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Inclusive Learning through Immersive Virtual Reality and Semantic Embodied Conversational Agent: A case study in children with autism 沉浸式虚拟现实与语义具体化会话代理的全纳学习:自闭症儿童个案研究
3区 计算机科学 Q2 Computer Science Pub Date : 2023-10-25 DOI: 10.24215/16666038.23.e09
Yoselie Alvarado, Roberto Guerrero, Francisco Serón
Sustainable Development Goal 4 from the United Nations 2030 Agenda, focus on ensuring inclusive and equitable quality education and promoting lifelong learning opportunities for all. Inclusive education is a key component of sustainable development goal 4, and assistive technology is a critical factor in achieving it. In this context, this paper introduces the development of an immersive virtual reality system with conversational skills for inclusive learning processes. The idea of this work is to provide an assistive technology to motivate, educate, and train students with disabilities in a more inclusive way. In order to improve the user experience, the system was developed to work in a CAVE-like immersive environment using Natural Language Processing through a Semantic Embodied Conversational Agent. This work highlights that assistive technology can promote educational, psychological, and social benefits for students with disabilities. The use of assistive technology can enable academic engagement and social participation and be transformative from a psychological perspective. A case study was conducted on children with autism, which showed encouraging results of the system as an assistive technology for teaching and learning.
联合国2030年议程中的可持续发展目标4侧重于确保包容和公平的优质教育,并为所有人提供终身学习机会。全纳教育是可持续发展目标4的关键组成部分,辅助技术是实现这一目标的关键因素。在此背景下,本文介绍了一种具有会话技能的沉浸式虚拟现实系统的开发,用于包容性学习过程。这项工作的想法是提供一种辅助技术,以更包容的方式激励、教育和培训残疾学生。为了提高用户体验,系统采用自然语言处理技术,通过语义具体化的会话代理,在类似洞穴的沉浸式环境中工作。这项工作强调了辅助技术可以促进残疾学生的教育、心理和社会效益。辅助技术的使用可以促进学术参与和社会参与,从心理学的角度来看是变革性的。以自闭症儿童为对象进行的案例研究显示,该系统作为教学辅助技术取得了令人鼓舞的效果。
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引用次数: 0
Scheduling elastic machine learning process through containers 通过容器调度弹性机器学习过程
3区 计算机科学 Q2 Computer Science Pub Date : 2023-10-25 DOI: 10.24215/16666038.23.e17
Leandro Ariel Libutti
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引用次数: 0
Exergames: Proposal for a gamepad to sense player movements Exergames:游戏手柄感应玩家动作的建议
3区 计算机科学 Q2 Computer Science Pub Date : 2023-10-25 DOI: 10.24215/16666038.23.e10
Aldana Del gener, Cecilia Sanz, Luciano Iglesias
Exergames are a good alternative to perform physical activity while being entertained with a video game. This paper reviews the history of exergames with walkin-place mechanisms for locomotion, and presents the development of a prototype video game controller (gamepad) with functionalities to sense the player’s movements (walk, run, and jump). Then, an exergame that was implemented and integrated with the controller is described. This proposal was evaluated by users considering usability and user experience analysis. The results obtained allow affirming that the gamepad integrated with the video game were positively valued by the participants during the test sessions and allowed the realization of physical activity while maintaining entertainment through the game.
运动游戏是在玩电子游戏的同时进行体力活动的一个很好的选择。本文回顾了使用行走-地点机制进行运动的游戏历史,并介绍了具有感知玩家运动(行走,奔跑和跳跃)功能的原型视频游戏控制器(游戏手柄)的开发。然后,描述了一个与控制器集成并实现的游戏。该提案由用户考虑可用性和用户体验分析进行评估。所获得的结果证实,在测试过程中,参与者对集成了视频游戏的手柄给予了积极的评价,并允许在通过游戏保持娱乐的同时实现身体活动。
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引用次数: 0
Visibility of women in the software development life cycle 女性在软件开发生命周期中的可见度
3区 计算机科学 Q2 Computer Science Pub Date : 2023-10-25 DOI: 10.24215/16666038.23.e15
Marlene Valeria Negrier Seguel, Jorge Hochstetter-Diez, Felipe Vásquez, Rodrigo Cadena
The visibility of women in the labor context of software production is very weak, due to their low participation and socio-cultural difficulties to grow in the labor context. This article aims to show women's role and contribution in the whole life cycle of software development and thus promote gender equity and equality in this area. Methodologically, we have taken the systematic mapping technique to search in the technical literature as a basis. This allows us to obtain a comprehensive view of the work related to gender gaps women face in their work performance in software manufacturing. To complement this study, a form including closed questions was designed to obtain information about the role women play in software production and their expectations in terms of their professional contribution in this field. The main findings allow us to infer that there are biases when defining leaders and roles in software development. It is hoped that the findings of this study will provide inspiring information for women who wish to lead teams in the field of software development by showing the reduction of gender gaps and the possibility of successfully exercising leadership in this field.
