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A systematic review of online personalized systems for the autonomous learning of people with cognitive disabilities 认知障碍者自主学习在线个性化系统综述
IF 5.3 2区 工程技术 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-08-13 DOI: 10.1080/07370024.2023.2242364
Nadia Hocine, Karim Sehaba
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引用次数: 1
A survey on technological tools and systems for diagnosis and therapy of autism spectrum disorder 自闭症谱系障碍诊断与治疗的技术工具与系统综述
IF 5.3 2区 工程技术 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-08-09 DOI: 10.1080/07370024.2023.2242345
Mariasole Bondioli, S. Chessa, A. Kocian, S. Pelagatti
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引用次数: 0
‘I already forgot half of it’ – Interviewing people with dementia for co-designing an intelligent system “我已经忘记了一半”——采访痴呆症患者,让他们共同设计一个智能系统
IF 5.3 2区 工程技术 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-08-09 DOI: 10.1080/07370024.2023.2240791
S. Suijkerbuijk, H. Nap, W. Ijsselsteijn, M. Minkman, Y. D. de Kort
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引用次数: 2
Automatic planning in cognitive training: application to multiple sclerosis 认知训练中的自动规划:在多发性硬化中的应用
IF 5.3 2区 工程技术 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-08-09 DOI: 10.1080/07370024.2023.2241452
M. Gaspari, F. Pinardi, Dario Signorello, F. Stablum, Sara Zuppiroli
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引用次数: 1
A sensemaking system for grouping and suggesting stories from multiple affective viewpoints in museums 博物馆中从多个情感角度对故事进行分组和提示的语义生成系统
2区 工程技术 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-08-09 DOI: 10.1080/07370024.2023.2242355
Antonio Lieto, Manuel Striani, Cristina Gena, Enrico Dolza, Anna Maria Marras, Gian Luca Pozzato, Rossana Damiano
ABSTRACTThis article presents an affective-based sensemaking system for grouping and suggesting stories created by the users about the cultural artefacts in a museum. By relying on the TCL commonsense reasoning framework, the system exploits the spatial structure of the Plutchik’s “wheel of emotions” to organize the stories according to their extracted emotions. The process of emotion extraction, reasoning, and suggestion is triggered by an app, called GAMGame, and integrated with the sensemaking engine. Following the framework of Citizen Curation, the system allows classifying and suggesting stories encompassing cultural items able to evoke not only the very same emotions of already experienced or preferred museum objects but also novel items sharing different emotional stances and, therefore, able to break the filter bubble effect and open the users’ view toward more inclusive and empathy-based interpretations of cultural content. The system has been designed tested, in the context of the H2020EU SPICE project (Social cohesion, Participation, and Inclusion through Cultural Engagement), in cooperation with the community of the d/Deaf and on the collection of the Gallery of Modern Art (GAM) in Turin. We describe the user-centered design process of the web app and of its components and we report the