revolutionize pandemic preparedness within Healthcare 5.0 in several vital ways: it enables collaborative learning from distributed data sources without compromising individual data privacy, facilitates decentralized decision-making by empowering local healthcare institutions to contribute to a collective knowledge pool, and enhances real-time surveillance, enabling early detection of outbreaks and informed responses. We start by laying out the concepts of FL and Healthcare 5.0, followed by an analysis of current pandemic preparedness and response mechanisms. We delve into FL’s applications and case studies in healthcare, highlighting its potential benefits, including privacy protection, decentralized decision-making, and implementation challenges. By articulating how FL fits into Healthcare 5.0, we envisage future applications in a technologically integrated health system. By examining current applications and case studies of FL in healthcare, we highlight its potential benefits, including enhanced privacy protection and more effective decision support systems. Our findings demonstrate that FL can significantly improve pandemic response times and accuracy. Moreover, we speculate on the potential scenarios where FL could enhance pandemic preparedness and make healthcare more resilient. Finally, we recommend that policymakers, technologists, and educators address potential challenges and maximize the benefits of FL in Healthcare 5.0. This paper aims to contribute to the discourse on next-generation healthcare technologies, emphasizing FL’s potential to shape a more resilient healthcare future.
联邦学习(FL)和医疗保健5.0的结合有望带来一个更具弹性的未来,特别是在大流行防范方面。在此上下文中,Healthcare 5.0意味着医疗保健交付的整体方法,其中相互关联的技术支持数据驱动的决策、以患者为中心的护理和提高效率。本文深入探讨了FL在Healthcare 5.0框架内的作用及其对大流行应对的影响。具体而言,FL在几个重要方面为医疗保健5.0中的大流行防范提供了革命性的潜力:它支持在不损害个人数据隐私的情况下从分布式数据源进行协作学习,通过授权当地医疗保健机构为集体知识库做出贡献来促进分散决策,并增强实时监控,从而能够及早发现疫情并做出明智的响应。我们首先阐述FL和Healthcare 5.0的概念,然后分析当前的大流行防范和响应机制。我们深入研究了FL在医疗保健领域的应用和案例研究,强调了其潜在的好处,包括隐私保护、分散决策和实施挑战。通过阐明FL如何适应Healthcare 5.0,我们设想了未来在技术集成医疗系统中的应用。通过检查FL在医疗保健中的当前应用和案例研究,我们强调了其潜在的好处,包括增强隐私保护和更有效的决策支持系统。我们的研究结果表明,FL可以显著改善大流行的反应时间和准确性。此外,我们还推测了FL可能加强大流行防范并使医疗保健更具弹性的潜在情况。最后,我们建议政策制定者、技术专家和教育工作者应对潜在的挑战,并在Healthcare 5.0中最大化FL的好处。本文旨在为下一代医疗保健技术的论述做出贡献,强调FL在塑造更具弹性的医疗保健未来方面的潜力。
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引用次数: 0
Afan Oromo Speech-Based Computer Command and Control: An Evaluation with Selected Commands Afan Oromo基于语音的计算机命令与控制:选择命令的评估
Q1 Computer Science Pub Date : 2023-10-16 DOI: 10.1155/2023/9959015
Kebede Teshite, Getachew Mamo, Kris Calpotura
Speech-based computer command and control utilize natural speech to enable computers to understand human language and execute tasks through commands. However, there has been no study or development of a speech-based command and control system for Microsoft Word in Afan Oromo. The primary aim of this research is to investigate and develop a speech-based command and control system for Afan Oromo using a selected set of command-and-control words from MS Word. To accomplish this objective, a speech recognizer was developed using the HTK toolkit, employing a small vocabulary, isolated words, speaker independence, and HMM-based techniques. The translation of the selected MS command words from English to Afan Oromo was completed in order to develop this automatic speech-based computer command system. Audio recordings were obtained from 38 speakers (16 females and 22 males) aged between 18 and 40 years, based on their availability. Word-level speech recognition was performed using MFCC and data processing, which are widely used and are effective approaches in speech recognition. Out of a total of 64 MS command words, 54 words (84.37%) were used for training and 10 words (15.63%) were used for testing. Live and nonlive evaluation techniques were employed to assess the performance of the recognizer. The live recognizer, which considers variations in the environment, outperformed the nonlive recognizer due to the influence of neighboring phones. The performance results for the monophone tied state, triphone, and triphone-based recognizers were 78.12%, 86.87%, and 88.99%, respectively. Thus, the triphone-based recognizer exhibited the best performance among the nonlive recognizers. The challenges of limited resources in this research study were limited to investigate speech-based commands for computers using only selected MS commands, which play a crucial role in text processing. In order to evaluate a speech-based interface in a real environment, there were no components available for object-as-a-service. The experimental findings of this study demonstrated that if an adequate amount of language resources was available, a computer-based Afan Oromo speech-based interface for command-and-control purposes could be developed.
