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Human computer interaction

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Full-Text Articles in Computer Engineering

Diegetic Sonification For Low Vision Gamers, Jhané Dawes May 2024

Diegetic Sonification For Low Vision Gamers, Jhané Dawes

Master's Theses

There are not many games designed for all players that provide accommodations for low vision users. This means that low vision users may not get to engage with the gaming community in the same way as their sighted peers. In this thesis, I explore how diegetic sonification can be used as a tool to support these low vision gamers in the typical gaming environment. I asked low vision players to engage with a prototype game level with two diegetic sonification techniques applied, without the use of their corrective lenses. I found that participants had more enjoyment and experienced less difficulty …


Who Is Missing? Characterizing The Participation Of Different Demographic Groups In A Korean Nationwide Daily Conversation Corpus, Haewoon Kwak, Jisun An, Kunwoo Park Jun 2022

Who Is Missing? Characterizing The Participation Of Different Demographic Groups In A Korean Nationwide Daily Conversation Corpus, Haewoon Kwak, Jisun An, Kunwoo Park

Research Collection School Of Computing and Information Systems

A conversation corpus is essential to build interactive AI applications. However, the demographic information of the participants in such corpora is largely underexplored mainly due to the lack of individual data in many corpora. In this work, we analyze a Korean nationwide daily conversation corpus constructed by the National Institute of Korean Language (NIKL) to characterize the participation of different demographic (age and sex) groups in the corpus.


Automatically Classifying Familiar Web Users From Eye-Tracking Data:A Machine Learning Approach, Meli̇h Öder, Şükrü Eraslan, Yeli̇z Yesi̇lada Jan 2022

Automatically Classifying Familiar Web Users From Eye-Tracking Data:A Machine Learning Approach, Meli̇h Öder, Şükrü Eraslan, Yeli̇z Yesi̇lada

Turkish Journal of Electrical Engineering and Computer Sciences

Eye-tracking studies typically collect enormous amount of data encoding rich information about user behaviours and characteristics on the web. Eye-tracking data has been proved to be useful for usability and accessibility testing and for developing adaptive systems. The main objective of our work is to mine eye-tracking data with machine learning algorithms to automatically detect users' characteristics. In this paper, we focus on exploring different machine learning algorithms to automatically classify whether users are familiar or not with a web page. We present our work with an eye-tracking data of 81 participants on six web pages. Our results show that …


Computer Enabled Interventions To Communication And Behavioral Problems In Collaborative Work Environments, Ashutosh Shivakumar Jan 2022

Computer Enabled Interventions To Communication And Behavioral Problems In Collaborative Work Environments, Ashutosh Shivakumar

Browse all Theses and Dissertations

Task success in co-located and distributed collaborative work settings is characterized by clear and efficient communication between participating members. Communication issues like 1) Unwanted interruptions and 2) Delayed feedback in collaborative work based distributed scenarios have the potential to impede task coordination and significantly decrease the probability of accomplishing task objective. Research shows that 1) Interrupting tasks at random moments can cause users to take up to 30% longer to resume tasks, commit up to twice the errors, and experience up to twice the negative effect than when interrupted at boundaries 2) Skill retention in collaborative learning tasks improves with …


Models And Methods Of Designing Human-Machine Interaction-Oriented Interfaces, Ozod Radjabov, Shakhrillo Bobokulov, Behruz Boboqulov, Hojiyev Sunatullo Dec 2020

Models And Methods Of Designing Human-Machine Interaction-Oriented Interfaces, Ozod Radjabov, Shakhrillo Bobokulov, Behruz Boboqulov, Hojiyev Sunatullo

Bulletin of TUIT: Management and Communication Technologies

Formalization approaches of user interface design (UID) in conjunction with model driven techniques aim to improve the usability in terms of conformity to standards or style guides and to leverage code generation of interactive software systems, so that various UI platforms for web, desktop or mobile Applications are supported. Because large parts of the UI are described platform independent instead of platform dependent implementations, re-usability of the UI concept is also improved. However, UI formalization requires the usage of a formal UI description language and a higher level of abstractness compared to concrete UI code. These languages need to be …


Application Of Myo Gesture Recognition Method In Ancient Building Roaming System, Yanping Xue, Xuesong Wang, Zhongke Wu, Xingce Wang, Mingquan Zhou Dec 2019

