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Garcia Franco Eusébio de Almeida Neris Vânia Paula 《Universal Access in the Information Society》2022,21(1):193-237
Universal Access in the Information Society - One strategy toward universalizing play is enabling more people to develop their own games. In this paper, our efforts toward a framework for inclusive... 相似文献
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The efficacy of therapeutic treatments for Autism Spectrum Disorder is mainly associated with the treatment's intensity in terms of weekly hours. This has led mental health professionals to explore the use of video games to complement traditional treatments. However, major weaknesses have been found due to poor game design, which has failed to fulfill therapeutic objectives or to properly engage children. These weaknesses are typically characterized by the poor integration of knowledge from mental health experts, children's interests and designers' expertise. Starting from this necessity, we propose an inclusive design approach to develop therapeutic games. The method presents strategies to integrate the expertise of clinicians, contributions of children and experience of designers through a set of elicitation and merging techniques. The goal of this method is to design games that are effective in terms of therapeutic objectives and that are enjoyable for children. To describe this method, we present its application in the design and development of a Kinect-based game for high-functioning children with ASD called “Pico's Adventures”. This game aims at promoting social initiation in young children with autism. Findings from a first exploratory study with 10 children with ASD showed the effectiveness of the game in eliciting social initiation behaviors. This provides a first validation of the method. An essential aspect of the game's success was the use of elements and mechanics that were appealing for the children. As a result, we have identified effective design concepts and paths for further research on games for children with ASD. 相似文献
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Ella-Mae Hubbard 《Ergonomics》2018,61(8):1154-1155
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This paper is concerned with the problem of animating computer drawn images of speaking human characters, and particularly with the problem of reducing the cost of adequate lip synchronisation. Since the method is based upon the use of speech synthesis by rules, extended to manipulate facial parameters, and there is also a need to gather generalised data about facial expressions associated with speech, these problems are touched upon as well. Useful parallels can be drawn between the problems of speech synthesis and those of facial expression synthesis. The paper outlines the background to the work, as well as the problems and some approaches to solution, and goes on to describe work in progress in the authors' laboratories that has resulted in one apparently successful approach to low-cost animated speaking faces. Outstanding problems are noted, the chief ones being the difficulty of selecting and controlling appropriate facial expression categories: the lack or naturalness of the synthetic speech; and the need to consider the body movements and speech of all characters in an animated sequence during the animation process. 相似文献
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Abir Masmoudi Fethi Bougares Mariem Ellouze Yannick Estève Lamia Belguith 《Language Resources and Evaluation》2018,52(1):249-267
Although Modern Standard Arabic is taught in schools and used in written communication and TV/radio broadcasts, all informal communication is typically carried out in dialectal Arabic. In this work, we focus on the design of speech tools and resources required for the development of an Automatic Speech Recognition system for the Tunisian dialect. The development of such a system faces the challenges of the lack of annotated resources and tools, apart from the lack of standardization at all linguistic levels (phonological, morphological, syntactic and lexical) together with the mispronunciation dictionary needed for ASR development. In this paper, we present a historical overview of the Tunisian dialect and its linguistic characteristics. We also describe and evaluate our rule-based phonetic tool. Next, we go deeper into the details of Tunisian dialect corpus creation. This corpus is finally approved and used to build the first ASR system for Tunisian dialect with a Word Error Rate of 22.6%. 相似文献
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基于B方法的弹道计算机程序设计技术 总被引:2,自引:0,他引:2
针对任务关键性的武器装备控制领域,选用B方法来设计通用弹道计算机程序,显著地提高了软件的质量和可靠性。在开发过程中,利用抽象机机制对基本弹道计算机进行建模,并通过逐步精化的方法扩展弹道计算机功能,从而有效地控制了弹道计算参数之间的复杂关系,依赖不变式技术形式化地保证了软件运行时的安全性,并使得生成的程序具有良好的重用性和可扩展性。 相似文献
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Consideration was given to a class of the problems of optimal control of rod (plate) heating by controlling the furnace temperature. Control relies on the process information feedbacked continuously or discretely only from the individual points on the rod where the temperature sensors are installed. For the continuous and discrete observation, the mathematical model of the controlled process was reduced to the pointwise loaded parabolic equation. The paper established formulas for the functional gradient, proposed schemes of their numerical solution, and presented the results of the numerical experiments. 相似文献
