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Group Leader vs. Remaining Group—Whose Data Should Be Used for Prediction of Team Performance? 团队领导与剩余团队——谁的数据应该被用来预测团队绩效?
Q2 Computer Science Pub Date : 2023-09-14 DOI: 10.3390/mti7090090
Ronald Böck
Humans are considered to be communicative, usually interacting in dyads or groups. In this paper, we investigate group interactions regarding performance in a rather formal gathering. In particular, a collection of ten performance indicators used in social group sciences is used to assess the outcomes of the meetings in this manuscript, in an automatic, machine learning-based way. For this, the Parking Lot Corpus, comprising 70 meetings in total, is analysed. At first, we obtain baseline results for the automatic prediction of performance results on the corpus. This is the first time the Parking Lot Corpus is tapped in this sense. Additionally, we compare baseline values to those obtained, utilising bidirectional long-short term memories. For multiple performance indicators, improvements in the baseline results are able to be achieved. Furthermore, the experiments showed a trend that the acoustic material of the remaining group should use for the prediction of team performance.
人类被认为是善于交流的,通常是两个人或一群人互动。在本文中,我们研究了在一个相当正式的聚会中有关表演的群体互动。特别是,在社会群体科学中使用的十个绩效指标的集合被用来评估本手稿中会议的结果,以自动的,基于机器学习的方式。为此,对停车场语料库进行了分析,该语料库共包括70个会议。首先,我们获得了在语料库上自动预测性能结果的基线结果。这是停车场语料库第一次在这个意义上被挖掘。此外,我们将基线值与利用双向长短期记忆获得的值进行比较。对于多个性能指标,可以实现基线结果的改进。此外,实验还显示了一种趋势,即剩余群体的声学材料应该用于预测团队表现。
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引用次数: 0
Augmented Reality in Portuguese Museums: A Grounded Theory Study on the Museum Professionals’ Perspectives 增强现实在葡萄牙博物馆:一个接地理论研究博物馆专业人士的观点
Q2 Computer Science Pub Date : 2023-09-11 DOI: 10.3390/mti7090087
Natacha Fernandes, Joana Casteleiro-Pitrez
Augmented Reality (AR) is increasingly present in several fields, including the museological space, where the challenges of presenting objects interactively and attractively are constant, especially with the sociocultural changes of recent decades. Although there are numerous studies on AR in museums, the perspective of museum professionals on the technology still needs to be explored. Thus, in this study, we use a qualitative design and conduct in-depth interviews with professionals from 10 Portuguese museums involved in creating or applying AR within these environments. Applying the grounded theory, the researchers propose a framework to understand Portuguese museum professionals’ practices, perceptions, and experiences with AR in museum environments. The findings allow the creation of a theoretical framework divided into four levels, namely the perceptions of museum professionals on the role and use of AR, the understanding of departments, museum teams, and digital strategies, the perceived challenges, limitations, and advantages in the use of augmented reality technologies, and the future perspectives of AR in museums. The theory resulting from this study may also contribute suggestions for the design and implementation of AR in museums, which both museum professionals and designers can use.
增强现实(AR)越来越多地出现在几个领域,包括博物馆空间,其中以互动和吸引人的方式呈现物体的挑战是恒定的,特别是近几十年的社会文化变化。虽然有很多关于博物馆AR的研究,但博物馆专业人员对这项技术的看法仍有待探索。因此,在本研究中,我们使用了定性设计,并对来自10个葡萄牙博物馆的专业人士进行了深入访谈,这些博物馆参与了在这些环境中创建或应用AR。运用扎根理论,研究人员提出了一个框架来理解葡萄牙博物馆专业人员在博物馆环境中使用AR的实践、观念和经验。研究结果创建了一个分为四个层次的理论框架,即博物馆专业人员对AR的作用和使用的看法,对部门、博物馆团队和数字战略的理解,使用增强现实技术的感知挑战、限制和优势,以及AR在博物馆的未来前景。本研究的理论也可以为博物馆AR的设计和实施提供建议,供博物馆专业人员和设计师使用。
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引用次数: 0
An Investigation of the Use of Augmented Reality in Public Art 增强现实技术在公共艺术中的应用研究
Q2 Computer Science Pub Date : 2023-09-11 DOI: 10.3390/mti7090089
Tamlyn Young, Mark T. Marshall
Augmented reality offers many artistic possibilities when it comes to the creation of place-based public artworks. In this paper, we present a series of works around the topic of augmented reality (AR) art and place-based storytelling, including the use of walking as a creative method, a series of workshops with emerging artists, public AR art collaborations and a study to examine user experience when interacting with such artworks. Our findings from these works show the potential of integrating augmented reality with public physical artworks and offer guidance to artists and AR developers on how to expand this potential. For artists, we show the importance of the space in which the artwork will be placed and provide guidance on how to work with the space. For developers, we find that there is a need to create tools that work with artists’ existing practices and to investigate how to expand augmented reality past the limitations of site- or piece-specific apps.