在软件生产的劳动环境中,女性的可见度非常低,因为她们的参与度很低,而且在劳动环境中很难成长。本文旨在展示女性在软件开发的整个生命周期中的角色和贡献,从而促进这一领域的性别平等。在方法上,我们采用了系统的映射技术来检索技术文献作为基础。这使我们能够获得与女性在软件制造中工作表现中所面临的性别差距相关的工作的全面视图。为了补充这项研究,设计了一个包含封闭式问题的表格,以获得关于妇女在软件生产中所起作用的信息,以及她们在该领域的专业贡献方面的期望。主要的发现允许我们推断,在定义软件开发中的领导者和角色时存在偏见。希望这项研究的发现能够通过显示性别差距的减少和成功行使该领域领导力的可能性,为希望在软件开发领域领导团队的女性提供鼓舞人心的信息。
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引用次数: 0
Taxonomy of Factors of Acceptance and Use of Technologies for Human Computer Interface in Digital Services 数字服务中人机接口技术的接受和使用因素分类
3区 计算机科学 Q2 Computer Science Pub Date : 2023-10-25 DOI: 10.24215/16666038.23.e14
Pablo Pintado, Irvin Jaramillo, Daniela Prado, Elsa Estevez
Emerging technologies, e.g., cloud computing, artificial intelligence, robotics, and information technologies, facilitate digital transformation and promote digital services. Significant research exists on the acceptance and use of technologies and specific digital transformation (DT) practices. However, more research is needed to better understand user’s acceptance and how they use technology to better de-sign digital services. Thus, this paper: 1) proposes a Systematic Literature Re-view (SLR) of the models of acceptance and use of technologies, as well as of certain DT practices applied to the human-computer interaction (HCI) of digital services; 2) provides an analysis of the results of the behavior of the factors and practices; and 3) proposes a taxonomy of the acceptance and use factors applied to HCI of digital services by economic activity. The main contribution of this work is the proposed taxonomy in a vacancy area relevant to digital transformation efforts applied to digital services pursued globally, both in the private and public sectors.
云计算、人工智能、机器人、信息技术等新兴技术促进数字化转型,促进数字化服务。关于技术的接受和使用以及具体的数字转型(DT)实践的重要研究已经存在。然而,需要更多的研究来更好地了解用户的接受程度以及他们如何使用技术来更好地设计数字服务。因此,本文提出:1)对技术的接受和使用模型以及应用于数字服务人机交互(HCI)的某些DT实践进行系统文献回顾(SLR);2)提供了行为结果的分析因素和做法;3)提出了经济活动对数字服务HCI的接受和使用因素的分类。这项工作的主要贡献是提出了与适用于全球私营和公共部门的数字服务的数字化转型工作相关的空缺领域的分类建议。
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引用次数: 0
A Dataset and Post-Processing Method for Pointing Device Human-Machine Interface Evaluation 指向设备人机界面评价的数据集及后处理方法
3区 计算机科学 Q2 Computer Science Pub Date : 2023-10-25 DOI: 10.24215/16666038.23.e11
Rocío Madou, Federico N. Guerrero, Enrique M. Spinelli
The evaluation of human-machine interfaces (HMI) requires quantitative metrics to define the ability of a person to effectively achieve their goals using the HMI. In particular, for pointing-device type HMIs such as the computer mouse, an experiment quantifying movement by performing repetitive target selections allows defining a useful metric known as throughput (TP) using the Fitts’ Law test. In this work, a dataset obtained from an automated protocol application is presented, which is made publicly available through an on-line platform. A post-processing method to obtain performance parameters from the dataset is also presented, and its output is used to validate the data against similar experiments in the literature.
