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The Free-play Sandbox: a Methodology for the Evaluation of Social Robotics and a Dataset of Social Interactions
[article]
2017
arXiv
pre-print
Evaluating human-robot social interactions in a rigorous manner is notoriously difficult: studies are either conducted in labs with constrained protocols to allow for robust measurements and a degree of ...
replicability, but at the cost of ecological validity; or in the wild, which leads to superior experimental realism, but often with limited replicability and at the expense of rigorous interaction metrics ...
In our experience, this has never been an issue for children. Table 2 lists the datastreams that are collected during the game. ...
arXiv:1712.02421v1
fatcat:iprw2avqijeypof3oo6gh7dv2m
Coordinated Interpersonal Behaviour in Collective Dance Improvisation: The Aesthetics of Kinaesthetic Togetherness
2018
Behavioral Sciences
Here, we describe two of our protocols: a four-person mirror game and a 'rhythm battle' dance improvisation score. ...
Using an interpersonal closeness measure after the practice, we correlate subjective sense of individual/group connectedness and observed levels of in-group temporal synchronization. ...
We also thank Klaus Förger for developing software for data collection and analysis. The data for the Rhythm Battle was collected and synced using his FSenSync-software (http://forger.fi/). ...
doi:10.3390/bs8020023
pmid:29425178
pmcid:PMC5836006
fatcat:shjnejru35gbhcyheclk2vlzjm
3D spatial interaction
2011
ACM SIGGRAPH 2011 Courses on - SIGGRAPH '11
assisting in the development of the material for this course. ...
Acknowledgements A special thanks to Doug Bowman, Ernst Kruijff, Ivan Poupyrev, Chad Wingrave, Richard Marks, Salman Cheema, Kris Rivera, and members of the Interactive Systems and User Experience Lab for ...
For the Parry gesture, a left-handed person will move the Wiimote towards the right, while a right-handed person will move the Wiimote towards the left. ...
doi:10.1145/2037636.2037637
fatcat:txg7452wv5b63evfefwqaod2wy
Proceedings of eNTERFACE 2015 Workshop on Intelligent Interfaces
[article]
2018
arXiv
pre-print
During the four weeks, students and researchers from all over the world came together in the Numediart Institute of the University of Mons to work on eight selected projects structured around intelligent ...
The team would like to thank Metapraxis for supporting this project and lending us one of the tablets for the experiments. ...
The team would also like to thank the DeVisu laboratory for lending us the Tobii eyetracking glasses. The team would like to thank the TCTS laboratory for the WiFi hotspots. ...
arXiv:1801.06349v1
fatcat:qauytivdq5axxis2xlknp3r2ne
The Impact of Human–Robot Interfaces on the Learning of Visual Objects
2013
IEEE Transactions on robotics
This game happens in a home-like environment and was designed to motivate and engage users in an interaction where using the system was meaningful. ...
We also show that artifact-mediated teaching is significantly more efficient for robot learning, and equally good in terms of usability and user's experience, than teaching thanks to a gesture-based human-like ...
When the human wants to draw the robot's attention toward an object, which is not in its field of view, the user can sketch on the screen to make it move to an appropriate position: vertical strokes for ...
doi:10.1109/tro.2012.2228134
fatcat:kfqy75apubepxen3oeygb7buru
Gesture Therapy: An Upper Limb Virtual Reality-Based Motor Rehabilitation Platform
2014
IEEE transactions on neural systems and rehabilitation engineering
This paper presents our efforts to contribute to this field, presenting Gesture Therapy, a virtual reality-based platform for rehabilitation of the upper limb. ...
We describe the system architecture and main features of the platform and provide preliminary evidence of the feasibility of the platform in its current status. ...
Palafox who have actively collaborated in the building of the Gesture Therapy platform or helped during the clinical trials. ...
doi:10.1109/tnsre.2013.2293673
pmid:24760913
fatcat:qtyvzhyovjbyncpetn44v36xwy
The PInSoRo dataset: Supporting the data-driven study of child-child and child-robot social dynamics
2018
PLoS ONE
For a robot to behave in an appropriate manner over longer time scales, its behaviours have to be contingent and meaningful to the unfolding relationship. ...
