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1.
2023 11th International Conference on Information and Education Technology, ICIET 2023 ; : 480-484, 2023.
Article in English | Scopus | ID: covidwho-20243969

ABSTRACT

In recent years, the COVID-19 has made it difficult for people to interact with each other face-to-face, but various kinds of social interactions are still needed. Therefore, we have developed an online interactive system based on the image processing method, that allows people in different places to merge the human region of two images onto the same image in real-time. The system can be used in a variety of situations to extend its interactive applications. The system is mainly based on the task of Human Segmentation in the CNN (convolution Neural Network) method. Then the images from different locations are transmitted to the computing server through the Internet. In our design, the system ensures that the CNN method can run in real-time, allowing both side users can see the integrated image to reach 30 FPS when the network is running smoothly. © 2023 IEEE.

2.
Jisuanji Fuzhu Sheji Yu Tuxingxue Xuebao/Journal of Computer-Aided Design and Computer Graphics ; 35(2):248-261, 2023.
Article in Chinese | Scopus | ID: covidwho-20238640

ABSTRACT

The development of the COVID-19 epidemic has increased the home learning time of children. More researchers began to pay attention to children's learning in home. This survey reviewed the frontier and classic cases in the field of interactive design of children's home learning in the past five years, analyzed tangible user interface, augmented reality, and multimodal interaction in human-computer interaction of children's home learning. This paper reviewed the application of interactive system in children's learning and points out its positive side in development of ability, process of learning, habits of learning, and environment of learning of children. Through analysis, we advise that it is necessary to create home learning applications, link smart home systems, and build an interactive learning environment for smart home learning environment design. Finally, we point out the technical and ethical problems existing in the current research, proposes that intelligent perception, emotion recognition, and expression technologies should be introduced in the future, and looks forward to the development of this field. © 2023 Institute of Computing Technology. All rights reserved.

3.
AIS SIGED International Conference on Information Systems Education and Research 2022 ; : 114-128, 2022.
Article in English | Scopus | ID: covidwho-2325537

ABSTRACT

This case study describes a usability testing course in which students learn by practicing several evaluation methods. The on-campus format makes it possible for teachers and students to meet to discuss recorded test sessions and students can observe other students' execution of pilot studies conducted on campus. The COVID-19 pandemic placed new demands on this course. In-person activities were avoided by some students and many test participants. Some student teams tried remote usability testing. Interestingly, screen recordings (with sound) of the test sessions show that remote testing sometimes helped the students focus more on observation and less on (inappropriately) guiding the test subjects. Another effect was that the students found it easier to recruit participants than during the previous years when the university was teeming with students, lecturers, and non-academic staff. However, the recruited participants were often notably limited to the students' circles of friends. © (2022) by Association for Information Systems (AIS) All rights reserved.

4.
28th International Conference on Intelligent User Interfaces, IUI 2023 ; : 16-20, 2023.
Article in English | Scopus | ID: covidwho-2297616

ABSTRACT

In recent years, Internet of Things(IoT) has become popular, the requirements for sharing the operation/mechanisms of IoT devices, such as Arduino and M5Stack are increasing. Moreover, owing to the coronavirus pandemic, many educational institutions have adopted online lectures, such as on-demand classes and online classes using video conference systems. For IoT programming education, these methods have challenges, such as a lack of linkage with real-world devices and source codes. In this study, we propose a system called "IoTeach", which supports the learning of IoT programming by attaching a scripting language to sequential contents, such as videos and slides shared on the Web. The IoTeach can link videos and slides with real-world IoT devices and source codes. We describe the concept and implementation of the system in this study. © 2023 Owner/Author.

5.
Ieee Access ; 10:116402-116424, 2022.
Article in English | Web of Science | ID: covidwho-2123156

ABSTRACT

There has been a gigantic stir in the world's healthcare sector for the past couple of years with the advent of the Covid-19 pandemic. The healthcare system has suffered a major setback and, with the lack of doctors, nurses, and healthcare facilities the need for an intelligent healthcare system has come to the fore more than ever before. Smart healthcare technologies and AI/ML algorithms provide encouraging and favorable solutions to the healthcare sector's challenges. An Intelligent Human-Machine Interactive system is the need of the hour. This paper proposes a novel architecture for an Intelligent and Interactive Healthcare System that incorporates edge/fog/cloud computing techniques and focuses on Speech Recognition and its extensive application in an interactive system. The focal reason for using speech in the healthcare sector is that it is easily available and can easily predict any physical or psychological discomfort. Simply put, human speech is the most natural form of communication. The Hidden Markov Model is applied to process the proposed approach as using the probabilistic approach is more realistic for prediction purposes. Ongoing projects and directions for future work along with challenges/issues are also addressed.

6.
8th International Conference on Movement and Computing, MOCO 2022 ; Par F180475, 2022.
Article in English | Scopus | ID: covidwho-1950316

ABSTRACT

Skin Hunger is a web-based interactive system for telematic installation and performance that plays on the zoom-style video-chat that has become ubiquitous during the COVID-19 pandemic. Participants in the telematic installation can reach across the webcam screens to virtually 'touch' one another. By touching or moving together, participants create virtual organisms and sounds that emerge and evolve from participant relation and interaction, making the intangible connection tangible and giving it life. Skin Hunger explores a new way of enabling embodied joint music making and movement over a distance. © 2022 ACM.

7.
2022 Augmented Humans Conference, AHs 2022 ; : 344-346, 2022.
Article in English | Scopus | ID: covidwho-1832603

ABSTRACT

We are constantly exposed to mental stress in our daily lives, especially under the COVID-19 pandemic. To cope with this issue, we developed StressMincer, an interactive system that combines two stress-relieving factors: expression of negative emotion and destruction. The users obtain catharsis effect by putting negative emotions into words, and a force feedback mechanism enables users to destroy these words by their actions. Three different destructive experiences were developed;shredding, burning by flamethrower, and flushing with toilet water. © 2022 Owner/Author.

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