人机界面(HMI)的评估需要定量的度量来定义一个人使用HMI有效实现其目标的能力。特别是,对于像计算机鼠标这样的指向设备类型的hmi,通过执行重复的目标选择来量化运动的实验允许使用Fitts定律测试定义一个称为吞吐量(TP)的有用度量。在这项工作中,提出了从自动协议应用程序获得的数据集,该数据集通过在线平台公开提供。本文还提出了一种从数据集中获取性能参数的后处理方法,并将其输出用于对照文献中类似实验验证数据。
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引用次数: 0
Publication of Linked Open Data – A Systematic Literature Review for Identifying Problems and Technical Tools Supporting the Process 链接开放数据的出版-识别问题和支持该过程的技术工具的系统文献综述
3区 计算机科学 Q2 Computer Science Pub Date : 2023-10-25 DOI: 10.24215/16666038.23.e16
Jairo H. Silva Aguilar, Rommel Torres T., Elsa Estevez
On the Internet, we find a large amount of information from government institutions that has been published in open format. However, only a part of these data is available in standard formats such as Resource Description Framework (RDF), and to a lesser extent, is published as Linked Open Data (LOD). The main objective of the research presented in this paper is to identify problems and tools used in the process of publishing LOD with the purpose of establishing a basis for the construction of a future framework that will help public institutions to facilitate such processes. To fulfill the objective, we conducted a systematic literature review in order to assess the state-of-the-art in this matter. The contribution of this work is to identify the frequent problems that arise in the LOD publishing process. It also provides a detail of the frameworks proposed in scientific papers grouping the technical tools by phases that correspond to the LOD publication life cycle. In addition, it compiles the characteristics of the ETL (Extract-Transform-Load) tools that predominate in this review, such as Pentaho Data Integration (Kettle) and OpenRefine.
在互联网上,我们发现大量政府机构的信息已经以开放的形式发布。然而,这些数据中只有一部分以诸如资源描述框架(RDF)之类的标准格式提供,并且在较小程度上,作为链接开放数据(LOD)发布。本文提出的研究的主要目的是确定在发布LOD过程中使用的问题和工具,目的是为构建有助于公共机构促进这一过程的未来框架奠定基础。为了实现目标,我们进行了系统的文献综述,以评估这一问题的最新进展。这项工作的贡献是确定在LOD出版过程中出现的常见问题。它还提供了科学论文中提出的框架的细节,这些框架按照与LOD出版生命周期相对应的阶段对技术工具进行分组。此外,它还汇编了在本综述中占主导地位的ETL(提取-转换-加载)工具的特征,例如Pentaho数据集成(Kettle)和OpenRefine。
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引用次数: 0
Intermediate Task Fine-Tuning in Cancer Classification 癌症分类中的中间任务微调
3区 计算机科学 Q2 Computer Science Pub Date : 2023-10-25 DOI: 10.24215/16666038.23.e12
Mario Alejandro García, Martín Nicolás Gramática, Juan Pablo Ricapito
Reducing the amount of annotated data required to train predictive models is one of the main challenges in applying artificial intelligence to histopathology. In this paper, we propose a method to enhance the performance of deep learning models trained with limited data in the field of digital pathology. The method relies on a two-stage transfer learning process, where an intermediate model serves as a bridge between a pre-trained model on ImageNet and the final cancer classification model. The intermediate model is fine-tuned with a dataset of over 4,000,000 images weakly labeled with clinical data extracted from TCGA program. The model obtained through the proposed method significantly outperforms a model trained with a traditional transfer learning process.
