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The educational sector is experiencing rapid change because Artificial Intelligence (AI) has started to integrate with the learning and teaching processes. The application of AI in education produces groundbreaking capabilities that enable better educational encounters and resource distribution while improving academic performance. Moreover, this digital advancement creates multiple obstacles, which encompass worries about information security alongside prejudiced algorithms and educator job replacements and demands for systematic evaluation of cognitive and interactive effects on human skills. A review examines existing scholarly findings about AI education to understand both its advantages and negative effects as well as methods to utilize its benefits without inadequacies. The assessment investigates the use of AI assistants to boost research efficiency.
AI is emerging as a powerful tool to personalize and optimize the educational experience, offering tailored support to students and empowering educators with data-driven insights.
A. Personalized Learning and Adaptive Systems
One of the most promising applications of AI in education is the development of personalized learning systems [6]. These systems leverage AI algorithms to analyze student performance, identify individual learning needs, and adapt the content and pace of instruction accordingly. This individualized approach can lead to improved learning outcomes and increased student engagement [6]. Several studies explore the use of AI to optimize resource allocation within networks that support learning [2].
B. Intelligent Tutoring Systems
AI-powered intelligent tutoring systems (ITS) are designed to provide students with individualized instruction and feedback, mimicking the role of a human tutor [6]. These systems often use AI to diagnose student errors, provide targeted explanations, and adjust the difficulty of problems based on student performance. The use of AI in such systems can be combined with educational dashboards to provide real-time feedback and guidance to instructors [20]. The effectiveness of ITS has been demonstrated across a range of subjects and age groups, with studies showing significant improvements in student learning [6].
C. AI-Assisted Content Creation and Delivery
AI is also being used to automate and enhance the creation and delivery of educational content. AI can generate quizzes, assessments, and practice problems, freeing up educators' time and resources [6]. Furthermore, AI can be used to create interactive simulations, virtual field trips, and other engaging learning experiences [6]. Generative AI can support humans in conceptual design by assisting with problem definition and idea generation [16].
D. AI in Research
AI is also revolutionizing the way research is conducted. AI offers several benefits to researchers, including powerful referencing tools, improved understanding of research problems, enhanced research question generation, optimized research design, stub data generation, data transformation, advanced data analysis, and AI-assisted reporting [6]. For example, AI can be used to analyze large datasets of student performance data to identify patterns and predict student success [15]. AI can also assist in analyzing data, such as in the context of AI-assisted data analyses [5].
II. The Dark Side: Detriments and Challenges of AI in Education
While AI offers significant potential benefits, it also presents several challenges that must be carefully addressed to ensure its responsible and ethical implementation in education.
A. Data Privacy and Security
The use of AI in education often involves the collection and analysis of large amounts of student data, raising serious concerns about data privacy and security [14]. Protecting student data from unauthorized access, misuse, and breaches is paramount [14]. Clear policies and regulations are needed to govern the collection, storage, and use of student data, and to ensure that students and parents are informed about how their data is being used [14].
B. Algorithmic Bias and Fairness
AI algorithms are trained on data, and if the training data reflects existing societal biases, the AI system may perpetuate and even amplify those biases [14]. This can lead to unfair or discriminatory outcomes for certain groups of students [14]. For example, if an AI-powered assessment tool is trained on data that underrepresents or misrepresents students from certain backgrounds, it may unfairly penalize those students [14]. Addressing algorithmic bias requires careful attention to the data used to train AI systems, as well as ongoing monitoring and evaluation to identify and mitigate any biases that may emerge [14].
C. Impact on Human Educators
The increasing use of AI in education raises concerns about the potential displacement of human educators [14]. While AI is unlikely to completely replace teachers, it could automate some of the tasks traditionally performed by educators, such as grading assignments and providing basic instruction [14]. It is crucial to consider how AI will reshape the roles and responsibilities of educators and to provide teachers with the training and support they need to effectively integrate AI into their practice [14].
D. Over-Reliance and Loss of Critical Thinking
Over-reliance on AI can lead to a decline in critical thinking skills and a diminished capacity for independent problem-solving [4]. Students may become overly dependent on AI-powered tools and may not develop the skills they need to think critically, analyze information, and make independent judgments [4]. It is essential to design AI-powered tools that support and enhance human learning rather than replacing it [4].
E. Ethical Concerns
The use of AI in education raises a number of ethical concerns, including the potential for AI to be used to manipulate or control students, the lack of transparency in AI algorithms, and the potential for AI to be used to monitor and track student behavior [13]. It is essential to establish clear ethical guidelines for the development and deployment of AI in education and to ensure that AI systems are used in a way that respects student autonomy, privacy, and well-being [13].
III. Human-AI Collaboration: Designing Effective Interactions
The most promising approach to integrating AI into education is to focus on human-AI collaboration, where AI systems augment and support human educators and learners [7].
A. Designing for Human-AI Collaboration
Effective human-AI collaboration requires careful attention to the design of AI systems and the ways in which humans interact with them [7]. AI systems should be designed to be transparent, explainable, and trustworthy [19]. They should provide clear and concise explanations of their recommendations and decisions, and they should allow humans to understand how the AI system works [19]. It is also important to consider the potential for AI to be used to manipulate human behavior, and to design systems that are resistant to manipulation [13].
B. Explainable AI (XAI)
Explainable AI (XAI) is crucial for building trust and fostering effective human-AI collaboration [19]. XAI systems provide explanations for their decisions, allowing humans to understand why the AI system made a particular recommendation or prediction [19]. These explanations can help humans to assess the reliability of the AI system, identify potential errors, and make more informed decisions [19]. However, it is important to consider that the explanations themselves can be imperfect and potentially misleading [19].
C. Adapting to User Needs
AI systems should be designed to adapt to the needs and preferences of individual users [10]. This includes providing different levels of assistance depending on the user's skill level and the complexity of the task [10]. It also includes providing users with the ability to customize the AI system to meet their specific needs [10].
D. The Model Mastery Lifecycle
The implementation of AI is constrained by the context of the systems and workflows that it will be embedded within [7]. To address this, the AI Mastery Lifecycle framework provides guidance on human-AI task allocation and how human-AI interfaces need to adapt to improvements in AI task performance over time [7].
E. Understanding Human Behavior in AI-Assisted Decision Making
To best support humans in decision making, it is essential to quantitatively understand how diverse forms of AI assistance influence humans' decision making behavior [4]. AI assistance can be conceptualized as the "nudge" in human decision making processes, with AI assistance modifying humans' strategy in weighing different information in making their decisions [4].