当涉及到基于场所的公共艺术品创作时,增强现实提供了许多艺术可能性。在本文中,我们围绕增强现实(AR)艺术和基于地点的故事讲述的主题展示了一系列作品,包括使用步行作为一种创造性方法,与新兴艺术家的一系列研讨会,公共AR艺术合作以及一项研究,以检查与此类艺术品互动时的用户体验。我们在这些作品中的发现显示了将增强现实与公共实体艺术品相结合的潜力,并为艺术家和AR开发者提供了如何扩大这种潜力的指导。对于艺术家来说,我们展示了放置艺术品的空间的重要性,并提供了如何使用空间的指导。对于开发人员来说,我们发现有必要创建与艺术家现有实践相结合的工具,并研究如何扩展增强现实,超越特定于站点或片段的应用程序的限制。
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引用次数: 0
Challenges in Virtual Reality Training for CBRN Events 虚拟现实训练在CBRN活动中的挑战
Q2 Computer Science Pub Date : 2023-09-11 DOI: 10.3390/mti7090088
Georg Regal, Daniele Pretolesi, Helmut Schrom-Feiertag, Jaison Puthenkalam, Massimo Migliorini, Elios De Maio, Francesca Scarrone, Marina Nadalin, Massimiliano Guarneri, Grace P. Xerri, Daniele Di Giovanni, Paola Tessari, Federica Genna, Andrea D’Angelo, Markus Murtinger
The contemporary geopolitical environment and strategic uncertainty shaped by asymmetric and hybrid threats urge the future development of hands-on training in realistic environments. Training in immersive, virtual environments is a promising approach. Immersive training can support training for contexts that are otherwise hard to access, dangerous, or have high costs. This paper discusses the challenges for virtual reality training in the CBRN (chemical, biological, radioactive, nuclear) domain. Based on initial considerations and a literature review, we conducted a survey and three workshops to gather requirements for CBRN training in virtual environments. We structured the gathered insights into four overarching themes—the future of CBRN training, ethical and safety requirements, evaluation and feedback, and tangible objects and tools. We provide insights on these four themes and discuss recommendations.
不对称和混合威胁形成的当代地缘政治环境和战略不确定性促使未来在现实环境中发展实践培训。在沉浸式的虚拟环境中进行训练是一种很有前途的方法。沉浸式培训可以支持难以进入、危险或成本高的环境的培训。本文讨论了在CBRN(化学、生物、放射性、核)领域进行虚拟现实训练所面临的挑战。基于最初的考虑和文献回顾,我们进行了一次调查和三次研讨会,以收集虚拟环境中CBRN培训的需求。我们将收集到的见解分为四个主要主题:CBRN培训的未来、道德和安全要求、评估和反馈,以及有形的对象和工具。我们就这四个主题提供见解,并讨论建议。
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引用次数: 0
A Comparative Analysis of Low or No-Code Authoring Tools for Location-Based Games 基于位置的游戏低代码或无代码编写工具的比较分析
IF 2.5 Q2 Computer Science Pub Date : 2023-09-01 DOI: 10.3390/mti7090086
Christos Batsaras, S. Xinogalos
This article presents a comparative analysis of four low or no-code location-based game (LBG) authoring tools, namely Taleblazer, Aris, Actionbound, and Locatify. Each tool is examined in detail, with an emphasis on the functions and capabilities it provides for the development of LBGs. The article builds on the history and purpose of LBGs, their characteristics, as well as basic concepts and previous applications, placing emphasis both on the technological and pedagogical dimensions of these games. The evaluation of the tools is based on certain criteria, or metrics, recorded in the literature and empirical data collected through the development of prototype games for each tool. The tools are comparatively analyzed in terms of the LBG’s constituent features they incorporate, the fundamental and additional functionality provided to the developer, as well as the existence or absence of features that captivate players in the game experience. Moreover, feedback is provided based on the practical use of the platforms for developing LBGs in order to support prospective developers in making an informed choice of an LBG platform for implementing a specific game. The games were created by taking advantage of as many features of the tools as possible in order to have a more fair and complete evaluation. This study aims to highlight the affordances and limitations of the investigated low or no-code LBG authoring tools, enabling anyone interested in developing an LBG to choose the most appropriate tool taking into account their needs and technological background or designing their own LBG authoring tools.
