What's Memory All About?

Author(s):  
Aníbal Caixinha ◽  
Isabel Machado Alexandre

Dementia is, unfortunately, a well-known problem of nowadays, product of a set of generational transformations and a result of better life conditions. There are different kinds of dementia but Alzheimer is the one with predominance. Memory is the key factor in this type of illness and it is nuclear to understand how it is constructed to hypothesise and try to determine how it degenerates. In this chapter, memory structures are presented as a starting point of the research and then through the use of narrative intelligence we devise a method to present small excerpts of patient's history and simultaneously illness progression is evaluated. To do this, a small prototype of MEM+ has been developed, and for its development a participatory design was conducted. With this approach, we aim to devise the right application to be used by the patients themselves and by their caregivers. During this stage of the project special attention was paid to usability issues, and some adaptations made to better the human computer interaction.

2019 ◽  
pp. 298-313
Author(s):  
Aníbal Caixinha ◽  
Isabel Machado Alexandre

Dementia is, unfortunately, a well-known problem of nowadays, product of a set of generational transformations and a result of better life conditions. There are different kinds of dementia but Alzheimer is the one with predominance. Memory is the key factor in this type of illness and it is nuclear to understand how it is constructed to hypothesise and try to determine how it degenerates. In this chapter, memory structures are presented as a starting point of the research and then through the use of narrative intelligence we devise a method to present small excerpts of patient's history and simultaneously illness progression is evaluated. To do this, a small prototype of MEM+ has been developed, and for its development a participatory design was conducted. With this approach, we aim to devise the right application to be used by the patients themselves and by their caregivers. During this stage of the project special attention was paid to usability issues, and some adaptations made to better the human computer interaction.


Complexity ◽  
2018 ◽  
Vol 2018 ◽  
pp. 1-11 ◽  
Author(s):  
Lei Yu ◽  
Junyi Hou

Large-screen human-computer interaction technology is reflected in all aspects of daily life. The dynamic gesture tracking algorithm commonly used in recent large-screen interactive technologies demonstrates compelling results but suffers from accuracy and real-time problems. This paper systematically addresses these issues by a switching federated filter method that combines particle filtering and Mean Shifting algorithms based on a 3D sensor. Compared with several algorithms, the results show that the one-hand and two-hand large-screen gesture tracking based on the switched federated filtering algorithm work well, and there is no tracking failure and loss of target. Therefore, the switching federated tracking positioning algorithm can be well applied to the design of human-computer interaction system and provide new ideas for future human-computer interaction.


2011 ◽  
Vol 19 (4) ◽  
pp. 613-639 ◽  
Author(s):  
Helene Marie-Lou de Clerck ◽  
Julie Ryngaert ◽  
Estelle Carton de Wiart ◽  
Marie Verhoeven ◽  
Wouter Vandenhole ◽  
...  

AbstractIn migration control policies, social rights are often restricted in order to discourage immigration. The right to education seems to be the exception to the rule. This paper examines whether the right to education – beyond legal technical questions of the personal scope of application of human rights treaties, and the nature and the meaning of the right – is able to provide empowering leverage to undocumented children, or rather remains a lofty ideal on paper. Empirical data are drawn from the Belgian situation. Sociological research has shown that while quantitative educational democratisation has been highly successful, qualitative educational democratisation remains problematic. With regard to undocumented children, real-life limitations to school access (both individual and institutional), as well as psycho-social and institutional impediments during the schooling process seriously limit equal schooling and life opportunities. Unequal responses to organisational and pedagogical challenges that the presence of mobile students puts to schools, reinforce institutional factors of educational inequality for undocumented children. A key factor in understanding the tension between the legal recognition of the human right to education and daily realities is the outright contradiction between the approaches towards education on the one hand, and to migration more generally on the other hand. The latter is increasingly dominated by a securisation ideology.


RENOTE ◽  
2009 ◽  
Vol 7 (3) ◽  
pp. 390-400
Author(s):  
Maria Augusta Silveira Netto Nunes

This paper describes how human psychological aspects have been used in lifelike synthetic agents in order to provide believability during the human-computer interaction. We describe a brief survey of applications where Affective Computing Scientists have applied psychological aspects, like Emotion and Personality. Based on those aspects we describe the effort done by Affective Computing scientists in order to create a Markup Language to express and standardize Emotions. Because they have not yet concentrated their effort on Personality, here, we propose a starting point to create a Markup Language to express Personality.