F. Accuracy-Time Tradeoffs
In time-pressured scenarios, such as doctors working in emergency rooms, adapting when AI assistance is provided is especially important [10]. AI assistances have different accuracy-time tradeoffs when people are under time pressure compared to no time pressure [10].
IV. Optimizing AI-Assisted Systems
To fully realize the potential of AI in education, it is crucial to optimize AI-assisted systems to ensure their reliability, security, and effectiveness [11].
A. Code Generation and Optimization
AI-assisted code generation tools are transforming software development [8]. However, the security, reliability, functionality, and quality of the generated code must be guaranteed [11]. Strategies to optimize these factors are essential [11].
B. Reliability of AI Systems
The reliability of AI systems is a critical concern [18]. The SMART statistical framework for AI reliability research includes Structure of the system, Metrics of reliability, Analysis of failure causes, Reliability assessment, and Test planning [18].
C. Understanding the User's Perspective
Understanding how users perceive and interact with AI assistants is crucial for designing effective systems [8]. This includes understanding why developers may choose not to use AI assistants and what improvements are needed [8].
D. AI and DevOps
DevOps teams can use AI to test, code, release, monitor, and improve the system [12]. AI can improve the automation process delivered by DevOps efficiently [12].
V. Future Directions
The field of AI in education is rapidly evolving, and several key areas warrant further research and development.
A. Development of Robust and Explainable AI Systems
Building AI systems that are robust, reliable, and explainable is essential for fostering trust and ensuring the responsible use of AI in education [19]. This includes developing methods for detecting and mitigating algorithmic bias, as well as developing techniques for providing clear and concise explanations of AI decisions [19].
B. Personalized Learning at Scale
Further research is needed to develop personalized learning systems that can effectively adapt to the diverse needs of all learners, regardless of their age, background, or learning style [6]. This includes developing more sophisticated AI algorithms for analyzing student performance, as well as developing more engaging and effective instructional content [6].
C. Human-AI Collaboration Models
Developing effective models of human-AI collaboration is crucial for maximizing the benefits of AI in education [7]. This includes developing new methods for designing human-AI interfaces, as well as developing new strategies for training and supporting educators in the use of AI [7]. This also includes understanding how the AI's behavior can be described to improve human-AI collaboration [17].
D. Ethical and Policy Frameworks
Establishing clear ethical guidelines and policy frameworks is essential for ensuring the responsible and ethical use of AI in education [14]. This includes developing policies to protect student data privacy, address algorithmic bias, and ensure that AI is used in a way that promotes fairness, equity, and student well-being [14].
E. Addressing AI-related Concerns
Further research is needed to address concerns about the impact of AI on human educators, as well as the potential for AI to be used to manipulate or control students [14]. This includes developing strategies for training and supporting educators in the use of AI, as well as developing new methods for assessing the impact of AI on student learning and well-being [14].
F. Use of AI in Research
AI can be further used to improve research, and the development of AI tools to assist in research should be a focus [6].
In conclusion, AI has the potential to revolutionize education, offering unprecedented opportunities to enhance learning, improve teaching, and optimize educational outcomes. However, realizing this potential requires a careful and thoughtful approach that addresses the challenges and risks associated with AI, prioritizes human-AI collaboration, and establishes clear ethical guidelines and policy frameworks. By embracing a human-centered approach, we can harness the power of AI to create a more equitable, effective, and engaging educational experience for all learners.
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References
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  4. Zhuoyan Li, Zhuoran Lu, Ming Yin. Decoding AI's Nudge: A Unified Framework to Predict Human Behavior in AI-assisted Decision Making. arXiv:2401.05840v1 (2024). Available at: http://arxiv.org/abs/2401.05840v1
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  12. Mamdouh Alenezi, Mohammad Zarour, Mohammad Akour. Can Artificial Intelligence Transform DevOps?. arXiv:2206.00225v1 (2022). Available at: http://arxiv.org/abs/2206.00225v1
  13. Zhuoyan Li, Ming Yin. Utilizing Human Behavior Modeling to Manipulate Explanations in AI-Assisted Decision Making: The Good, the Bad, and the Scary. arXiv:2411.10461v1 (2024). Available at: http://arxiv.org/abs/2411.10461v1
  14. Soheila Sadeghi. Employee Well-being in the Age of AI: Perceptions, Concerns, Behaviors, and Outcomes. arXiv:2412.04796v1 (2024). Available at: http://arxiv.org/abs/2412.04796v1
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Dear Mr. Barua!
Please le me add some relevant resources:
1) Li, M., Manzari, E. AI utilization in primary mathematics education: a case study from a southwestern Chinese city. Educ Inf Technol (2025). https://doi.org/10.1007/s10639-025-13315-z, open access:
2) Yueqiao Jin, Lixiang Yan, Vanessa Echeverria, Dragan Gašević, Roberto Martinez-Maldonado Generative AI in higher education: A global perspective of institutional adoption policies and guidelines, Computers and Education: Artificial Intelligence, Volume 8, 2025,
3) Doğan, M., Celik, A. and Arslan, H. (2025), AI In Higher Education: Risks and Opportunities From the Academician Perspective. Eur J Educ, 60: e12863. https://doi.org/10.1111/ejed.12863, full access:
Sincerely, Bulcsu Szekely
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Why are LLMs important and what are the changes in HCI (Human Computer Interface)?
Currently, we have at least the following models: GPT-4, Gemini, Llama 2, Claude 2, Falcon, MPT, XGen, Baidu's Ernie, Cohere, AI21 Labs Jurassic-2, DeepSeek, and Qwen. These are based on the Transformer architecture; Four are open source (Llama 2, Falcon, MPT, and DeepSeek).
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LLMs apparently train out implicit ontologies in their inner weights, embeddings and the attention matrices. Such ontologies usually take a lot of time to be constructed by humans. A disadvantage of the LLM is here, that the ontologies might not be easily accessed from us to extract it.
If you consider the fact, that attention actually spans up a higher dimensional representations for each term, with each new dimension representing a different meaning of a word, LLMs are in fact digitalisation tools for meaning.
In respect of HMI, they are a more natural approach to interact with computers.
