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1.
We consider the problem of determining suitable meeting times and locations for a group of participants wishing to schedule
a new meeting subject to already scheduled meetings possibly held at a number of different locations. Each participant must
be able to reach the new meeting location, attend for the entire duration, and reach the next meeting location on time. In
particular, we give two solutions to the problem instance where each participant has two scheduled meetings separated by a
free time interval. We present an O( n log n) algorithm for n participants obtained by purely geometrical arguments. Our second approach uses the concept of LP-type problems and leads
to a randomized algorithm with expected running time O( n). We also consider a graph-based model where participants belong to different groups and can travel along the edges of a
graph. For the meeting, only one member out of each group is required. The resulting problem can be solved using furthest
color Voronoi diagrams on graphs.
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2.
We present a study of using camera-phones and visual-tags to access mobile services. Firstly, a user-experience study is described in which participants were both observed learning to interact with a prototype mobile service and interviewed
about their experiences. Secondly, a pointing-device task is presented in which quantitative data was gathered regarding the speed and accuracy with which participants aimed and clicked
on visual-tags using camera-phones. We found that participants’ attitudes to visual-tag-based applications were broadly positive,
although they had several important reservations about camera-phone technology more generally. Data from our pointing-device
task demonstrated that novice users were able to aim and click on visual-tags quickly (well under 3 s per pointing-device
trial on average) and accurately (almost all meeting our defined speed/accuracy tradeoff of 6% error-rate). Based on our findings,
design lessons for camera-phone and visual-tag applications are presented.
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3.
Much working time is spent in meetings and, as a consequence, meetings have become the subject of multidisciplinary research.
Virtual Meeting Rooms (VMRs) are 3D virtual replicas of meeting rooms, where various modalities such as speech, gaze, distance,
gestures and facial expressions can be controlled. This allows VMRs to be used to improve remote meeting participation, to
visualize multimedia data and as an instrument for research into social interaction in meetings. This paper describes how
these three uses can be realized in a VMR. We describe the process from observation through annotation to simulation and a
model that describes the relations between the annotated features of verbal and non-verbal conversational behavior. As an
example of social perception research in the VMR, we describe an experiment to assess human observers’ accuracy for head orientation.
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4.
This paper describes a multi-modal corpus of hand-annotated meeting dialogues that was designed for studying addressing behaviour in face-to-face conversations. The corpus contains annotated dialogue acts, addressees, adjacency pairs and gaze direction. First, we describe the corpus design where we present the meetings collection, annotation scheme and annotation tools. Then, we present the analysis of the reproducibility and stability of the annotation scheme. 相似文献
5.
The complexity of group dynamics occurring in small group interactions often hinders the performance of teams. The availability
of rich multimodal information about what is going on during the meeting makes it possible to explore the possibility of providing
support to dysfunctional teams from facilitation to training sessions addressing both the individuals and the group as a whole.
A necessary step in this direction is that of capturing and understanding group dynamics. In this paper, we discuss a particular
scenario, in which meeting participants receive multimedia feedback on their relational behaviour, as a first step towards
increasing self-awareness. We describe the background and the motivation for a coding scheme for annotating meeting recordings
partially inspired by the Bales’ Interaction Process Analysis. This coding scheme was aimed at identifying suitable observable
behavioural sequences. The study is complemented with an experimental investigation on the acceptability of such a service.
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6.
The European Union co-funded COMUNICAR (communication multimedia unit inside car) project designed and developed an integrated multimedia human–machine interface (HMI) able to manage a wide variety of driver information systems (from entertainment to safety). COMUNICAR proposed an innovative information provision paradigm, in which the on-vehicle HMI is able to tailor the delivery of the information in real time according to the actual driving context and the drivers workload. COMUNICAR adopted a user-centred design process involving an iterative development based on extensive user tests since the early phases of the project. This approach was particularly useful to define and improve the layout of the user interface and specify the rules that decide the scheduling and the modalities of the delivery of the information messages to the driver. This paper introduces the COMUNICAR concept and the user-centred flow of design. Then, a concrete case of user-test driven, iterative improvement of a systems functionality is presented. We also briefly describe two software tools that we have designed to enhance the development process in a user-centred perspective. Finally, the future evolution of the concept of smart and safe information scheduling is sketched and discussed. 相似文献
7.