Application Of Myo Gesture Recognition Method In Ancient Building Roaming System, Yanping Xue, Xuesong Wang, Zhongke Wu, Xingce Wang, Mingquan Zhou

Journal of System Simulation

Abstract: Museum display many exhibits, but its display way is single. The ancient buildings are displayed by texts and pictures, so it cannot bring a realistic experience to the visitors. Therefore, the ancient architectural scene roaming based on Myo combined with virtual reality is proposed. Kaifeng Tower Park is used as an example to achieve the system. In the design, system gets visitors’ acceleration and gyroscope values of forward, turn, squat and stop by wearing Myo. SVM-based gesture recognition algorithm is designed to complete the classification of feature values. Contrast experiment is designed to verify accuracy and efficiency of …


Twitter And Disasters: A Social Resilience Fingerprint, Benjamin A. Rachunok, Jackson B. Bennett, Roshanak Nateghi May 2019

Twitter And Disasters: A Social Resilience Fingerprint, Benjamin A. Rachunok, Jackson B. Bennett, Roshanak Nateghi

Purdue University Libraries Open Access Publishing Fund

Understanding the resilience of a community facing a crisis event is critical to improving its adaptive capacity. Community resilience has been conceptualized as a function of the resilience of components of a community such as ecological, infrastructure, economic, and social systems, etc. In this paper, we introduce the concept of a “resilience fingerprint” and propose a multi-dimensional method for analyzing components of community resilience by leveraging existing definitions of community resilience with data from the social network Twitter. Twitter data from 14 events are analyzed and their resulting resilience fingerprints computed. We compare the fingerprints between events and show that …


Immersive Virtual Reality Attacks And The Human Joystick, Peter Casey, Ibrahim Baggili, Ananya Yarramreddy Mar 2019

Immersive Virtual Reality Attacks And The Human Joystick, Peter Casey, Ibrahim Baggili, Ananya Yarramreddy

Electrical & Computer Engineering and Computer Science Faculty Publications

This is one of the first accounts for the security analysis of consumer immersive Virtual Reality (VR) systems. This work breaks new ground, coins new terms, and constructs proof of concept implementations of attacks related to immersive VR. Our work used the two most widely adopted immersive VR systems, the HTC Vive, and the Oculus Rift. More specifically, we were able to create attacks that can potentially disorient users, turn their Head Mounted Display (HMD) camera on without their knowledge, overlay images in their field of vision, and modify VR environmental factors that force them into hitting physical objects and …


Reasoning About Ideal Interruptible Moments: A Soft Computing Implementation Of An Interruption Classifier In Free-Form Task Environments, Edward R. Sykes Dec 2018

Reasoning About Ideal Interruptible Moments: A Soft Computing Implementation Of An Interruption Classifier In Free-Form Task Environments, Edward R. Sykes

Publications and Scholarship

Current trends in society and technology make the concept of interruption a central human computer interaction problem. In this work, a novel soft computing implementation for an Interruption Classifier was designed, developed and evaluated that draws from a user model and real-time observations of the user's actions as s/he works on computer-based tasks to determine ideal times to interact with the user. This research is timely as the number of interruptions people experience daily has grown considerably over the last decade. Thus, systems are needed to manage interruptions by reasoning about ideal timings of interactions. This research shows: (1) the …


Computational Modeling Of Facial Response For Detecting Differential Traits In Autism Spectrum Disorders, Manar D. Samad Jul 2016

Computational Modeling Of Facial Response For Detecting Differential Traits In Autism Spectrum Disorders, Manar D. Samad

Electrical & Computer Engineering Theses & Dissertations

This dissertation proposes novel computational modeling and computer vision methods for the analysis and discovery of differential traits in subjects with Autism Spectrum Disorders (ASD) using video and three-dimensional (3D) images of face and facial expressions. ASD is a neurodevelopmental disorder that impairs an individual’s nonverbal communication skills. This work studies ASD from the pathophysiology of facial expressions which may manifest atypical responses in the face. State-of-the-art psychophysical studies mostly employ na¨ıve human raters to visually score atypical facial responses of individuals with ASD, which may be subjective, tedious, and error prone. A few quantitative studies use intrusive sensors on …


Graph-Based Data Visualization In Virtual Reality: A Comparison Of User Experiences, Paul Andrew Sullivan Jun 2016

Graph-Based Data Visualization In Virtual Reality: A Comparison Of User Experiences, Paul Andrew Sullivan

Master's Theses

Virtual reality is currently in the spotlight, attracting intense scrutiny by the press, technology companies, and consumers. After twenty years of dormancy, the technology has experienced a renaissance following advancements in both hardware and software. Most of these developments, and thus press attention, have been centered on entertainment. However, if the technology is going to continue to grow, it must be useful in a wide variety of situations. This paper explores the effectiveness of visualizing data in virtual reality in comparison to traditional presentations.