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I have completed a master's degree in computer science and have good research experience in the human-computer interface area. I have published 3 IF journals as a first author and 7 IEEE conference articles to date. I am struggling to find a good fully funded PhD position. I am open about the country as well.
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You will. Anywhere. You are on STEM and have a good profile. Just apply. Give preference to European Universities.
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Greeting!!!
Would like to create network of academic research collurators within the field of HCI, Persusasive technology, gamification, technlolgy enhanced learning, social media, marketing, accounting, networking, and an interdiscplinary research are welcome.
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Good idea, professor.
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Hello, I am working on a Doctoral dissertation about the “Lessons learned from the implementation of extended reality in education and training”. Iam hoping to publish in the next 4 months - if you have any recommended articles/papers that you believe would be relevant, please let me know.
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Extended Reality (XR) in Virtual Laboratories: A Review of Challenges and Future Training Directions
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In the last week, one of my journal got rejected from International Journal of Human-Computer Interaction. Now I want to resubmit it in another journal. If anybody suggest me a Q2 or Q3 journals. The title and abstract of the journal is given below:
Title: Dynamic User Experience for efficiency enhancement based on facial expressions
Abstract: The main motive of Human-Computer Interaction is to make human comfortable while working with interactive computing device so that it can increase human efficiency and release the human trouble and saves humans’ time. In this paper, we recognize the face first then change the UI automatically based on his facial expression. Some of our personas also proposed the similar idea of building a system that would play music based on their facial expression. These scenarios gave us the idea of making an integrated system of dynamic user experience based on facial expression. So, we started to collect the data of our paper-based on questionnaires and interview approaches. Then made some low fidelity prototype during requirement gathering phase. We also made some high-fidelity prototypes using Axure RP to show the stakeholders the likely output of this paper. In the new phase, we have used the software engineering model and then implemented our code in visual studio with live server extension. Then we have followed the cognitive walkthrough model as our evaluation method. During the evaluation, our stakeholders need not have provided any input manually and it was easy to earn to use the system. We found that there should be a high-speed internet connection and we have to use VPN to handle some issues. The user was not feeling fatigued or discomfort at all because it is very easy to learn. Anyone can use it and who wants to use it just need to be in front of the camera that’s it. So, the user was very much comfortable and happy to use our system.
Thanks in advance.
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INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES, INTERACTING WITH COMPUTERS. best of lucks with your manuscript
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Our recent research shows that AR systems have inherent conflict while interacting with virtual objects. We termed this new conflict as Virtual Kinesthetic Conflict (VKC). This conflict is very similar to the inherent Visual Accommodation Conflict (VAC) in VR. Just like VAC, VKC also cannot be avoided, we can only reduce the effects of VKC. In our recent publication, we have listed a few guidelines to reduce the effects of VKC. Can you think of other solutions?
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Introducing sensory overlays (sometimes called Virtual Fixtures) can reduce the impact of kinesthetic conflict in augmented reality and telepresence environments. The best overlays are haptic (even if they don't prevent physical dislocation), but you can make real improvements (as measured by Fitts Law) with just audio overlays. Here is a link earliest work we did at the US Air Force looking at Fitts implications of haptic and audio fixtures to AR:
It also helps when there is time-delay in telepresence environments, which is an even worse kinesthetic conflict than "missing surfaces" in AR:
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I would like to test capture EGG of users while they are using a sound interface, so I would like to know if EMOTIV with 5 Channel is enough or I need to think buying EMOTIV with 14 Channel or other headset
Thank you!
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As the number of channels increases, it does increase the complexity but there is always a trade-off i.e the signal quality will be better with 16 channel electrodes but the problematic issue is to calibrate the electrodes properly with conductive gel.
Furthermore, the criteria of the design have to serve so if a fewer channel can fulfill the requirements it will be good but like I said the signal strength as a whole will not be satisfactory.
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I want to conduct an experiment in the field of Human-Computer Interaction, where I test the perception of users about which image is better using different camera lenses. In the experiment, I take the exact same image with different lenses. The "tournament" lies in users blindly picking which image they liked until all the lenses are eliminated. I believe the methodology might have several confounders, but its design reflects the real world setting, where a lot of parameters are un-controlled. Will this qualify as a scientific experiment worth writing a scientific paper about?
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Dear colleague, the idea is very interesting. However, don't forget to include option for the users as The pictures are same or I cannot see the difference. This uncertainty factor is very important for the reliable user based product assessment.
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One of my students is setting up an experiment to test the effect of smart cameras on bridge operators’ situation awareness. In this experiment participants will watch 50 short videos per condition (smart camera vs. normal camera). After each video participants need to answer one simple question. Furthermore, after each condition the participants are asked to answer 6 questions.
We are looking for a software package in which we can set up this experiment. This means we need a software package in which we can combine the short videos (100 in total) and the questions. This software should not only allow to display the videos and questions, but also to capture the participants’ answers. For the video part of the experiment it is preferable that the screen only exists of the video itself, so not white/black frame around the video.
What is a suitable software package which we can use to create this experiment set-up?
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Does it have to be a software app? An alternative would be to do this within HTML. It would not be too challenging for your student to create a basic HTML page using javascript to accomplish what you are looking for. Furthermore, if you are at a University you could probably have someone in IT or a student set this up on a University server.
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Is there any physiological value or index that show us a stress or anxiety level? For example in an experimental reseach, when we want to find out computer games effect on stress, depression or anxiety, How can we detect these disorders level by using with physiological indicators?
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Yes you can detect stress, anxiety and depression by using those parameters. Here is a paper on detecting stress by machine learning techniques using ECG.
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gtec brain cap + Gammabox  + Nihon kodhen input box + Nihon kodhen amplifier. 
If you have experience on this combination please give your comments. (Functionality, Operation, Limitations and Advantages) 
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I have a similar question. Can you use an off the shelf EEG cap with your existing Nihon Kohden EEG equipment? Thanks
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I'm working in a research that targets Games and Autism. Is there a researcher interested to work in a paper together?
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Hello Samaa,
I've previous experience creating apps for autism. I'm interested to know about your research. Please send me a private message.
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Is there a way to measure Cognitive Affordance of an Interaction Design or has anyone come accross such an idea or an attempt to do so?
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Dear Ms. Janki Dodiya,
There are a few usability metrics methods that can be used to help map not only users' mental model, but also to understand the relation between users' expectations and affordances. I often like to use Think-aloud Protocol for digital experiences and Task-Flow observation for physical experiences.