基于语音的计算机命令和控制利用自然语音使计算机能够理解人类语言并通过命令执行任务。然而,目前还没有针对Afan Oromo的Microsoft Word的基于语音的命令和控制系统的研究或开发。本研究的主要目的是使用MS Word中的一组选定的命令和控制词,为Afan Oromo调查和开发一个基于语音的命令和控制系统。为了实现这一目标,使用HTK工具包开发了一个语音识别器,它采用了较小的词汇表、孤立的单词、说话者独立性和基于hmm的技术。为了开发这个基于语音的自动计算机命令系统,将所选的MS命令词从英语翻译成阿凡奥罗莫语。录音来自38位发言者(16位女性和22位男性),年龄在18至40岁之间,根据他们的可用性。词级语音识别采用了MFCC和数据处理技术,这两种方法在语音识别中应用广泛,是一种有效的方法。在64个MS命令词中,54个词(84.37%)用于训练,10个词(15.63%)用于测试。采用活体和非活体评估技术来评估识别器的性能。考虑环境变化的实时识别器,由于邻近手机的影响,优于非实时识别器。单声道绑定状态识别器、三声道绑定状态识别器和基于三声道的识别器的性能分别为78.12%、86.87%和88.99%。因此,基于三音的识别器在非活体识别器中表现出最好的性能。由于资源有限,本研究仅限于研究仅使用选定的MS命令的基于语音的计算机命令,这些命令在文本处理中起着至关重要的作用。为了在真实环境中评估基于语音的接口,没有可用于对象即服务的组件。这项研究的实验结果表明,如果有足够的语言资源,可以开发一种基于计算机的阿凡奥罗莫语语音界面,用于命令和控制目的。
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引用次数: 0
Serious Games Accessibility Design Model for Low-Vision Children 面向低视力儿童的严肃游戏易用性设计模型
Q1 Computer Science Pub Date : 2023-10-04 DOI: 10.1155/2023/9528294
Nurul Izzah Othman, Hazura Mohamed, Nor Azan Mat Zin
The evolution in information technology has brought worldwide access to information. Information technology has become an approach for effective learning in the education sector. This development provides an opportunity for people with disabilities. However, many educational software and applications in the market, such as serious games, cannot be accessed by low-vision children due to the visual properties in game design. For instance, small text and graphic sizes, lack of colour contrast, complex visual effects, or reliance on visual cues for instructions are among the visual properties that contribute to these accessibility challenges. They can play serious games as long as they are designed based on their accessibility needs. This paper proposed a serious games design model for low-vision children. The three main components are accessibility, game design, and pedagogy. The serious game accessibility design model is implemented using a low-fidelity prototype that takes the form of a serious game mockup. This prototype allows for basic interaction and testing of the game’s features, with a focus on accessibility considerations. The expert validation was conducted on the prototype using heuristic evaluation to assess its usability. Based on the evaluation, the experts agreed on implementing the proposed model to the prototype.