In this thesis, we present an approach to displaying data in a virtual reality environment. We …


Comparing Role-Playing Activities In Second Life And Face-To-Face Environments, Fei Gao, Jeongmin J. Noh, Matthew J. Koehler May 2015

Comparing Role-Playing Activities In Second Life And Face-To-Face Environments, Fei Gao, Jeongmin J. Noh, Matthew J. Koehler

Fei Gao

This study compared student performances in role-playing activities in both a face-to-face (FTF) environment and a virtual 3D environment, Second Life (SL). We found that students produced a similar amount of communication in the two environments, but the communication styles were different. In SL role-playing activities, students took more conversational turns, but have shorter exchanges compared to the FTF environment. Students generated an equal amount of topic-related concepts in the two environments. They also reported role-playing activities in SL as more interesting and less formal. The educational implications for this study are discussed.


Gesture Based Home Automation For The Physically Disabled, Alexander Hugh Nelson May 2013

Gesture Based Home Automation For The Physically Disabled, Alexander Hugh Nelson

Graduate Theses and Dissertations

Paralysis and motor-impairments can greatly reduce the autonomy and quality of life of a patient while presenting a major recurring cost in home-healthcare. Augmented with a non-invasive wearable sensor system and home-automation equipment, the patient can regain a level of autonomy at a fraction of the cost of home nurses. A system which utilizes sensor fusion, low-power digital components, and smartphone cellular capabilities can extend the usefulness of such a system to allow greater adaptivity for patients with various needs. This thesis develops such a system as a Bluetooth enabled glove device which communicates with a remote web server to …


Mac's Fiesta: A Foreign Language Game For The Sifteo Platform, Karina Cordon Jun 2012

Mac's Fiesta: A Foreign Language Game For The Sifteo Platform, Karina Cordon

Computer Engineering

Mac’s Fiesta is a Spanish learning game designed on the Sifteo gaming platform for children ages four and up. The Sifteo gaming platform provides a new way of interacting with computers by giving users a set of tangible and interactive cubes. Each Sifteo cube has a clickable colored screen and can sense motion and adjacent blocks. Games on this platform are designed to encourage the development of core thinking skills. This project aims to explore how Sifteo cubes can be used for language learning as well as observe how effective they are as educational tools.


Episodic Memory Model For Embodied Conversational Agents, Miguel Elvir Jan 2010

Episodic Memory Model For Embodied Conversational Agents, Miguel Elvir

Electronic Theses and Dissertations

Embodied Conversational Agents (ECA) form part of a range of virtual characters whose intended purpose include engaging in natural conversations with human users. While works in literature are ripe with descriptions of attempts at producing viable ECA architectures, few authors have addressed the role of episodic memory models in conversational agents. This form of memory, which provides a sense of autobiographic record-keeping in humans, has only recently been peripherally integrated into dialog management tools for ECAs. In our work, we propose to take a closer look at the shared characteristics of episodic memory models in recent examples from the field. …


Comparing Role-Playing Activities In Second Life And Face-To-Face Environments, Fei Gao, Jeongmin J. Noh, Matthew J. Koehler Oct 2009

Comparing Role-Playing Activities In Second Life And Face-To-Face Environments, Fei Gao, Jeongmin J. Noh, Matthew J. Koehler

Visual Communications and Technology Education Faculty Publications

This study compared student performances in role-playing activities in both a face-to-face (FTF) environment and a virtual 3D environment, Second Life (SL). We found that students produced a similar amount of communication in the two environments, but the communication styles were different. In SL role-playing activities, students took more conversational turns, but have shorter exchanges compared to the FTF environment. Students generated an equal amount of topic-related concepts in the two environments. They also reported role-playing activities in SL as more interesting and less formal. The educational implications for this study are discussed.