natural interaction
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Author(s):  
Yu Wang ◽  
Ziran Hu ◽  
Pengyu Li ◽  
Shouwen Yao ◽  
Hui Liu

AbstractVirtual reality (VR) has been proved as a promising tool for industrial design, but the traditional VR interface of first-person perspective (1PP) is not efficient to support assemblability assessment in narrow assembly spaces. In this paper, we proposed the multi-perspectives interface (MPI) which integrates the 1PP and the third-person perspective (3PP) using the handheld world-in-miniature (WIM). The MPI allows users to simulate the assembly operations in a natural manner similar to 1PP, while providing users with an overview of the assembly status through the WIM to assess the assemblability with superior spatial awareness. Two studies were conducted to test the performance of the proposed MPI. The first study tested user’s interaction performance in MPI using a common interaction task, which reveals stronger spatial awareness in MPI than in 1PP without the cost of losing natural interaction. Based on the results of the first study, the second study tested the performance, usability, and workload of MPI in an assemblability assessment task. The results show the advantages of MPI in the reachability evaluation in the narrow spaces. The main contribution of this paper is improving the interface and user-interface interaction in VR-aided assembly assessment system to improve user’s interaction performance and assessment ability in narrow assembly spaces.


Author(s):  
ATUL A. BARAVKAR ◽  
SAGAR D. SHINDE ◽  
NITIN B. AHER

Epilepsy is a gathering of ongoing neurological problems described by intermittent, unconstrained, and unusual seizures. It is one of the most widely recognized neurological messes, influencing a huge number of individuals around the world. A biomarker is characterized as a dispassionately estimated normal for an ordinary or obsessive natural interaction. Recognizable proof and legitimate approval of biomarkers of epileptogenesis, the improvement of epilepsy, and ictogenesis, the affinity to create unconstrained seizures, may foresee the improvement of an epilepsy condition; recognize the presence and seriousness of tissue equipped for producing unconstrained seizures; measure movement after the condition is set up; furthermore, decide pharmacoresistant. Such biomarkers could be utilized to make creature models for more savvy screening of potential antiepileptogenic and antiseizure medications and gadgets and to lessen the expense of clinical preliminaries by enhancing the preliminary populace and going about as proxy markers to abbreviate the preliminary span. The destinations of the biomarker subgroup for the London Studio were to characterize approaches for distinguishing conceivable biomarkers for these reasons. Examination to recognize dependable biomarkers may likewise uncover basic instruments that could serve as helpful focuses for the improvement of new antiepileptogenic and antiseizure compounds.


2021 ◽  
Vol 14 (4) ◽  
pp. 1-28
Author(s):  
Ji Hyun Yi ◽  
Hae Sun Kim

Wearable Mixed Reality (MR) technology is a tool that gives people a new enhanced experience that they have not encountered before. This study shows the process of designing new museum experiences while considering how this technology changes previous museum experiences, what those experiences are, and what people should feel through these experiences. This process was systematically conducted according to the UX design process of analysis, synthesis, and evaluation. In the analysis step, six types of museum artifact viewing experiences were defined: knowing, restoring, exploring, expanded scale, encountering, and sharing experience through research and user surveys related to the museum experience. In addition, through research analysis related to MR technology, presence, flow, and natural interaction were defined as three essential factors that users should feel in the MR experience. In the synthesis stage, optimized wearable MR experiences were designed and implemented by applying the necessary experience types and essential factors according to the characteristics of each artifact. In the evaluation stage, user experience evaluations such as user experience tests for essential factors in the MR experience, User Experience Questionnaire (UEQ) tests for interaction products, and the Visual Aesthetics of Websites Inventory (VisAWI) test for visual experiences from various perspectives were conducted on the developed results. Through these evaluations, users gave positive scores to the design results based on the experience types and essential factors defined in this study. When applying new media technologies such as wearable MR technology, improved technology implementation is important, but an understanding of the applied field must first be obtained, and user analysis must first be thoroughly conducted. This study will be a guide to the systematic development process to be followed when applying wearable MR technology to other fields.