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An increasing number of studies have appeared that evaluate and rank journal quality and the productivity of IS scholars and their institutions. In this paper, we describe the results of one recent study identifying the ‘Top 30’ IS Researchers, revealing many unexamined assumptions about which IS publication outlets should be included in any definition of high-quality, scholarly IS journals. Drawing from the argument that all categories and classification schemes are grounded in politics, we critique the process by which the recent study in question (and several earlier studies) have derived the set of journals from which they count researcher publications. Based on a critical examination of the widespread inclusion of practitioner outlets, and the consistent exclusion of European scholarly IS journals, we develop our own arguments for which journals should be included in such evaluations of researcher productivity. We conduct our own analysis of IS researcher productivity for the period 1999–2003, based on articles published in a geographically balanced set of 12 IS journals, and then we compare our results with those from the recent study in question and their predecessors. Our results feature a more diverse set of scholars – both in terms of location (specifically, the country and continent in which the researchers are employed) and gender. We urge future studies of IS research productivity to follow our practice of including high-quality European journals, while eschewing practitioner-oriented publications (such as Harvard Business Review and Communications of the ACM). We also advocate that such studies count only research contributions (e.g., research articles), and that other genres of non-research articles – such as book reviews, ‘issues and opinions’ pieces and editorial introductions – not be conflated with counts of research contributions. 相似文献
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Holmberg M. Gelbart D. Hemmert W. 《IEEE transactions on audio, speech, and language processing》2006,14(1):43-49
The mel-frequency cepstral coefficient (MFCC) or perceptual linear prediction (PLP) feature extraction typically used for automatic speech recognition (ASR) employ several principles which have known counterparts in the cochlea and auditory nerve: frequency decomposition, mel- or bark-warping of the frequency axis, and compression of amplitudes. It seems natural to ask if one can profitably employ a counterpart of the next physiological processing step, synaptic adaptation. We, therefore, incorporated a simplified model of short-term adaptation into MFCC feature extraction. We evaluated the resulting ASR performance on the AURORA 2 and AURORA 3 tasks, in comparison to ordinary MFCCs, MFCCs processed by RASTA, and MFCCs processed by cepstral mean subtraction (CMS), and both in comparison to and in combination with Wiener filtering. The results suggest that our approach offers a simple, causal robustness strategy which is competitive with RASTA, CMS, and Wiener filtering and performs well in combination with Wiener filtering. Compared to the structurally related RASTA, our adaptation model provides superior performance on AURORA 2 and, if Wiener filtering is used prior to both approaches, on AURORA 3 as well. 相似文献
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In recent years, path protection has emerged as a widely accepted technique for designing survivable WDM networks. This approach is attractive, since it is able to provide bandwidth guarantees in the presence of link failures. However, it requires allocating resources for backup lightpaths, which remain idle under normal fault-free conditions. In this paper, we introduce a new approach for designing fault-tolerant WDM networks, based on the concept of survivable routing. Survivable routing of a logical topology ensures that the lightpaths are routed in such a way that a single link failure does not disconnect the network. When a topology is generated using our approach, it is guaranteed to have a survivable routing. We further ensure that the logical topology is able to handle the entire traffic demand after any single link failure. We first present an ILP that optimally designs a survivable logical topology, and then propose a heuristic for larger networks. Experimental results demonstrate that this new approach is able to provide guaranteed bandwidth, and is much more efficient in terms of resource utilization, compared to both dedicated and shared path protection. 相似文献
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Shotaro Okajima Fady S. Alnajjar Álvaro Costa Guillermo Asin-Prieto Jose L. Pons Juan C. Moreno 《Advanced Robotics》2013,27(14):674-686
Robot rehabilitation is now recognized as an important method for the efficient recovery. In European Project FP7 BioMot, we have discussed the potential of the robot rehabilitation and proposed the suitable process for it. In this paper, we describe the proposed rehabilitation process and create the theoretical basis for the robot rehabilitation through designing the control system and the patient model. To design the patient model, we describe the source of paralysis and motion controller separately and define the recovery function from the paralysis. In the theoretical analysis of the control system, we show that the robot motions are first adapted to the patient abnormal motions and gradually drive the patient motions to the better ones by the motion support. The singular perturbation analysis proves that the stabilities of the two different process, adaptation to the patient motions and the motion support to the better ones, as a slow motion subsystem and a fast motion subsystem, respectively. The simulation results show that the proposed control system can drive the patients to the better state depending on the patient conditions such as recovery speed and recovery potential. The proposed system can be tuned to fit to the variety of the real patient conditions when we apply it to the real applications. 相似文献