信息技术的发展使全世界都能接触到信息。信息技术已成为教育部门有效学习的一种方法。这一发展为残疾人提供了机会。然而,市场上的许多教育软件和应用程序,如严肃游戏,由于游戏设计中的视觉特性,低视力儿童无法访问。例如,小的文字和图形尺寸,缺乏颜色对比,复杂的视觉效果,或依赖于视觉提示的指令,都是造成这些可访问性挑战的视觉特性。他们可以玩严肃的游戏,只要这些游戏是根据他们的易用性需求设计的。本文提出了一个针对低视力儿童的严肃游戏设计模型。这三个主要组成部分是易用性、游戏设计和教学方法。严肃游戏易访问性设计模型是通过采用严肃游戏模型形式的低保真原型来实现的。这个原型允许基本的交互和游戏功能测试,重点是易用性考虑。采用启发式评估法对原型进行专家验证,评估原型的可用性。在评估的基础上,专家们同意将提出的模型应用到原型中。
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引用次数: 0
Hand-Controller Latency and Aiming Accuracy in 6-DOF VR 六自由度虚拟现实中的手控延迟和瞄准精度
Q1 Computer Science Pub Date : 2023-09-25 DOI: 10.1155/2023/1563506
Viktor Kelkkanen, David Lindero, Markus Fiedler, Hans-Jürgen Zepernick
All virtual reality (VR) systems have some inherent hand-controller latency even when operated locally. In remotely rendered VR, additional latency may be added due to the remote transmission of data, commonly conducted through shared low-capacity channels. Increased latency will negatively affect the performance of the human VR operator, but the level of detriment depends on the given task. This work quantifies the relations between aiming accuracy and hand-controller latency, virtual target speed, and the predictability of the target motion. The tested context involves a target that changes direction multiple times while moving in straight lines. The main conclusions are, given the tested context, first, that the predictability of target motion becomes significantly more important as latency and target speed increase. A significant difference in accuracy is generally observed at latencies beyond approximately 130 ms and at target speeds beyond approximately 3.5°/s. Second, latency starts to significantly impact accuracy at roughly 90 ms and approximately 3.5°/s if the target motion cannot be predicted. If it can, the numbers are approximately 130 ms and 12.7°/s. Finally, reaction times are on average 190–200 ms when the target motion changes to a new and unpredictable direction.
所有虚拟现实(VR)系统都有一些固有的手动控制器延迟,即使在本地操作。在远程渲染的VR中,由于数据的远程传输,通常通过共享的低容量通道进行,可能会增加额外的延迟。增加的延迟会对人类VR操作员的性能产生负面影响,但损害的程度取决于给定的任务。这项工作量化了瞄准精度与手控延迟、虚拟目标速度和目标运动可预测性之间的关系。测试的环境涉及到一个在直线上移动时多次改变方向的目标。主要结论是,在给定测试环境下,首先,随着延迟和目标速度的增加,目标运动的可预测性变得更加重要。在延迟超过约130 ms和目标速度超过约3.5°/s时,通常观察到精度的显着差异。其次,如果无法预测目标运动,延迟在大约90 ms和大约3.5°/s时开始显著影响精度。如果可以的话,这个数字大约是130毫秒和12.7°/s。最后,当目标运动改变到一个新的和不可预测的方向时,反应时间平均为190-200毫秒。
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引用次数: 0
Digital Future of Emergency Medical Services: Envisioning and Usability of Electronic Patient Care Report System 急诊医疗服务的数字化未来:电子病人护理报告系统的设想和可用性
IF 2.9 Q1 Computer Science Pub Date : 2022-01-01 DOI: 10.1155/2022/6012241
S. Haliq, M. Jumaan
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引用次数: 0
Computer Aided Detection and Treatment of Foot Deformations 足部变形的计算机辅助检测与治疗
IF 2.9 Q1 Computer Science Pub Date : 1995-01-01 DOI: 10.1007/978-3-642-85220-6_24
S. Pfleger, Matthias Naumer, Aloyse Schoos
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引用次数: 0
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