2021 ◽  
Vol 12 ◽  
Author(s):  
Daliang Zhou ◽  
Delong Zhu ◽  
Fengrui Zhang ◽  
Guangxue Li ◽  
Ke Zong

This study aims to explore the entrepreneurial psychology of physical Education (PE) students under the “Internet+”environment, to cultivate and improve the entrepreneurial consciousness of PE students, taking the realization of students’ sense of self-efficacy as an intermediary factor. The new educational technology in modern PE is analyzed first. Specifically, the motion sensing technology based on human-computer natural interaction can be used for training, so that learners can effectively improve their physical skills. Subsequently, the current entrepreneurial situation of PE majors is discussed, with 188 students from Tianjin University of Sport and Guangzhou Sport University selected as research subjects. It is found that 62.2% of students have never been exposed to online entrepreneurship, and they are more afraid of entrepreneurial risks. In terms of entrepreneurial motivation, most students choose to start a business because of “personal ideals,” and only 40 people choose to start a business because of economic factors. There is a significant positive correlation between entrepreneurial self-efficacy and entrepreneurial intention of college students majoring in PE, and the correlation coefficient is 0.488. At present, the teaching mode of sports universities focuses on the teaching of professional courses. However, students generally believe that the professional knowledge learned is not useful for future entrepreneurship. The entrepreneurial self-efficacy of college students tends to be positive, and there are notable differences in the entrepreneurial self-efficacy between boys and girls. The regression analysis of entrepreneurial self-efficacy and entrepreneurial intention of college students shows that entrepreneurial self-efficacy can effectively predict entrepreneurial intention. This research promotes the innovation and development of the sports industry under the background of “Internet+”.


2021 ◽  
Vol 11 (24) ◽  
pp. 12018
Author(s):  
Manuel Eduardo Mora-Soto ◽  
Javier Maldonado-Romo ◽  
Alejandro Rodríguez-Molina ◽  
Mario Aldape-Pérez

Unmanned Aerial Vehicles (UAVs) support humans in performing an increasingly varied number of tasks. UAVs need to be remotely operated by a human pilot in many cases. Therefore, pilots require repetitive training to master the UAV movements. Nevertheless, training with an actual UAV involves high costs and risks. Fortunately, simulators are alternatives to face these difficulties. However, existing simulators lack realism, do not present flight information intuitively, and sometimes do not allow natural interaction with the human operator. This work addresses these issues through a framework for building realistic virtual simulators for the human operation of UAVs. First, the UAV is modeled in detail to perform a dynamic simulation in this framework. Then, the information of the above simulation is utilized to manipulate the elements in a virtual 3D operation environment developed in Unity 3D. Therefore, the interaction with the human operator is introduced with a proposed teleoperation algorithm and an input device. Finally, a meta-heuristic optimization procedure provides realism to the simulation. In this procedure, the flight information obtained from an actual UAV is used to optimize the parameters of the teleoperation algorithm. The quadrotor is adopted as the study case to show the proposal’s effectiveness.


2021 ◽  
Vol 23 (12) ◽  
pp. 212-223
Author(s):  
P Jothi Thilaga ◽  
◽  
S Kavipriya ◽  
K Vijayalakshmi ◽  
◽  
...  

Emotions are elementary for humans, impacting perception and everyday activities like communication, learning and decision-making. Speech emotion Recognition (SER) systems aim to facilitate the natural interaction with machines by direct voice interaction rather than exploitation ancient devices as input to know verbal content and build it straightforward for human listeners to react. During this SER system primarily composed of 2 sections called feature extraction and feature classification phase. SER implements on bots to speak with humans during a non-lexical manner. The speech emotion recognition algorithm here is predicated on the Convolutional Neural Network (CNN) model, which uses varied modules for emotion recognition and classifiers to differentiate feelings like happiness, calm, anger, neutral state, sadness, and fear. The accomplishment of classification is predicated on extracted features. Finally, the emotion of a speech signal will be determined.