本文将比较分析四种低代码或无代码定位游戏(LBG)创作工具,即Taleblazer、Aris、Actionbound和Locatify。我们将详细研究每种工具,重点介绍它们为lbg开发提供的功能和能力。本文将基于lbg的历史和目的,它们的特点,基本概念和之前的应用,并将重点放在这些游戏的技术和教学层面上。对工具的评估是基于特定的标准或参数,这些标准或参数记录在通过开发每种工具的原型游戏而收集的文献和经验数据中。根据LBG所包含的组成功能,提供给开发者的基本和附加功能,以及在游戏体验中吸引玩家的功能的存在或缺失,对这些工具进行比较分析。此外,我们还会根据开发LBG平台的实际使用情况提供反馈,以支持潜在开发者在选择LBG平台执行特定游戏时做出明智的选择。游戏是通过尽可能多地利用这些工具的功能来创造的,目的是为了获得更公平和完整的评估。本研究旨在强调所调查的低代码或无代码LBG创作工具的优点和局限性,使任何对开发LBG感兴趣的人都可以根据自己的需求和技术背景选择最合适的工具或设计自己的LBG创作工具。
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引用次数: 0
Can You Dance? A Study of Child–Robot Interaction and Emotional Response Using the NAO Robot 你会跳舞吗?基于NAO机器人的儿童机器人互动与情绪反应研究
IF 2.5 Q2 Computer Science Pub Date : 2023-08-30 DOI: 10.3390/mti7090085
V. Podpečan
This retrospective study presents and summarizes our long-term efforts in the popularization of robotics, engineering, and artificial intelligence (STEM) using the NAO humanoid robot. By a conservative estimate, over a span of 8 years, we engaged at least a couple of thousand participants: approximately 70% were preschool children, 15% were elementary school students, and 15% were teenagers and adults. We describe several robot applications that were developed specifically for this task and assess their qualitative performance outside a controlled research setting, catering to various demographics, including those with special needs (ASD, ADHD). Five groups of applications are presented: (1) motor development activities and games, (2) children’s games, (3) theatrical performances, (4) artificial intelligence applications, and (5) data harvesting applications. Different cases of human–robot interactions are considered and evaluated according to our experience, and we discuss their weak points and potential improvements. We examine the response of the audience when confronted with a humanoid robot featuring intelligent behavior, such as conversational intelligence and emotion recognition. We consider the importance of the robot’s physical appearance, the emotional dynamics of human–robot engagement across age groups, the relevance of non-verbal cues, and analyze drawings crafted by preschool children both before and after their interaction with the NAO robot.
这项回顾性研究介绍并总结了我们在使用NAO人形机器人普及机器人、工程和人工智能(STEM)方面的长期努力。保守估计,在8年的时间里,我们至少参与了几千名参与者:大约70%是学龄前儿童,15%是小学生,15%是青少年和成年人。我们描述了几个专门为这项任务开发的机器人应用程序,并评估了它们在受控研究环境之外的定性表现,以满足各种人口统计数据,包括那些有特殊需求的人(ASD, ADHD)。介绍了五组应用:(1)运动发展活动和游戏,(2)儿童游戏,(3)戏剧表演,(4)人工智能应用,(5)数据收集应用。根据我们的经验,我们考虑和评估了不同的人机交互案例,并讨论了它们的弱点和潜在的改进。我们研究了观众在面对具有智能行为(如会话智能和情感识别)的类人机器人时的反应。我们考虑了机器人外表的重要性,跨年龄组人机互动的情感动态,非语言线索的相关性,并分析了学龄前儿童在与NAO机器人互动之前和之后绘制的图画。
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引用次数: 0
Evaluation of the Road to Birth Software to Support Obstetric Problem-Based Learning Education with a Cohort of Pre-Clinical Medical Students 评估“出生之路”软件,以支持临床前医学生队列中基于产科问题的学习教育
IF 2.5 Q2 Computer Science Pub Date : 2023-08-21 DOI: 10.3390/mti7080084
M. Hutchcraft, R. Wallon, Shanna Fealy, Donovan Jones, R. Galvez