Hope these are useful. Let me know if you would like to discuss further about the subject.
All the best,
Adriano Renzi
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There are many reasons why Augmented Reality (AR) will be the future battleground. However this battleground cannot be won without solving some of the most difficult technical challenges. Among all the technical challenges, what is the most important technical challenge in Augmented Reality?
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One of the most important challenges is still the registration problem. Since the virtual information should precisely supplement the real world, it is crucial that both information matches precisely in their position. While this problem seems to be solved by using markers/fiducials, this solution cannot be used in many real-life applications for several reasons (harsh environments / cultural heritages / esthetical design).
Moreover, it is not just the object that needs to be precisely identified and located, it also the user who is moving around in the real world. Also his position needs to be tracked, and there is still some effort e.g. to further develop the SLAM tracking technology.
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I am curious to learn what people use for response boxes.  I have happily used the Ergodex DX1 for years ( http://www.ergodex.com/mainpage.htm ) which is a custom keyboard that allows us to arrange buttons on a sheet of plastic and have them register as keyboard presses.  The problem is the device is abandoned and getting it to work with operating systems after XP is difficult.
I want a good physical interface that can be used for 2, 3, or 4 interval forced choice tasks.  I am not particularly concerned with accurate reaction time measures.  A keyboard press speed is more than sufficient.
Any suggestions?
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Hey David,
We've been using the Cedrus RB for interfacing with EEG systems, easy plug and play, i/o included and were quite happy with it, very simplistic however but efficient and simple to use.
They feel a little 'light' though, so for very fast stressing reaction time experiements and for temporal accuracy we used gaming controllers, it makes things funnier also.
Cheers,
M
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I am in need of consultation sources on virtual reality technology applications  in the product design development, especially in the preliminary design stage and more precisely in relation to the mechanical parts assembly, ie how to make the parts collide during assembly virtual.
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I think what you are lookng for is all SOTA in commercial VR Applications like TechVIz (in combination with you CAD), IC:IDO, Visionary Render or a like.
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I am trying to calibrate Samsung Galaxy S7 to get real colour from a piece of paper in VR. Any recommendation?
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for those who follow this question, read this: http://www.color-management-guide.com/calibrate-tablets-smartphones.html
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Hermes Pardini Institute, one brazillian Medical Center use VR for to control the children´s stress during VACCINE. (here the video: https://www.facebook.com/hermespardini/videos/1512020472162634/)
Like as one marketing campaing maybe is ok, but what is the ethical limits when use this method for deprivation of bodily experience? Cognitive experience can be blur with VR technology? Can Immersive Technology be use for to cheat the brain?
best regards,
@lucasparisi (tweet me)
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Dear Lucas,
I was in a previous job working in inmersives technologies in Polytechnical University from Valencia. 
One of my colleagues made the doctoral exposition in inmerives with flat childrens.
You can look for them. It's called Jaime Guixeres. If you don't find it, I can send you the way to vcontact.
Hoping this information will be interesting for you
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Need a list of some important features which can help in developing a more user-friendly search user interface !
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Thanks for your suggestion Sir. In future, I will surely take this aspect into consideration. But presently I am working on interfacing aspect. If there are any suggestions regarding interfaces, kindly share. Those will be of great help right now.
Thanks again.
Regards
Huma
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Hi! I'm looking for books or journals related to the use of brain-computer interfaces in the accessibility area.
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Also take a look at the Proceedings of ACM ASSETS Conference.
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I wish to know more about the data set. I extract features for character and wish to see that if my data comes under the linear or non-linear category. Ho can I find this?
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Thanks.
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I've been doing some research with Emotiv Epoc, but it has a lot of disadvantages, for example it is almost impossible to evaluate female participants with long hair and small heads - the device does not get any signal from them. Furthermore Emotiv sometimes looses signal from some single electrodes and the quality of the data that it provides is not so great.
Do you know any other low-cost EEG devices that you would recommend for studies regarding emotions?
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Here's a recent paper evaluating OpenBCI performance relative to other commercial grade equipment. By Jeremy Frey, presented at the BCI Society 2016 meeting this week in Pacific Grove, CA (Asilomar Conference Center).
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Attempts to write multi-threaded user interfaces have been plagued by race conditions and deadlock. Deadlock because deadlock of interaction between input event processing and object-oriented modelling of GUI components: actions from the user “bubble-up” from OS to application and application-initiated actions “bubble-down” from application to OS.   This tendency for activities to access the same GUI objects in opposite order together with the locks required for thread safety results in inconsistent lock ordering- a recipe for deadlock!  There are performance implications of the ubiquitous single event queue model, but safety and liveness considerations trump performance. 
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I wish to extract features of EEG signals.
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If you need to detect fast changes, then you have to choose wavelet with small support function like D2, otherwise you have to choose wavelet with bigger support function like D8.
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I'm trying to get an answer for the question: What is the effect of Culture centric UI in HCI? 
I would like to know, if anyone designs the icons of UI for a particular demographic based on their culture, then can we expect any improvement in form of performance of interaction? If yes, then how much? Would you suggest me some papers on this topic?
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Few papers below that might be of interest, you or your organization probably would need accounts on Acm and Springer to access these papers.
Cultural Bases of Interface Acceptance: Foundations http://link.springer.com/chapter/10.1007/978-1-4471-3588-3_3
Culture and usability evaluation: the effects of culture in structured interviewshttp://dl.acm.org/citation.cfm?id=2835533
Cultural user interfaces: a silver lining in cultural diversity http://dl.acm.org/citation.cfm?id=231133
The effects of culture on performance achieved through the use of human computer interaction http://dl.acm.org/citation.cfm?id=954038
Integrating culture into interface design http://dl.acm.org/citation.cfm?id=286830
Cultural differences in smartphone user experience evaluation http://dl.acm.org/citation.cfm?id=1899499&CFID=755547392&CFTOKEN=94408765
Incorporating culture in user-interface: a case study of older adults in malaysiahttp://dl.acm.org/citation.cfm?id=1286278&CFID=755547392&CFTOKEN=94408765
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I am working in global hand gesture recognition. I would like to align/ normalize the scaling, translation and rotation effect. Can anyone suggest me some techniques to do so. 
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Gestures might take various forms. Here I assume that you are taking about either trajectories (a sequence of coordinates received from moving hand centroid, the dynamic gesture as you said) or a posture (fingerspelling sign). Whenever you want rotation invariance, a reference vector is required about which you can start your description or feature extraction.