2017 ◽  
Vol 25 (3-4) ◽  
pp. 573-598 ◽  
Author(s):  
Deborah De Felice

The complex relationship between children online and digital technologies is the starting point of this reflection of a growing process of multidisciplinary theoretical attention to building children’s biographies. On the one hand, the concepts of “risk and childhood safety” have become increasingly central in institutional discourses. The content of this attention seems, however, to assume more the form of adults’ fears, dealing with an endless struggle for a utopian safety for their children, than the reality of what really can be a “risk” for children online. On the other hand, the current changes in the representations of childhood are increasingly oriented to a vision of the child as the subject of its own history and therefore more active and participatory. This makes it difficult to manage the distinction between adults and children and is problematic for the use of traditional parenting styles. Starting from a reflection on the main theoretical perspectives that have been compared on the issues of social change, this paper aims to clarify and problematise some of the paradoxes that accompany what has been said relating to children’s safety in the so-called second modernity, compared to the United Nations Convention on the Rights of the Child and the powerful entry of technology digital science in familial contexts.


2018 ◽  
Vol 176 ◽  
pp. 04001
Author(s):  
Bao Xiaoxiao ◽  
Liu Wenming

To evaluate the user experience in the human-computer interaction design of intelligent products, the quality of color design is a key factor. The purpose of this article is to design the human-computer interaction in smart phones through the study of color semantics, which is one of the branches of product semantics. In particular, the application of color semantics in UI design would help designers better meet user’s needs and improve user’s experience in the human-computer interaction design of smart products.


2021 ◽  
Vol 11 (6) ◽  
pp. 2695
Author(s):  
George E. Raptis ◽  
Giannis Kavvetsos ◽  
Christina Katsini

Cultural heritage is a challenging domain of application for novel interactive technologies, where varying aspects in the way that cultural assets are delivered play a major role in enhancing the visitor experience, either onsite or online. Technology-supported natural human–computer interaction that is based on multimodalities is a key factor in enabling wider and enriched access to cultural heritage assets. In this paper, we present the design and evaluation of an interactive system that aims to support visitors towards a better understanding of art contexts through the use of a multimodal interface, based on visual and audio interactions. The results of the evaluation study shed light on the dimensions of evoking natural interactions within cultural heritage environments, using micro-narratives for self-exploration and understanding of cultural content, and the intersection between human–computer interaction and artificial intelligence within cultural heritage. We expect our findings to provide useful insights for practitioners and researchers of the broad human–computer interaction and cultural heritage communities on designing and evaluating multimodal interfaces to better support visitor experiences.


Verbum Vitae ◽  
2020 ◽  
Vol 37 (2) ◽  
pp. 311-326
Author(s):  
Michał Kosche

The notion of moral fairness of application of capital punishment is stretched between two poles of opposite interpretative meanings. On the one hand, there is an imperative related to maintaining the social order and good that justifies in some specific cases killing an individual for the good of the community; on the other hand, there is the message of the Gospel about holiness of each human life. In this regard, at the attempt to investigate the fairness of death penalty, a certain hermeneutic tension related to the overlapping of rights and obligations both with regard to the criminal and society that needs to be protected against him or her. The starting point of this article is an outlook on death penalty with due regard of a ‘hermeneutic charge’ contained both in the duty to protect common good and each individual’s life. Next, the ‘genuine paradox’ was analysed that emerges in a situation where the right to live and the right to protect overlap. All the considerations are concluded with a question whether the recent abolitionist interpretation of the Catechism of the Catholic Church should be classified as the continuity hermeneutic or rather the discontinuity hermeneutic.


2015 ◽  
Vol 1 (1) ◽  
pp. 12 ◽  
Author(s):  
Morgan G. Ames

<div class="page" title="Page 1"><div class="layoutArea"><div class="column"><p><span>To explain the uncanny holding power that some technologies seem to have, this paper presents a theory of </span><span>charisma </span><span>as attached to technology. It uses the One Laptop per Child project as a case study for exploring the features, benefits, and pitfalls of charisma. It then contextualizes OLPC’s charismatic power in the historical arc of other charismatic technologies, highlighting the enduring nature of charisma and the common themes on which the charisma of a century of technological progress rests. In closing, it discusses how scholars and practitioners in human-computer interaction might use the concept of charismatic technology in their own work. </span></p></div></div></div>


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