2021 ◽  
Author(s):  
Agnieszka Wykowska

Attentional orienting towards others’ gaze direction or pointing has been wellinvestigated in laboratory conditions. However, less is known about the operation ofattentional mechanisms in online naturalistic social interaction scenarios. It is equally plausible that following social directional cues (gaze, pointing) occurs reflexively, and/orthat it is influenced by top-down cognitive factors. In a mobile eye-tracking experiment,we show that under natural interaction conditions overt attentional orienting is notnecessarily reflexively triggered by pointing gestures or a combination of gaze shifts andpointing gestures. We found that participants conversing with an experimenter, who,during the interaction, would play out pointing gestures as well as directional gaze movements, continued to mostly focus their gaze on the face of the experimenter, demonstrating the significance of attending to the face of the interaction partner – in linewith effective top-down control over reflexive orienting of attention in the direction of social cues.


2021 ◽  
Vol 15 ◽  
Author(s):  
Kecheng Shi ◽  
Rui Huang ◽  
Zhinan Peng ◽  
Fengjun Mu ◽  
Xiao Yang

The human–robot interface (HRI) based on biological signals can realize the natural interaction between human and robot. It has been widely used in exoskeleton robots recently to help predict the wearer's movement. Surface electromyography (sEMG)-based HRI has mature applications on the exoskeleton. However, the sEMG signals of paraplegic patients' lower limbs are weak, which means that most HRI based on lower limb sEMG signals cannot be applied to the exoskeleton. Few studies have explored the possibility of using upper limb sEMG signals to predict lower limb movement. In addition, most HRIs do not consider the contribution and synergy of sEMG signal channels. This paper proposes a human–exoskeleton interface based on upper limb sEMG signals to predict lower limb movements of paraplegic patients. The interface constructs an channel synergy-based network (MCSNet) to extract the contribution and synergy of different feature channels. An sEMG data acquisition experiment is designed to verify the effectiveness of MCSNet. The experimental results show that our method has a good movement prediction performance in both within-subject and cross-subject situations, reaching an accuracy of 94.51 and 80.75%, respectively. Furthermore, feature visualization and model ablation analysis show that the features extracted by MCSNet are physiologically interpretable.


2021 ◽  
Vol 12 ◽  
Author(s):  
Elitzur Dattner ◽  
Ronit Levie ◽  
Dorit Ravid ◽  
Orit Ashkenazi

Children approach verb learning in ways that are specific to their native language, given the differential typological organization of verb morphology and lexical semantics. Parent-child interaction is the arena where children's socio-cognitive abilities enable them to track predictive relationships between tokens and extract linguistic generalizations from patterns and regularities in the ambient language. The current study examines how the system of Hebrew verbs develops as a network over time in early childhood, and the dynamic role of input-output adaptation in the network's increasing complexity. Focus is on the morphological components of Hebrew verbs in a dense corpus of two parent-child dyads in natural interaction between the ages 1;8-2;2. The 91-hour corpus contained 371,547 word tokens, 62,824 verb tokens, and 1,410 verb types (lemmas) in CDS and CS together. Network analysis was employed to explore the changing distributions and emergent systematicity of the relations between verb roots and verb patterns. Taking the Semitic root and pattern morphological constructs to represent linked nodes in a network, findings show that children's networks change with age in terms of node degree and node centrality, representing linkage level and construct importance respectively; and in terms of network density, as representing network growth potential. We put forward three main hypotheses followed by findings concerning (i) changes in verb usage through development, (ii) CS adaptation, and (iii) CDS adaptation: First, we show that children go through punctuated development, expressed by their using individual constructs for short periods of time, whereas parents' patterns of usage are more coherent. Second, regarding CS adaptation within a dynamic network system relative to time and CDS, we conclude that children are attuned to their immediate experience consisting of current CDS usage as well as previous usage in the immediate past. Finally, we show that parents (unintentionally) adapt to their children's language knowledge in three ways: First, by relating to their children's current usage. Second, by expanding on previous experience, building upon the usage their children have already been exposed to. And third, we show that when parents experience a limited network in the speech of their children, they provide them with more opportunities to expand their system in future interactions.


2021 ◽  
Author(s):  
Alex Gibbs ◽  
Tomias Scott ◽  
Cesar Gonzalez ◽  
Renan Barbosa ◽  
Ronald Coro ◽  
...  

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