When we are talking of a trajectory, this reference vector is readily available because every digit/alphabet/symbol has mostly uniform stroking order. Thus, the vector that joins centroid to the starting point of the trajectory is the intended reference vector. 
However, when we work with postures, we don't have that common reference vector. In this case, some standard reference vectors can be tried, e.g., principal axis (eigenvectors computed from point cloud or contour), axis of least inertia, or maximum radius (the line that connects centroid to the farthest point). I have found best results with principal axis.
Now, once you have established a reference vector, you can use unit radius circle (using maximum radius line) which can give you scale invariance. And, when you subtract the mean from the point cloud, structure gets shifted to the origin which brings translation invariance.
Please see the article for clarification:
Kane, Lalit, and Pritee Khanna. "A framework for live and cross platform fingerspelling recognition using modified shape matrix variants on depth silhouettes." Computer Vision and Image Understanding 141 (2015): 138-151.
Note that complex features like Zernike or Pseudo-Zernike moments also normalize the shape using unit radius circle while consuming a lot of time for rotation invariant description. Same story holds for spectral descriptors like Fourier and its variants too. I guess the above stated mechanism suits for real-time implementations. Article suggested by Archana is good one:
Zhang, D., & Lu, G. (2004). Review of shape representation and description techniques. Pattern recognition, 37(1), 1-19.
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So far I found the below equation to measure concentration level but the reference is not that solid and I can not relay on. Any one has other equation or solid reference that support this equation will be highly appreciated.
concentration level = ( (SMR + Beta) / Theta)
where SMR  = SensoriMotor Rhythm
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Dear Atef!  suggest you get acquainted with the detailed work in this direction. Please read the first one informative article in the application.
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The question is related to my research and answers can prove helpful.
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Thanks agn Sir
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The goal of this part is just adding an enjoyable part to work, not necessarily scientific. If you have any idea, please share it. Thank you so much.
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Yes, opencv is a great free software solution that can accept both depth and regular camera images as well as having lots of vision building blocks. 
As for showing feedback, having a display interface e would be useful, as well as being  handy for other visual feedback. Audio feedback, having the robot repeat numbers may also be considered, but may be disruptive to communication if it interrupts the speaker.
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I am working on hand gesture recognition and I wanted to know about "skinmodel.bin", cause I am supposed to provide it whereas I don't know exactly what's it.
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I am trying to understand the differences between the framework and tools, in the field of usability engineering?
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A TOOL is an instrument for special functions in software and system design. It has predefined inputs an delivers predefined outputs.
A FRAMEORK is a wider term. It is an amount of different TOOLs and design procedures in order to create a wider product f. i :  a  new software system (from analysing of the necessary problem till testing of all evaluated new software) or creating a new software language (including a parser as TOOL).
So a development of a TOOL can be made by an own FRAMEWORK. 
 A FRAMEWORK includes mental creativity a TOOL needs human factorized usability only.  
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Hello,
My name is Nana Kesewaa Dankwa, I study MSc. Computer Science and Media at the Bauhaus University in Weimar, Germany.
I am currently doing my Master Thesis research in the area of gamification. I am looking to conduct an experimental study that relates to finding the effects of play on the use of a gamified system. My research relates to gamified systems that can be used in an enterprise or for business purposes such as personnel administration, time management, multitasking or generally office productivity.
For my experiment, i need two gamified system5 that can be used that requires
- 5 minutes learning how to use the system
- around 30 minutes of actual usage
- in that usage time, users should get the core experience of the gamification.
I ask this question because i have been doing a thorough search for two existing gamified systems that can be used in an experimental setting for an experimental setup but having challenges finding some fitted for an experimental setting or simply costs lots of money . I need a system that:
1. Players can create own profile or avatar.
2. Players get rewarded (example with points,in-game items and, or badges) for every task carried out and these rewards are communicated to the player.
3. Players can see the goals of the tasks and can work towards it.
4. Players can monitor their progress while using the gamified system
5. Players can learn the gamified system within 5 minutes.
6. The existence of a leaderboard showing other users in the experiment (optional).
7. Tasks can be clearly outlined for the players using the gamified system
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Literacy Link South Central developed a typing or "familiarity with computer keyboard" gamification exercise which has a (1) manual version and an (2) online complement (web app). Working off each other in terms of leveraging the gamification philosophy.
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Our lab is trying to acquire an a portable eye-tracker for doing experiments in the field, using area of interest paradigm.
Can you recommend a system (including hardware and basic software for data collection as well as data analysis) within 10,000 dollar (preferably within 5000 dollar since we prefer also to keep some of the budget to buy a few matlab liscences)? Also, what is the lowest acceptable sampling rate for an AOI study?
I know a  normal eyelink or tobbi will cost around 50,000 dollar and some toys just cost a few hundred. However, presumably AOI studies have a lower requirement for sampling rate. If we can sacrifice the sampling rate within an acceptable  range, is it possible to find one system with significantly better reliability (less missing data) than the toys?
Thank you very much in advance.
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Dear Junru!
I have recently compiled a list of currently available eye trackers. Although not exhaustive it provides some overview on the market.
Regarding your question of sampling rate: 30Hz may suffice if you are really only interested in the distribution of fixations. Nevertheless this WILL prevent you from doing anything else, like saccade analysis. In addition, it might also be problematic, since it will affect the fast phases of nystagmus which will occur during free behavior.
In general, I would recommend to try to spend as much money as you can on the eye tracker, since this will improve your data quality and also the long-term usefulness of the apparatus. Better to save money on Matlab/SPSS licences, since, as Raymondas said, you can get free software which is able to the same calculations (although less comfortable).
Arrington has a mobile head-mounted eye tracker and they also provide their "analysis environment". Personally, I have not made the best experience with them (since we used a highly customized setup) but when you stick to the intended way-of-use, it might provide a good cost-value ratio for your needs.
Best whishes, David
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I am working on language identification through i-vector.But i am thinking that if a language which use two language like if we speak hindi and some time u prefer some english word than that type of data set shows some problem for model which built for corresponding language.and it also decrease the performance of model
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To identify a language spoken by any human being, first of all, we need to verify its specific as well as common linguistic features such as pronunciation including stress, intonation, rhythm and so on.   These common linguistic features are attributed to many languages with little or much variations.  So all the languages are considered as different and unique in themselves.  So,  In order to identify any particular language or languages using language identification programs such as through i-vector or whatever, one should need to incorporate each and every feature of a target language or language for identification or understanding into application (computer programme). Further, To solve the problem of dual language or multiple languages in identification; incorporating most frequently used words and their features from target languages into the software  can be helpful.