results concerning the effectiveness of the diversity-seeking, affective-driven, recommendations of stories.KEYWORDS: Story-based recommendationsdiversity-seeking emotional recommendationscommonsense reasoningaffective computingrecommender systems AcknowledgmentsThe research leading this publication has been partially funded by the European Union’s Horizon 2020 research and innovation programme http://dx.doi.org/10.13039/501100007601 under grant agreement SPICE 870811. The publication reflects the author’s views. The Research Executive Agency (REA) is not liable for any use that may be made of the information contained therein. We thank the GAM Museum and the Istituto dei Sordi di Torino for their help in setting up the evaluation.Disclosure statementNo potential conflict of interest was reported by the author(s).Notes1 TCL is an acronym for Typicality-based Compositional Logic: the reasoning framework driving the behavior of the sensemaking system. The framework is described in Section 4.12 https://spice-h2020.eu/3 https://www.gamtorino.it/en4 http://conventions.coe.int/Treaty/EN/Treaties/Html/199.htm5 https://icom.museum/en/resources/standards-guidelines/museum-definition/6 DEGARI is an acronym that stands for Dynamic Emotion Generator and ReclassIfier.7 https://www.who.int/news-room/fact-sheets/detail/disability-and-health8 https://www.who.int/health-topics/disability9 https://access.si.edu/10 https://universaldesign.ie/What-is-Universal-Design/The-7-Principles/11 36 stories were created using Google Forms, but they are not included in the analysis due to the differences with the prototype.12 https://www.gamtorino.it/it/archivio-catalogo/estate-lama
, Citation2022),另一方面,只关注单一项目多样性寻求推荐24这是基于控制小团体分析的推荐系统评估最常用的方法之一,见(Shani & Gunawardana, Citation2011) 25因此,与第一次评估相比,这是一个更具挑战性的评估设置,因为用户可以说,不太倾向于为没有引起他们最初偏好的情感设置的收藏提供更高的评级。本研究得到了地平线2020框架计划[870811]的支持。antonio Lieto是都灵大学(意大利)和ICAR-CNR(意大利)的计算机科学助理教授。他的主要研究课题包括常识推理、语言和知识技术、智能交互代理(具体化和非具体化)的认知架构。Manuel Striani于2019年2月获得意大利都灵大学计算机科学系科学与高技术(计算机科学)博士学位。他目前是东皮埃蒙特大学科学与技术创新部(DiSIT) INF/01的临时研究员。他的主要研究兴趣集中在医疗保健中的人工智能,特别是过程挖掘,知识抽象,表示,推理和形式化,通过本体,语言/语义技术,用于压缩和优化算法的多标准数据结构以及临床试验中的机器/深度学习方法。Cristina GenaCristina Gena是都灵大学计算机科学副教授,教授网络编程、HCI和HRI课程。她领导着都灵大学ICxT创新中心的智能HCI实验室。主要研究方向为人机交互、人机交互、智能用户界面和用户建模。Enrico Dolza是一名专业的教育工作者,专门为有特殊需要的人提供教育。他还是都灵聋人研究所(Instituto dei Sordi)的主任,他是(或曾经是)都灵大学、米兰大学和博洛尼亚大学的兼职教授,教授特殊教育学和意大利手语(LIS)课程。Anna Maria MarrasAnna Maria Marras是都灵大学历史研究系的图书馆学和档案学研究员。主要研究领域为遗产和GLAM的数字化转型、数字化、传播和数字化可及性。她是AVICOM - ICOM的秘书长,也是欧洲网络协会的委员。Gian Luca Pozzato(1978)于2007年2月在意大利都灵大学获得计算机科学博士学位。自2015年11月起,他是同一所大学计算机科学系的副教授,在那里他是“知识表示,自动推理,逻辑和本体论”小组的成员。他的研究兴趣包括非经典逻辑的证明理论、逻辑规划、描述逻辑和非单调推理。Rossana Damiano是都灵大学计算机科学系的副教授,她在那里教授网络编程和语义技术。她的研究兴趣主要集中在文化遗产的人工智能,重点是情感和讲故事。她参与了多个应用项目,从学习和文化传播的社会语义环境,到戏剧和人工角色的语义注释。
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引用次数: 2
Training work-related social skills in adults with Autism Spectrum Disorder using a tablet-based intervention 使用基于平板电脑的干预训练自闭症谱系障碍成人的工作相关社交技能
IF 5.3 2区 工程技术 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-08-07 DOI: 10.1080/07370024.2023.2242344