Integration of technology within problem-based learning curricula is expanding; however, information regarding student experiences and attitudes about the integration of such technologies is limited. This study aimed to evaluate pre-clinical medical student perceptions and use patterns of the “Road to Birth” (RtB) software, a novel program designed to support human maternal anatomy and physiology education. Second-year medical students at a large midwestern American university participated in a prospective, mixed-methods study. The RtB software is available as a mobile smartphone/tablet application and in immersive virtual reality. The program was integrated into problem-based learning activities across a three-week obstetrics teaching period. Student visuospatial ability, weekly program usage, weekly user satisfaction, and end-of-course focus group interview data were obtained. Survey data were analyzed and summarized using descriptive statistics. Focus group interview data were analyzed using inductive thematic analysis. Of the eligible students, 66% (19/29) consented to participate in the study with 4 students contributing to the focus group interview. Students reported incremental knowledge increases on weekly surveys (69.2% week one, 71.4% week two, and 78.6% week three). Qualitative results indicated the RtB software was perceived as a useful educational resource; however, its interactive nature could have been further optimized. Students reported increased use of portable devices over time and preferred convenient options when using technology incorporated into the curriculum. This study identifies opportunities to better integrate technology into problem-based learning practices in medical education. Further empirical research is warranted with larger and more diverse student samples.
将技术纳入以问题为基础的学习课程的范围正在扩大;然而,关于学生对这些技术的整合的经验和态度的信息是有限的。本研究旨在评估临床前医学生对“出生之路”(RtB)软件的认知和使用模式,这是一个旨在支持人类母体解剖和生理学教育的新程序。美国中西部一所大型大学的医学二年级学生参加了一项前瞻性的混合方法研究。RtB软件可作为移动智能手机/平板电脑应用程序和沉浸式虚拟现实提供。在为期三周的产科教学期间,该项目被整合到以问题为基础的学习活动中。获得学生的视觉空间能力、每周节目使用量、每周用户满意度和课程结束时焦点小组访谈数据。使用描述性统计对调查数据进行分析和总结。焦点小组访谈数据采用归纳主题分析法进行分析。在符合条件的学生中,66%(19/29)同意参与这项研究,其中4名学生参与了焦点小组访谈。学生们在每周调查中报告了知识的增长(第一周69.2%,第二周71.4%,第三周78.6%)。定性结果表明,RtB软件被认为是一种有用的教育资源;然而,它的互动性质本可以进一步优化。学生们报告说,随着时间的推移,便携式设备的使用越来越多,在使用纳入课程的技术时,他们更喜欢方便的选择。这项研究确定了将技术更好地融入医学教育中基于问题的学习实践的机会。有必要对更大、更多样化的学生样本进行进一步的实证研究。
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引用次数: 0
Exploring a Novel Mexican Sign Language Lexicon Video Dataset 探索一种新颖的墨西哥手语词汇视频数据集
IF 2.5 Q2 Computer Science Pub Date : 2023-08-19 DOI: 10.3390/mti7080083
Víctor Martínez-Sánchez, Iván Villalón-Turrubiates, Francisco Cervantes-Álvarez, C. Hernández-Mejía
This research explores a novel Mexican Sign Language (MSL) lexicon video dataset containing the dynamic gestures most frequently used in MSL. Each gesture consists of a set of different versions of videos under uncontrolled conditions. The MX-ITESO-100 dataset is composed of a lexicon of 100 gestures and 5000 videos from three participants with different grammatical elements. Additionally, the dataset is evaluated in a two-step neural network model as having an accuracy greater than 99% and thus serves as a benchmark for future training of machine learning models in computer vision systems. Finally, this research provides an inclusive environment within society and organizations, in particular for people with hearing impairments.