Thank you 
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Proponents of pattern languages claim they are a way to bridge several communities (e.g. researchers and practitioners; or users, interaction designers and software engineers) and that they are usable in different phases of the design process.
i.e. Borchers, Jan O. "Interaction design patterns: twelve theses." Workshop, The Hague. Vol. 2. 2000.
Others present a much more critical view on the practicality of pattern languages.
Dearden, Andy, and Janet Finlay. "Pattern languages in HCI: A critical review."Human–computer interaction 21.1 (2006): 49-102.
These writings remain quite abstract, however. They present arguments for and against patterns, but few facts about how patterns are actually used by practitioners outside of the patterns community.
Are you aware of any empirical (e.g. ethnographic) studies on the use of design patterns in practice?
I am particularly interested in studies within human-computer interaction; of projects that are not lead or initiated by researchers studying patterns and of studies that show how patterns are used in conjunction with other types of knowledge representations (e.g. persona’s, scenario’s).
Thanks in advance!
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There are some interesting discussions in the pattern community between the difference of pattern languages and project languages. The latter ones are the part of the pattern language that works together for a specific project (as also initially was intended by Christopher Alexander). Also their implementations and the way they work together are specific for this one project.
One paper touching this topic is published in the PLoP'13 proceedings: http://www.hillside.net/plop/2013/papers/proceedings/papers/motohashi.pdf
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I want to develop a new and enhanced technique for making website learning moer adaptive. Is there any tool developed for usability measurement?
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No tool out there, only the feedback you receive.
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I'm submitting a proposal later this summer and I'm looking for previous studies that have a strong methodology section on Virtual Reality and Human Computer Interaction that I can use for a basis for my own thesis.  Thanks!
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MIT´s Presence has several articles with good HCI research... FYI...
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In my research I wish to create a voice based interaction system which can be embedded in a public Kiosk for the blind users to communicate. As a result they can start using the kiosk independently. My invention will be software tool which can be embedded in the kiosk that can take the voice of the user as an input and process it accurately to produce best results. The user can use their headphones to listen and they can communicate with the microphone to the Kiosk. This will be an additional device that visually impaired user needs to carry with them to communicate with the Kiosk.
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Thank you very much Mr. Heiko Muller. My research supervisor suggested me that this kind of research is already in existence. But when i searched it i could not find any thing like this. What is your opinion?
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I would like stable versions and structured tutorials with source code to work on one application to render 3D models using OpenGL.
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Download GLEW and GLUT folders
copy the folder and its contents
paste header files with folder to C:\Program Files\Microsoft Visual Studio 10.0\VC\include
paste  library files with folder to C:\Program Files\Microsoft Visual Studio 10.0\VC\lib
you need to mention glut folder in additional include directories as /glu under  VC++ project properties
make sure that required library files are linked properly (under VC++  project properties) (eg:- glut32.lib etc)
paste glut32.dll in your project/release folder.
do not forget to include additional directories in your main.cpp files -  eg :- #include <glut.h>
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In my research area related to how we can enhance learning by using datamining algorithms. In order to compare our algorithms we need a real dataTel and unfortunatly we could'nt find it. So what we find is just dataset related to ebusiness (BookCrossing, Movies, .). Can anyone help us if there is any dataTel available in the net? Ask.
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Yes.
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I'am interested in literature / research, which deal (capabilities, advantages, disatvantages) with the use of graphical models for operational tasks, which are traditional are executed with charts and schedules. For instance workforce assignment via drag and drop in a graphic model instead of filling out a table.
I would be very thankful, if you could share your knowledge in that issue-area, give some literature hints or name the right keywords to search. Thank you!
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there is quite a bit of work on the use of graphical flowcharts to that effect, e.g., http://link.springer.com/article/10.1007/s00766-014-0210-2
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I am particularily interested in methods and tools which are characterized by the usage of some kind of model(s) which incorporate related context of the user and the environment. In the HCI domain these kinds of methods are known as "user-centred" or "inclusive design" methods.
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Hi!
Though aimed for testing and evaluation stages, a previous work of my group was focused on modeling user-system interaction being aware of the mobile context around the user. This model includes dynamic parameters about user-system interaction and about how the environment is changing during this process:
You can find the content of this paper in Chapter 6: Modeling and Evaluating Mobile Quality of Experience within my PhD thesis: https://www.researchgate.net/publication/264194567_Enhancing_Software_Quality_and_Quality_of_Experience_through_User_Interfaces
Hope it can help you, or at least, help you find some related work references.
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I know it is unusual, but I am wondering if there are any collaborative Virtual reality projects you know of in Edmonton, Canada. My main area of interest is spatial awareness and human material interaction. I appreciate your help. 
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By mid 2015 there will be a special flights based data gathering for virtual reality examination / simulation around bridge design.
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I will need to display an image file and a sound file for a short period of time in one of the driving scenarios. I will use STISIM drive version 3 software. As I have no experience with this software, does anyone know if it's possible to do this? 
By the way, the image file needs to be displayed above a moving vehicle. I'm aware that I will need to use the programmable module for this.
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STISIM Drive uses something called "Open Module" which is a kind of plug-in software that lets you add functionality via programming languages such as C++
An easier route may be the included Scenario Definition Language (SDL) which is a scripting language to detail and add environments and events along the way (hazardous situations, objects, changes).
There is a basic overview of these features in these two document:
Each has links to the advisory who can provide details on the SDL (there is a guide available), and can also advise on the API for linking via C++
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Applications, in particular mobile applications, try to provide the most suitable information for users and to react accordingly to user's needs. In this sense, emotions are a relevant aspect to establish the best way to interact with a user and IoT could help in providing that assessment. In this context, what is your vision on the importance of emotional assessment for the near future in mobile applications?