S. Estival, Virginie Demulier, Julie Renaud, Jean-Claude Martin
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引用次数: 1
A serious web game for children with attentive disorders: design and experiences from two trials 专为注意力障碍儿童设计的严肃网页游戏:设计和两次试验的经验
IF 5.3 2区 工程技术 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-08-06 DOI: 10.1080/07370024.2023.2240797
Letizia Angileri, Marco Manca, F. Paternò, C. Santoro
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引用次数: 0
Human teleoperation - a haptically enabled mixed reality system for teleultrasound 人类远程操作-触觉启用的远程超声混合现实系统
2区 工程技术 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-06-30 DOI: 10.1080/07370024.2023.2218355
David Black, Yas Oloumi Yazdi, Amir Hossein Hadi Hosseinabadi, Septimiu Salcudean
ABSTRACTABSTRACTCurrent teleultrasound methods include audiovisual guidance and robotic teleoperation, which constitute tradeoffs between precision and latency versus flexibility and cost. We present a novel concept of “human teleoperation” which bridges the gap between these two methods. In the concept, an expert remotely teloperates a person (the follower) wearing a mixed-reality headset by controlling a virtual ultrasound probe projected into the person’s scene. The follower matches the pose and force of the virtual device with a real probe. The pose, force, video, ultrasound images, and 3-dimensional mesh of the scene are fed back to the expert. This control framework, where the actuation is carried out by people, allows more precision and speed than verbal guidance, yet is more flexible and inexpensive than robotic teleoperation. The purpose of this paper is to introduce this concept as well as a prototype teleultrasound system with limited haptics and local communication. The system was tested to show its potential, including mean teleoperation latencies of 0.32 ± 0.05 seconds and steady-state errors of 4.4 ± 2.8 mm and 5.4 ± 2.8 ∘ in position and orientation tracking respectively. A preliminary test with an ultrasonographer and four patients was completed, showing lower measurement error and a completion time of 1:36 ± 0:23 minutes using human teleoperation compared to 4:13 ± 3:58 using audiovisual teleguidance.KEYWORDS: Teleoperationtele-ultrasoundmixed realityhapticshuman computer interaction Disclosure statementNo potential conflict of interest was reported by the authors.Supplementary materialSupplemental data for this article can be accessed online at https://doi.org/10.1080/07370024.2023.2218355Additional informationFundingThe work was supported by the Natural Sciences and Engineering Research Council of Canada [RGPIN-2016-04618]Notes on contributorsDavid BlackDavid Black completed a BASc in engineering physics at the University of British Columbia (UBC), Canada, in 2021. He is currently a Vanier Scholar and PhD candidate in electrical and computer engineering at UBC. During his studies, he has worked at A&K Robotics, Vancouver, Canada, the Robotics and Control Laboratory (RCL) at UBC, and at the BC Cancer Research Centre. From 2018 to 2019 he worked as a systems engineer in Advanced Development at Carl Zeiss Meditec