Eva Baka

Eva Baka
University of Geneva | UNIGE · University Centre for Informatics

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16
Publications
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110
Citations

Publications

Publications (16)
Chapter
More and more companies have started to use nonhuman agents for employment interviews, making the selection process easier, faster, and unbiased. To assess the effectiveness of the above, in this paper, we systematically analyzed, reviewed, and compared human interaction with a social robot, a digital human, and another human under the same scenari...
Article
Full-text available
Intangible heritage is often linked to human actions and performances. The use of digital humans (DHs) for its digital representation and therefore its preservation, allows reframing the way to transmit and deal with content that is difficult to visualize. To that end, the digital human becomes an important element establishing the connection betwe...
Article
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A protocol for the representation of traditional crafts and the tools to implement this are proposed. The proposed protocol is a method for the systematic collection and organization of digital assets and knowledge, their representation into a formal model, and their utilization for research, education, and preservation. A set of digital tools acco...
Article
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In this paper, a representation based on digital assets and semantic annotations is established for Traditional Craft instances, in a way that captures their socio-historic context and preserves both their tangible and intangible Cultural Heritage dimensions. These meaningful and documented experiential presentations are delivered to the target aud...
Article
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This work regards the representation of handicrafts for craft training and demonstration in the environment of an ethnographic heritage museum. The craft of mastic cultivation is chosen as a use case. This paper presents the process of representation and presentation of this craft, following an articulated pipeline approach for data collection, ann...
Article
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Traditional crafts exhibit tangible and intangible dimensions. Intangible dimensions include the practitioner’s gestural know-how in craft practice and have received smaller attention than tangible dimensions in digitization projects. This work presents the process of representation and presentation of the glasswork and is exemplified in the re-cre...
Article
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Virtual Humans are becoming a commodity in computing technology and lately have been utilized in the context of interactive presentations in Virtual Cultural Heritage environments and exhibitions. To this end, this research work underlines the importance of aligning and fine-tuning Virtual Humans’ appearance to their roles and highlights the import...
Chapter
The current chapter serves as a state-of-the-art, presenting the limitations of the existing technology used in the broad area of human–computer interaction up to now. Although different kind of agents have been used to contribute to several domains, like education, health, entertainment, both in virtual and physical environments, the virtual chara...
Chapter
Socially intelligent robots are dedicated mostly for social interaction with humans. They can assume two useful roles: a functional and an affective one. They aim to serve as an interface between humans and technology, and to increase their quality of life by providing companionship and assisting them in everyday tasks and routines. Although there...
Chapter
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The current preliminary study concerns the identification of the effects human-humanoid interaction can have on human emotional states and behaviors, through a physical interaction. Thus, we have used three cases where people face three different types of physical interaction with a neutral person, Nadine social robot and the person on which Nadine...
Article
Purpose The purpose of this paper is to propose the use of a virtual reality (VR)-based approach to improve teacher education and life-long professional development. Through constant training in real-life based situations but within a safe three-dimensional virtual school environment, teachers are given the opportunity to experience and learn how...
Conference Paper
The current study concerns the identification of possible differences in perception between the virtual and the real world in terms of the effect on brain activity. For this reason, an EEG device was used to capture participants' brain activity in different brain areas during their exposure to different virtual and real environments. The environmen...
Conference Paper
Virtual Reality(VR) is still an emerging technology in terms of recognizing its full potential in education and specifically in teacher education. A key issue of a VR-based approach for teacher training, is the level of presence along with the empathy inflicted on the trainees that will allow them to experience realistic and emotion-rich classroom...
Article
Full-text available
Building on augmented cognition theory and technology, our novel contribution in this work enables accelerated, certain brain functions related to task performance as well as their enhancement. We integrated in an open-source framework, latest immersive virtual reality (VR) head-mounted displays, with the Emotiv EPOC EEG headset in an open neuro- a...

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