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This paper presents a method to design sliding mode observers for a class of uncertain systems using linear matrix inequalities. The objective is to exploit the degrees of freedom available in the design which have hitherto been ignored because of the lack of a tractable solution framework. The relationship between the linear component of the sliding mode observer and a particular sub-optimal observer arising from classical linear quadratic Gaussian (LQG) theory is demonstrated. This helps motivate how the design weighting matrices inherent in the method may be chosen in practice. It will also be shown how the weighting matrices affect the dynamics of the sliding motion. Furthermore, using pole-placement and pole clustering methods, the poles of the sliding motion can be forced to lie in a specified region in the complex plane, so that the performance of the sliding motion can be tuned. This paper will also present a more general solution where the eigenvalues of the linear part of the observer are forced to lie in a specified region. 相似文献
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在压缩采样中,测量矩阵应该和表达字典有尽可能小的相干性,随机测量矩阵一直被使用是因为其和任何表达字典都有较小的相干性。提出一种基于梯度迭代最小化方法,作为格拉斯曼框架设计的一种变体,通过优化一个初始的随机测量矩阵来得到相干性更小的测量矩阵。仿真结果表明所设计的测量矩阵具有更好的性能。 相似文献
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《Pattern recognition letters》1988,8(3):159-164
A system for automatic recognition of speech using only optical images of the talker's lips was investigated. Results were compared with the performance of an acoustic-based ASR device, and a performance estimate was made for one possible combination of acoustic and optical processing. 相似文献
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Dylan M. Jones Clive R. Frankish Kevin Hapeshi 《Behaviour & Information Technology》1992,11(2):109-122
There is a growing interest in the commercial possibilities offered by automatic speech recognition (ASR) technology. Unfortunately the prospective user has little independent guidance with respect to the potential success of any proposed implementation. There do exist a few general human factors guidelines on the use of ASR, but most of the corpus of knowledge that forms part of the lore within the ASR community is based on the unpublished experiences of system.developers and users themselves. The present paper attempts to redress this balance; it is a summary of the experiences of users and system designers at 30 research and commercial sites in the UK and USA where ASR has been extensively used or tested. The application represented were classified as vehicle, office, industrial, and aids for disabled people. A number of important human factors issues were identified, and the relative success of the various applications are discussed. 相似文献
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Theodoros Kostoulas Iosif Mporas Otilia Kocsis Todor Ganchev Nikos Katsaounos Juan J. Santamaria Susana Jimenez-Murcia Fernando Fernandez-Aranda Nikos Fakotakis 《Expert systems with applications》2012,39(12):11072-11079
We describe a novel design, implementation and evaluation of a speech interface, as part of a platform for the development of serious games. The speech interface consists of the speech recognition component and the emotion recognition from speech component. The speech interface relies on a platform designed and implemented to support the development of serious games, which supports cognitive-based treatment of patients with mental disorders. The implementation of the speech interface is based on the Olympus/RavenClaw framework. This framework has been extended for the needs of the specific serious games and the respective application domain, by integrating new components, such as emotion recognition from speech. The evaluation of the speech interface utilized purposely collected domain-specific dataset. The speech recognition experiments show that emotional speech moderately affects the performance of the speech interface. Furthermore, the emotion detectors demonstrated satisfying performance for the emotion states of interest, Anger and Boredom, and contributed towards successful modelling of the patient’s emotion status. The performance achieved for speech recognition and for the detection of the emotional states of interest was satisfactory. Recent evaluation of the serious games showed that the patients started to show new coping styles with negative emotions in normal stress life situations. 相似文献
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Kellie Vella Madison Klarkowski Selen Turkay Daniel Johnson 《Behaviour & Information Technology》2020,39(8):917-934
ABSTRACT While online multiplayer games provide an opportunity for players to both maintain and establish new connections, male and female players have been found to experience these environments differently. Interviews (n?=?22) and focus groups (n?=?14) were used to explore these differences as they impact on creating new social connections, as well as to provide recommendations for the development of new social tools and features that account for these differences. While all participants experienced toxicity and performance pressure as barriers to forming new connections, female players uniquely reported the impacts of misogynistic targeting and stereotype threat. In turn, female players wishing to avoid these stresses would often mask their gender. The common practice of gender misrepresentation by both male and female players impacted female players’ ability to create social connections through voice technology, as well as building their distrust of unknown others. Recommendations are made to build social connectedness between players taking into account the specific constraints faced by female players. These include establishing mentoring opportunities as well as profiling players beyond their immediate skill or rank. Additionally, the desire for control of one’s online identity presents practical challenges that may be overcome through thoughtful design. 相似文献