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That is a good point Krzysztof, one cannot 'impose' a desired mood. Some studies suggest (i don't have any citing at hand but i will find it) that when you are depressed you don't want to listen some happy music, most probably you will prefer sad music. I don't know if that will help on your mood... In the case of gaming we need to look to other aspects; if a game don't activate you then it must be in a boring stage, as a programer you need to foreseen that case and prepare some action, whatever that means in the context of the game. So addressing your question i would say that It Depends ! if you want a player to engage more in the game you need to activate hime. If you want someone to let go a depressive state (in ehealth apps) you need first to get in the mood and then try to cheer up that person. But if you are developing an app for a business man, if you detect high stress rates, better not to ring that high tone ring alarm, right? I don't think there is a yes/no, black/white kind of answer to your question, it depends on context assessment. Do you understand my point and do you agree?
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I am working on adaptive visualization and want to cover as many factors that influence usability, perception and user performance in user-interaction design.
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thank you Reece George
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I am looking to start a research on how interface can be adapted depending on carl jungs defined personality types but couldn't find relevent material. If any one can help it is appriciating for me. 
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Journal of Universal Computer Science, vol. 9, no. 1 (2004), 27-37
The Effect of Personality-Aware Computer-Human
Interfaces on Learning
Edmond Abrahamian (edmond@tripos.com) et al.
Carl Jung’s Personality Type Theory is included in this paper.
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Dear all,
I'm currently trying to use a accelerometer + gyroscope module (specifically MPU6050) with Arduino in order to track some specific kind of movements in the human body. I've used double integral in order to calculate the displacement of the module after each data sampling but the results are clearly wrong.
Is there any well known approach in the literature through which I can calculate displacement from the raw data given by such device (acceleration)?
Thanks!
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Well, in theory double integration method will give you what you need but in practice double integration accumulates the errors in the measurement as you go so the results are never accurate or reliable to use for distance measurement.
Now in the case of using another sensor in addition to the original sensor this can be used with some sort of filters to reject the measurement errors periodically so it don't accumulate, it is still far from perfect and isn't as good as the worst distance measurement tools but it will do a better job than just double integrating the acceleration of a single accelerometer.
Check this:
Also if you are considering something like a model rocket with large acceleration in one direction this can actually work since a lot of the error sources in such situation are negligible compared to the actual acceleration and distance so it really depends on the situation and the accuracy required.
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My focus is respect to laboral trust between teammates of global software project
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Delone and Mcleane done great work in IS success measures.. Therefore, I think you can refer to their work...
I have tested their model and provides good explanations.
Please find this link:
Thank you
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I'd like to build a graphical user interface that adapts according to eye pupil diameter, then I'd like to try to detect some human vision problems and to provide a graphical user interface according to the level of the problem of human vision.
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Which attributes can evaluate the performance of content available from a university website from a user perspective?
Here, users can be prospective students or parents of students, or can be a employee who wants to join the organization.
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Dwell time must not be too short (info irrelevant) or too long (not understandable).
If people are going directly to the page required, and not going via the home page, this is a good sign.
A Google of: sher-e-kashmir university application form
takes me right to a home page http://www.skuastkashmir.ac.in/
The page is full of hard to read highlighted links, garish colour, NEW bling, and distracting panes scrolling vertically and horizontally. Does that give the right impression that this is a serious institution?
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As an advanced computing paradigm, pervasive computing has numerous benefits. How can pervasive computing be applied to classroom environments, especially in enhancing learning and promoting well-being of students?
Good answers will be really appreciated.
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Take a look at recent works about u-learning. The mais objective of this area is to bring technologies provided by ubiquitous computing to actual learning scenarios. I made some works in this area, and in my opinion there is a "gap" between the technologies and learning techniques.
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Several methodologies exist for evaluating the usability of a graphical interface, but what is the most suitable for the evaluation of haptic interface?
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Here you have our work related to haptic interaction, usability, guidelines.
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Affective Haptics is the emerging area of research which focuses on the design of devices and systems that can elicit, enhance, or influence the emotional state of a human by means of sense of touch.
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My colleague Nadia Berthouze from UCLIC, University College London might be the right person to contact... http://www.ucl.ac.uk/uclic/people/n-berthouze
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There is a "one handed operation" feature on Samsung's Galaxy Note 3, which allows users to shrink the display into a small thumb-reachable area. I'm wondering if Samsung published any research about it? Or is it borrowed from some research project?
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I guess its patented by samsung, their own creation. Thats all i can say as of now.
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Could someone point me towards some well documented evaluation methods/criteria for assessing the UX/UI of a newly developed website?
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As far as I know, there is no standard approach to usability evaluation. You have to find an approach that fits your system and objectives.
The System Usability Scale is an easy to use 10-item questionnaire eliciting opinion of test subjects and allowing for comparison with later versions or usability evaluations of other systems. It is however quite general. To identify potential for improvement focus groups may be more suitable than testing by individual subjects.
Some related research:
Davis, F. D. (1989). Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology. MIS Q., 13(3), 319–340. doi:10.2307/249008
Bangor, A., Kortum, P. T., & Miller, J. T. (2008). An Empirical Evaluation of the System Usability Scale. International Journal of Human-Computer Interaction, 24(6), 574–594. doi:10.1080/10447310802205776
Burton-Jones, A., & Straub, D. W. (2006). Reconceptualizing System Usage: An Approach and Empirical Test. Information Systems Research, 17(3), 228–246.
Palmer, J. W. (2002). Web Site Usability, Design, and Performance Metrics. Info. Sys. Research, 13(2), 151–167. doi:10.1287/isre.13.2.151.88
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Thanks.
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Dear Dr Sedano,
I do not know if you have already studied the papers referred below. They are useful bits and pieces in this topic. Kind regards,
Prof. Dr. Imre Horvath
Salter, T., Dautenhahn, K., & Boekhorst, R. T. (2006). Learning about natural human–robot interaction styles. Robotics and Autonomous Systems, 54(2), 127-134.
Munoz-Salinas, R., Aguirre, E., García-Silvente, M., & González, A. (2005). A fuzzy system for visual detection of interest in human-robot interaction. In 2nd International Conference on Machine Intelligence (ACIDCA-ICMI’2005) (pp. 574-581).
Guo, C., & Sharlin, E. (2008, April). Exploring the use of tangible user interfaces for human-robot interaction: a comparative study. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 121-130). ACM.
Robins, B., Amirabdollahian, F., Ji, Z., & Dautenhahn, K. (2010, September). Tactile interaction with a humanoid robot for children with autism: A case study analysis involving user requirements and results of an initial implementation. In RO-MAN, 2010 IEEE (pp. 704-711). IEEE.