减少训练预测模型所需的注释数据量是将人工智能应用于组织病理学的主要挑战之一。在本文中,我们提出了一种方法来提高数字病理学领域中使用有限数据训练的深度学习模型的性能。该方法依赖于一个两阶段的迁移学习过程,其中一个中间模型作为ImageNet上预训练模型和最终癌症分类模型之间的桥梁。中间模型使用从TCGA程序中提取的临床数据弱标记的400多万张图像数据集进行微调。通过该方法获得的模型明显优于传统迁移学习过程训练的模型。
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引用次数: 0
A Model of Reusable Assets in AIE Software Systems AIE软件系统中的可重用资产模型
3区 计算机科学 Q2 Computer Science Pub Date : 2023-10-25 DOI: 10.24215/16666038.23.e13
Agustina Buccella, Alejandra Cechich, Carolina Villegas, Ayelén Montenegro, Angel Muñoz, Andrea Rodriguez
Nowadays, due to the increasing presence of artificial intelligence in software systems, development teams face the challenge of working together to integrate tasks, resources, and roles in a new field, named AI Engineering. Proposals, in the way of models, highlight the needs of integrating two different perspectives – the software and the decision-making support (big data, machine learning, and so on) systems. But there is something more – both systems must achieve high quality levels for different properties; and this is not a straightforward task. Quality properties, such as reusability, traditionally evaluated and reinforced through modeling in software systems, do not exactly apply similarly in decision-making support systems. In this paper, we propose a model for managing reusable assets in AI engineered systems by linking software product line modeling and variety identification. The proposal is exemplified through a case study in the agriculture domain.
如今,由于软件系统中人工智能的出现越来越多,开发团队面临着在一个名为人工智能工程的新领域中共同集成任务、资源和角色的挑战。提案以模型的方式强调了整合两种不同视角的需求——软件和决策支持(大数据、机器学习等)系统。但还有更多的东西——两个系统都必须达到不同属性的高质量水平;这不是一项简单的任务。质量属性,例如可重用性,传统上是通过软件系统中的建模来评估和加强的,但在决策支持系统中并不完全适用。在本文中,我们通过将软件产品线建模和品种识别联系起来,提出了一个在人工智能工程系统中管理可重用资产的模型。该建议通过农业领域的案例研究得到了例证。
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引用次数: 0
A Methodology for Generating Virtual Reality Immersion Metrics based on System Variables 一种基于系统变量的虚拟现实沉浸度量生成方法
3区 计算机科学 Q2 Computer Science Pub Date : 2023-10-25 DOI: 10.24215/16666038.23.e08
Matias Selzer, Silvia M. Castro
Technological advances in recent years have promoted the development of virtual reality systems that have awide variety of hardware and software characteristics, providing varying degrees of immersion. Immersionis an objective property of the virtual reality system that depends on both its hardware and softwarecharacteristics. Virtual reality systems are currently attempting to improve immersion as much as possible.However, there is no metric to measure the level of immersion of a virtual reality system based onits characteristics. To date, the influence of these hardware and software variables on immersion hasonly been considered individually or in small groups. The way these system variables simultaneously affectimmersion has not been analyzed either. In this paper, we propose immersion metrics for virtualreality systems based on their hardware and software variables, as well as the development process that ledto their formulation. From the conducted experiment and the obtained data, we followed a methodology togenerate immersion models based on the variables of the system. The immersion metrics presented in thiswork offer a useful tool in the area of virtual reality and immersive technologies, not only to measurethe immersion of any virtual reality system but also to analyze the relationship and importance of thevariables of these systems.
近年来的技术进步促进了虚拟现实系统的发展,这些系统具有各种各样的硬件和软件特性,提供不同程度的沉浸感。沉浸感是虚拟现实系统的客观属性,它取决于其硬件和软件特性。虚拟现实系统目前正试图尽可能地提高沉浸感。然而,目前还没有一个基于虚拟现实系统特性的度量标准来衡量虚拟现实系统的沉浸程度。迄今为止,这些硬件和软件变量对沉浸感的影响只被单独或在小群体中考虑过。这些系统变量同时影响影响的方式也没有被分析。在本文中,我们提出了基于硬件和软件变量的虚拟现实系统沉浸度量,以及导致其制定的开发过程。根据所进行的实验和获得的数据,我们遵循一种基于系统变量生成沉浸式模型的方法。本工作中提出的沉浸度指标为虚拟现实和沉浸式技术领域提供了一个有用的工具,不仅可以测量任何虚拟现实系统的沉浸度,还可以分析这些系统变量的关系和重要性。
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引用次数: 0
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