This paper presents an experimental research that focuses on collaboration in a multi-player game. The aim of the project
is to study the cognitive impacts of awareness tools, i.e., artifacts that allow users of a collaborative system to be aware
of what is going on in the joint virtual environment. The focus is on finding an effect on performance as well as on the representation
an individual builds of what his partner knows, plans and intends to do (i.e., mutual modeling). We find that using awareness
tools has a significant effect by improving task performance. However, the players who were provided with this tool did not
show any improvement of their mutual modeling. Further analysis on contrasted groups revealed that there was an effect of
the awareness tool on mutual modeling for players who spent a large amount of time using the tool.
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8.
The purposes of this study are (a) to establish a measurement for evaluating conversational impressions of group discussions,
and (b) to make an exploratory investigation on their interactional processes which may affect to form those impressions.
The impression rating and factor analysis undertaken first give us four factors concerning conversational impressions of “focus
group interviews (FGIs)”: conversational activeness, conversational sequencing, the attitudes of participants and the relationships
of participants. In relation to the factors of conversational activeness and conversational sequencing in particular, the
microanalysis of four selected topical scenes from our database further shows that the behavior of the moderator and the interviewees
is organized not independently but with reference to each other. The study thus emphasizes the importance of the integration
of quantitative and qualitative approaches towards human interactions.
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9.
The concept of Interaction Locus (IL) has been introduced to help the users to orient, navigate, and identify relevant interaction
areas in 3D Virtual Environments (VEs). The IL is a multimodal concept: it adds to the 3D visual scene parallel information
channels that are perceived by other senses. In particular, the IL emphasizes the role of music as a navigation aid in a VE.
This paper reports three user-evaluations of different IL enriched virtual worlds, and in particular of the role of the IL
auditory component. Results suggest that audio in 3D plays not only an aesthetic role, which the users greatly appreciate,
but also a functional role simplifying navigation and helping the users to recognise scenes in the environment. Such a functional
role however is subordinated to a proper understanding of the link between music and virtual space. While these experiments
refer to desktop virtual reality environments, their findings are general enough to inform the design of navigational tools
for other segments of the mixed reality domain.
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11.
This paper describes the simulated car racing competition that was arranged as part of the 2007 IEEE Congress on Evolutionary
Computation. Both the game that was used as the domain for the competition, the controllers submitted as entries to the competition
and its results are presented. With this paper, we hope to provide some insight into the efficacy of various computational
intelligence methods on a well-defined game task, as well as an example of one way of running a competition. In the process,
we provide a set of reference results for those who wish to use the simplerace game to benchmark their own algorithms. The paper is co-authored by the organizers and participants of the competition.
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12.
Global communication is essential to industry, research and education. The Access Grid (AG) is a suite of hardware, software,
and tools to facilitate communication and collaboration over the Internet. These resources are used at over 500 institutions
worldwide to support group-to-group interactions across the Grid including collaborative research work sessions, tutorials,
lectures, large-scale distributed meetings and training. This paper will provide an overview of the technology to encourage
professionals to integrate benefits and tools of the Grid into their instruction and research. Furthermore, this paper will
compare this new technology to more traditional videoconferencing and distributed collaborative working environments. Lastly,
it will present issues and challenges that must be addressed to incorporate this momentous technology within the classroom
and for collaboration throughout the world.
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13.
This paper focuses upon the research and development of a prototype dental simulator for training of periodontal procedures.
By the use of virtual reality and haptics technology, the periodontal simulator allows trainees to learn performing diagnosis
and treatment of periodontal diseases by visualizing a three-dimensional virtual human mouth and feeling real tactile sensations
while touching the surface of teeth, gingiva, and calculi with virtual dental instruments. Since periodontics requires dentists
to depend primarily on tactile sensations to perform diagnostic and surgical procedures, the use of haptics is unquestionably
crucial for a realistic periodontal simulator. The haptics-based virtual reality periodontal training simulator has been validated
by a experiment conducted by the College of Dentistry at University of Illinois at Chicago (UIC) with faculty members and
dental students, which demonstrates the scientific contribution and usefulness of the simulator as a vital part of the curriculum
of the Department of Periodontics at UIC.
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14.