本研究探索了一个新的墨西哥手语(MSL)词汇视频数据集,其中包含了MSL中最常用的动态手势。在不受控制的条件下,每个手势都由一组不同版本的视频组成。MX-ITESO-100数据集由100个手势和5000个视频组成,这些视频来自三个参与者,具有不同的语法元素。此外,该数据集在两步神经网络模型中被评估为具有大于99%的准确性,因此可以作为计算机视觉系统中机器学习模型未来训练的基准。最后,这项研究为社会和组织提供了一个包容的环境,特别是对听力障碍的人。
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引用次数: 0
Virtual Urban Field Studies: Evaluating Urban Interaction Design Using Context-Based Interface Prototypes 虚拟城市实地研究:使用基于上下文的界面原型评估城市交互设计
IF 2.5 Q2 Computer Science Pub Date : 2023-08-18 DOI: 10.3390/mti7080082
Robert Dongas, Kazjon Grace, Samuel Gillespie, Marius Hoggenmueller, M. Tomitsch, Stewart Worrall
In this study, we propose the use of virtual urban field studies (VUFS) through context-based interface prototypes for evaluating the interaction design of auditory interfaces. Virtual field tests use mixed-reality technologies to combine the fidelity of real-world testing with the affordability and speed of testing in the lab. In this paper, we apply this concept to rapidly test sound designs for autonomous vehicle (AV)–pedestrian interaction with a high degree of realism and fidelity. We also propose the use of psychometrically validated measures of presence in validating the verisimilitude of VUFS. Using mixed qualitative and quantitative methods, we analysed users’ perceptions of presence in our VUFS prototype and the relationship to our prototype’s effectiveness. We also examined the use of higher-order ambisonic spatialised audio and its impact on presence. Our results provide insights into how VUFS can be designed to facilitate presence as well as design guidelines for how this can be leveraged.
在这项研究中,我们建议使用虚拟城市现场研究(VUFS),通过基于上下文的界面原型来评估听觉界面的交互设计。虚拟现场测试使用混合现实技术,将真实世界测试的保真度与实验室测试的可负担性和速度相结合。在本文中,我们将这一概念应用于具有高度真实感和保真度的自动驾驶汽车(AV) -行人交互的快速测试声音设计。我们还建议使用心理测量学验证的存在措施来验证VUFS的真实性。使用混合的定性和定量方法,我们分析了用户在我们的VUFS原型中存在的感知以及与我们的原型有效性的关系。我们还研究了高阶双声空间化音频的使用及其对存在的影响。我们的研究结果提供了如何设计VUFS以促进呈现的见解,以及如何利用这一点的设计指导方针。
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引用次数: 0
Creative Use of OpenAI in Education: Case Studies from Game Development OpenAI在教育中的创造性使用:来自游戏开发的案例研究
IF 2.5 Q2 Computer Science Pub Date : 2023-08-18 DOI: 10.3390/mti7080081
Fiona French, David Levi, Csaba Maczo, Aiste Simonaityte, Stefanos Triantafyllidis, Gergo Varda
Educators and students have shown significant interest in the potential for generative artificial intelligence (AI) technologies to support student learning outcomes, for example, by offering personalized experiences, 24 h conversational assistance, text editing and help with problem-solving. We review contemporary perspectives on the value of AI as a tool in an educational context and describe our recent research with undergraduate students, discussing why and how we integrated OpenAI tools ChatGPT and Dall-E into the curriculum during the 2022–2023 academic year. A small cohort of games programming students in the School of Computing and Digital Media at London Metropolitan University was given a research and development assignment that explicitly required them to engage with OpenAI. They were tasked with evaluating OpenAI tools in the context of game development, demonstrating a working solution and reporting on their findings. We present five case studies that showcase some of the outputs from the students and we discuss their work. This mode of assessment was both productive and popular, mapping to students’ interests and helping to refine their skills in programming, problem-solving, critical reflection and exploratory design.
教育工作者和学生对生成式人工智能(AI)技术支持学生学习成果的潜力表现出极大的兴趣,例如,通过提供个性化体验、24小时对话辅助、文本编辑和解决问题的帮助。我们回顾了人工智能在教育背景下作为一种工具的价值的当代观点,并描述了我们最近对本科生的研究,讨论了我们为什么以及如何在2022-2023学年将OpenAI工具ChatGPT和Dall-E整合到课程中。伦敦城市大学(London Metropolitan University)计算与数字媒体学院(School of Computing and Digital Media)的一小群游戏编程学生接到了一项研究和开发任务,明确要求他们使用OpenAI。他们的任务是在游戏开发的背景下评估OpenAI工具,展示一个可行的解决方案,并报告他们的发现。我们提出了五个案例研究,展示了学生的一些成果,并讨论了他们的工作。这种评估模式既富有成效又受欢迎,它切合学生的兴趣,有助于提高他们在编程、解决问题、批判性反思和探索性设计方面的技能。
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引用次数: 1
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Multimodal Technologies and Interaction
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