AG, Oberkochen, Germany, and has continued as a consultant and collaborator since 2019.Yas Oloumi YazdiYas Oloumi Yazdi completed a BASc in engineering physics at the University of British Columbia (UBC), Canada, in 2022. She is currently a PhD student in biomedical engineering at UBC. She has completed internships at the Michael Smith Genome Sciences Centre, BC Cancer Research Centre, and UBC BioMEMS lab.Amir Hossein Hadi HosseinabadiAmir Hossein Hadi Hosseinabadi received BSc and MASc degrees in mechanical engineering in 2011 and 2013 from the Sharif University of Technology, Tehran, Iran, and the University of British
摘要目前的远程超声方法包括视听制导和机器人远程操作,这些方法需要在精度和延迟与灵活性和成本之间进行权衡。我们提出了一种新的“人类远程操作”概念,它弥合了这两种方法之间的差距。在这个概念中,专家通过控制投射到人的场景中的虚拟超声探头,远程操作戴着混合现实耳机的人(追随者)。跟随者将虚拟设备的姿态和力与真实探头相匹配。将场景的姿态、力、视频、超声图像和三维网格反馈给专家。这种控制框架是由人来执行的,比口头指导更精确、速度更快,但比机器人远程操作更灵活、更便宜。本文的目的是介绍这一概念,以及一个具有有限触觉和局部通信的远程超声系统原型。测试显示了该系统的潜力,包括在位置和方向跟踪上的平均遥操作延迟为0.32±0.05秒,稳态误差分别为4.4±2.8 mm和5.4±2.8°。在超声仪和4例患者的配合下完成了初步测试,人工远程操作的测量误差更小,完成时间为1:36±0:23分钟,而视听远程引导的完成时间为4:13±3:58分钟。关键词:远程操作远程超声混合现实触觉人机交互披露声明作者未报告潜在利益冲突。本研究得到了加拿大自然科学与工程研究委员会[RGPIN-2016-04618]的资助。作者简介:david Black于2021年在加拿大不列颠哥伦比亚大学(UBC)完成了工程物理专业的BASc学位。他目前是UBC电气和计算机工程的Vanier学者和博士候选人。在学习期间,他曾在加拿大温哥华的A&K机器人公司、UBC的机器人和控制实验室(RCL)以及BC癌症研究中心工作。从2018年到2019年,他在德国Oberkochen的Carl Zeiss Meditec AG担任高级开发系统工程师,并自2019年以来继续担任顾问和合作者。Yas Oloumi Yazdi于2022年在加拿大不列颠哥伦比亚大学(UBC)完成了工程物理的基础课程。她目前是UBC生物医学工程专业的博士生。她曾在Michael Smith基因组科学中心、BC癌症研究中心和UBC生物医学实验室完成实习。Amir Hossein Hadi Hosseinabadi分别于2011年和2013年在伊朗德黑兰谢里夫理工大学和加拿大温哥华不列颠哥伦比亚大学(UBC)获得机械工程学士和硕士学位。他在UBC机器人与控制实验室(RCL)完成了电气和计算机工程博士学位。从2013年到2020年,他是加拿大高贵林港动态景点的机器人和控制工程师。他曾在美国华盛顿州雷德蒙德的微软公司和美国加利福尼亚州森尼维尔的Intuitive Surgical公司实习。他现在是美国加州库比蒂诺苹果公司的硬件工程师。septimu E. Salcudean出生于罗马尼亚的克鲁日。他分别于1979年和1981年在加拿大魁北克省蒙特利尔市麦吉尔大学获得荣誉学士和硕士学位,并于1986年在美国加州大学伯克利分校获得电气工程博士学位。1986年至1989年,他是IBM T.J. Watson研究中心的研究人员。随后,他加入了不列颠哥伦比亚大学(UBC),目前是电气和计算机工程系的教授,在那里他担任生物医学工程的C.A. Laszlo主席和加拿大研究主席。他与UBC生物医学工程学院和温哥华前列腺中心有礼貌的约会。他是触觉研讨会的共同组织者,IEEE机器人与自动化交易的技术编辑和高级编辑,以及ICRA, MICCAI和IPCAI会议的计划委员会成员。他目前是IPCAI会议指导委员会成员和国际机器人研究杂志编辑委员会成员。他是IEEE院士、MICCAI院士和加拿大工程院院士。
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引用次数: 0
Design and field trial of EmotionFrame: exploring self-journaling experiences in homes for archiving personal feelings about daily events EmotionFrame的设计和现场试验:探索在家庭中记录个人对日常事件的感受的自我日志体验
IF 5.3 2区 工程技术 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-06-06 DOI: 10.1080/07370024.2023.2219259
Sangsu Jang, Kyung-Ryong Lee, Geon-il Goh, Dohee Kim, Gahui Yun, N. Kim, Byeol Kim Lux, Choong-Wan Woo, Hyungsook Kim, Y. Park
,
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引用次数: 0
Trigger motion and interface optimization of an eye-controlled human-computer interaction system based on voluntary eye blinks 基于自愿眨眼的眼控人机交互系统触发运动及界面优化
IF 5.3 2区 工程技术 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-04-24 DOI: 10.1080/07370024.2023.2195850
Guo-Rui Ma, Jia-Xin He, Chun-Hsien Chen, Yaming Niu, Lan Zhang, Tian-Yu Zhou
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引用次数: 0
期刊
Human-Computer Interaction
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