Listening to music on personal, digital devices whilst mobile is an enjoyable, everyday activity. We explore a scheme for
exploiting this practice to immerse listeners in navigation cues. Our prototype, ONTRACK, continuously adapts audio, modifying
the spatial balance and volume to lead listeners to their target destination. First we report on an initial lab-based evaluation
that demonstrated the approach’s efficacy: users were able to complete tasks within a reasonable time and their subjective
feedback was positive. Encouraged by these results we constructed a handheld prototype. Here, we discuss this implementation
and the results of field-trials. These indicate that even with a low-fidelity realisation of the concept, users can quite
effectively navigate complicated routes.
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15.
Creativity is enhanced by communication and collaboration. Thus, the increasing number of distributed creative tasks requires better support from computer-mediated communication and collaborative tools. In this paper we introduce “Carpeno”, a new system for facilitating intuitive face-to-face and remote collaboration on creative tasks. Normally the most popular and efficient way for people to collaborate is face-to-face, sitting around a table. Computer augmented surface environments, in particular interactive table-top environments, are increasingly used to support face-to-face meetings. They help co-located teams to develop new ideas by facilitating the presentation, manipulation, and exchange of shared digital documents displayed on the table-top surface. Users can see each other at the same time as the information they are talking about. In this way the task space and communication space can be brought together in a more natural and intuitive way. The discussion of digital content is redirected from a computer screen, back to a table where people can gather around. In contrast, collaborative virtual environments (CVE) are used to support remote collaboration. They frequently create familiar discussion scenarios for remote interlocutors by utilizing room metaphors. Here, virtual avatars and table metaphors are used, where the participants can get together and communicate with each other in a way that allows behaviour that is as close to face-to-face collaboration as possible. The Carpeno system described here combines table-top interaction with a CVE to support intuitive face-to-face and remote collaboration. This allows for simultaneous co-located and remote collaboration around a common, interactive table. 相似文献
16.
The use of collaborative virtual environments in e-learning is one of the most promising uses of virtual reality technology. While much research has been done in the area of networked virtual environments corresponding to the sharing of events, very little research has been done on specific services and functionality. However both the requirements and the kind of the offered services affect significantly the design of a system. In this paper we present the design and implementation of a platform suitable for educational virtual environments, which are collaborative virtual environments aiming at offering collaborative e-learning services to the users. Apart from the platform itself, we present the technological choices, and a new method for sharing virtual environments. Furthermore, we present an e-learning environment to support e-learning services using collaborative virtual environments from both the technical and functional point of view, along with the end-user evaluation results. 相似文献
17.
The Visible Human has come through ages, providing a foundation of photorealistic anatomy for learner-centered, interactive
education. Pathways for improvement of the Visible Human process for reverse engineering the macrostructure of the human body
have been developed to provide higher resolution and decreased production time for segmentation and modeling human form. The
assignment of physical properties, the development of algorithms for the interaction of surgical tools with this virtual anatomy
and the availability of high-fidelity haptic interfaces provide the basis for fully immersive surgical training and certification
in an environment that is zero direct-risk to patients. Interactive journal publishing, 3D stereoscopic anatomical visualization
software and surgical simulators, all based on the Visible Human, the history of the Project and its utilization and provide
a framework for its evolution and role in delivering education, training, certification and credentialing through virtual
reality to the health care workforce of tomorrow.
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18.
Building realistic virtual environments is a complex, expensive and time consuming process. Although virtual environment development
toolkits are available, many only provide a subset of the tools needed to build complete virtual worlds. One alternative is
the reuse of computer game technology. The current generation of computer games present realistic virtual worlds featuring
user friendly interaction and the simulation of real world phenomena. Using computer games as the basis for virtual environment
development has a number of advantages. Computer games are robust and extensively tested, both for usability and performance,
work on off-the-shelf systems and can be easily disseminated, for example via online communities. Additionally, a number of
computer game developers provide tools, documentation and source code, either with the game itself or separately available,
so that end-users can create new content. This short report overviews several currently available game engines that are suitable
for prototyping virtual environments.
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20.
The purpose of this study is to see in which forms and under which conditions social presence turns into collaboration. Eight couples were asked to find some objects in a virtual environment in which collaboration was allowed but not mandatory. The qualitative analysis of the video recordings shows that all participants resorted to collaboration in forms that were justified by the requirements of the task, the environmental affordances and the different expertise. 相似文献
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