Kuczogi, G., Horváth, I., Rusák, Z., Vergeest, J. S. M., & Jansson, J. (2000, May). Strategy and process of interpretation of verbal communication related to shape conceptualization. In International Desgin Conference-Design.
Lang, S., Kleinehagenbrock, M., Hohenner, S., Fritsch, J., Fink, G. A., & Sagerer, G. (2003, November). Providing the basis for human-robot-interaction: A multi-modal attention system for a mobile robot. In Proceedings of the 5th international conference on Multimodal interfaces (pp. 28-35). ACM.
Sato, E., Yamaguchi, T., & Harashima, F. (2007). Natural interface using pointing behavior for human–robot gestural interaction. Industrial Electronics, IEEE Transactions on, 54(2), 1105-1112.
Varga, E., Horváth, I., Rusák, Z., De Smit, B., & Broek, H. (2004). Survey and investigation of hand motion processing technologies for compliance with shape conceptualization. In Proceedings of DETC (Vol. 4, pp. 1-14).
Lee, W., Ryu, H., Yang, G., Kim, H., Park, Y., & Bang, S. (2007). Design guidelines for map-based human–robot interfaces: A colocated workspace perspective. International journal of industrial ergonomics, 37(7), 589-604.
Moeslund, T. B., Störring, M., & Granum, E. (2002). A natural interface to a virtual environment through computer vision-estimated pointing gestures. In Gesture and Sign Language in Human-Computer Interaction (pp. 59-63). Springer Berlin Heidelberg.
Skubic, M. (2005). Qualitative spatial referencing for natural human-robot interfaces. interactions, 12(2), 27-30.
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RGB-D (depth maps using structured light projection) have become quite popular and a big advance for segmentation and recognition in computer vision, but typically have limited range (e.g. 1 to 5 meters) and must project light onto a scene (active sensing). The advantage is robust depth mapping combined with visible imaging in color and relatively low cost (PrimeSense, ASUS Xtion, and others supported by OpenNI). So, this begs the question, why continue to research traditional binocular vision if this method works much better (perhaps simply to understand human vision, for longer range 3D sensing, or perhaps to combine with active for active/passive).
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Thanks - I will look into that. Overall it seems that methods for recovering 3D information that could be considered, include:
1) RGB-D active (structured light projection and observation)
2) Binocular passive
3) Structure from motion of a single channel (e.g. from a UAV at altitude)
4) Time of flight methods
There are clearly more depth cues even than this used in human vision systems for passive perception.
My interests include both machine vision (cheating as I see it compared to the human analog) as well as computer vision (more faithfully emulating the human system or biological at least).
I really appreciate all the interest in my original question and have learned quite a bit through this dialog. Hopefully of value to the group as well.
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I am interested in developing user interfaces to help people with intellectual disabilities. I would like to use kinect, but I have no experience in its development. I would like to contact someone who works in the development of applications with this device.
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an addition:
the differences between the Microsoft SDK and openni are that:
the skeleton tracking of Microsoft SDK is clearly more stable and accurate than the one by openni. Openni has trouble with the orientation of people when turning away from the sensor, it always assumes people face towards the Kinect.
On the other hand, openNI is way more flexible and easier to program. You can
- access all data streams and information for all users that were detected.
- decide who is the active user of the system,
- use implemented gestures
- simple saving and loading of training video material
in my application, the restrictions in the Microsoft SDK made it impossible to use for my research inspite of the superiority of the tracking algorithm because of the closedness of the system.
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I anthropometric information are quite important when design interactions. So far I did not really find any reliable online resources of anthropometric tables that are open source. Of course Nasa (http://msis.jsc.nasa.gov/sections/section03.htm) provides quite a lot of tables but they are very hard to extract information from due to the format. ideally a machine readable or easy to export format will be a very handy tools for a lot of HCI researchers like myself.
If you have something to share please do :-)
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Novel and futuristic applications but probable sort of a possible research work.
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May be something like sixth sense by pranav mistry? Http://www.pranavmistry.com/projects/sixthsense/
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There are many ways to measure user experience and/or the usability of a software product. Expert reviews, questionnaires, etc. but which is the best way to measure?
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There is no definitive answer for at least three reasons:
(1) Usability and UX are complex qualities. If your goal is to measure as complete as possible, you will have to use a variety of measures.
(2) For selecting the most relevant measure you have to first state your business goal. To give some examples:
- Your product is an e-commerce website where users decide in a fraction of a second whether they buy here or step over to the competitor. A very relevant measure is the visual appeal, as this is known to shape users' first impression.
- Your product is a productivity application, being used by trained professionals. Focus is on effectiveness and efficiency. You should also consider learnability, as first encounter measures may not reflect performance after repeated use (or training).
- Your product is from the entertainment/infotainment category. Success of the product hinges on long term motivation of the user. You could, for example, measure the capability to induce Flow.
(3) For any component of usability/UX you can choose from a variety of measurement paradigms. For example, the most straight-forward measure for efficiency is time-on-task. This may, however, not reflect the subjective effort. If this is an issue, you should add measures of cognitive workload, either a validated rating scale, or the secondary task paradigm.
Other issues to consider are:
- some measures strongly influence the testing situation (such as the secondary task paradigm)
- especially in UX, there is an undue use of poorly validated rating scales. While rating scales are extremely economic and flexible, validity is often unknown, and the result is not metric. You never know whether an average value of, let's say, 4.5 is actually good or bad.
Recommended reading:
Bargas-Avila, J. A., & Hornbæk, K. (2011). Old wine in new bottles or novel challenges. Proceedings of the 2011 annual conference on Human factors in computing systems - CHI ’11 (pp. 2689 – 2698). New York, New York, USA: ACM Press. doi:10.1145/1978942.1979336
Hornbæk, K. (2006). Current practice in measuring usability: Challenges to usability studies and research. International Journal of Human-Computer Studies, 64(2), 79–102. doi:10.1016/j.ijhcs.2005.06.002
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I am thinking in training or at higher education level
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I am not completely sure, but maybe these two papers could help?
Fiorentino, M., Monno, G., Uva, A., & Bari, P. (2010). Tangible Interfaces for Augmented Engineering Data Management. ISBN: 978-953-7619-69-5, InTech, Available from: http://www.intechopen.com/books/augmented-reality/tangible-interfaces-for-augmented-engineering-data-management
Shin, H., & Dunston, P. (2008). Identification of application areas for Augmented Reality in industrial construction based on technology suitability. Automation in Construction, 17, 882–894.
Regards