In addition to annotations of social constructs, the dataset includes fully calibrated video recordings, 3D recordings of the faces, skeletal informations, full audio recordings, as well as game interactions ...
Acknowledgments
485 The authors warmly thank the Plymouth's BabyLab, Freshlings nursery, Mount Street 486 Primary School and Salisbury Road Primary School for their help with data acquisition. 487 ...
doi:10.1371/journal.pone.0205999
fatcat:fgvgvxxdhvgwzbf4ibgjqkzm6m
Adaptation in Affective Video Games: A Literature Review
2016
Cybernetics and Information Technologies
including methods for their assessment and validation. ...
The present review deals with models for the presentation of emotions, techniques for measuring behavioral signals, emotion recognition and adaptation mechanisms applied in video games with affective feedback ...
All of them presented research works in the field of behavioural signal processing used for emotion recognition; however, relatively few of them were developed in an ecologically valid context such as ...
doi:10.1515/cait-2016-0032
fatcat:5kxqetuey5anfixcmqh6bmr7iu
Magnet-Based Around Device Interaction for Playful Music Composition and Gaming
2013
International Journal of Mobile Human Computer Interaction
In this paper, we look specifically at magnetbased ADI and its applied use in a playful, music-related context. ...
Around Device Interaction (ADI) has expanded the interaction space on mobile devices to allow 3D gesture interaction around the device. ...
First, since our study was conducted in a laboratory, it had less ecological validity. ...
doi:10.4018/ijmhci.2013100103
fatcat:rjwr5im56nagjiidfhepfcw5fq
Understanding How People with Limited Mobility Use Multi-Modal Input
2022
CHI Conference on Human Factors in Computing Systems
Images © Shot Callers Esports, ELEAGUE, MIZINO: In Over My Head, and ABSHOW, respectively. ...
The authors presented the analysis of the videos alongside survey data, showing the efectiveness of social media for collecting in-situ examples. ...
Our cooperative approach allowed us to work towards agreement on the key themes present in the data, which is a common method in qualitative data analysis [27] . ...
doi:10.1145/3491102.3517458
fatcat:6pz6qgsajbg2pi7kpvlhvcf3xe
video and audio synthesized in realtime response to continuous, concurrent activity by people in a live event. ...
We aim to build rich responsive spaces that sustain the free improvisation of collectively or individually meaningful, non-linguistic gesture. ...
Alternatively, one could try to accomplish all this with a system oriented toward gesture recognition, but such a system would be much too rigid for our purposes, in which we desire to provide a substrate ...
doi:10.1145/1873951.1874221
dblp:conf/mm/WeiFNS10
fatcat:vosim4ozh5brxe57je4gacgsfa
We conclude with a discussion of the limitations and highlight possible future pathways for research in pointing and gesturing with wearable devices. ...
To better explore the incorporation of pointing and gesturing into ubiquitous computing, we introduce WRIST, an interaction and sensing technique that leverages the dexterity of human wrist motion. ...
For the evaluation with gestures, we largely follow protocol in [19] which uses a gesture recognition task. ...
doi:10.1145/3338286.3340130
dblp:conf/mhci/YeoLKGB0KWQ19
fatcat:4uvuqizenzeqnlkelhe4iloghq
Foreword of Special Issue on "Nomadic Services and Applications"
2011
Journal of Networks
The 2D/3D animation, and digital video. ...
RELATED TECHNOLOFIES OF HAND GESTURE
hand down an order by performing hand gesture in front SEGMENTATION
of a video camera. ...
doi:10.4304/jnw.6.5.687-688
fatcat:3qws6kqycnffxnh6n6th6ioc5a
On the Role of Presence in Mixed Reality
2009
Presence - Teleoperators and Virtual Environments
Specifically, a shift of attention is needed away from psycho-physiological studies coming from a laboratory experiment tradition, toward an ecological-cultural approach that is applicable in real world ...
Previous paradigms for presence research were primarily established in the context of virtual reality (VR). ...
Although the video and observation data were again viewed, we found that the video data did not add much to the overall data collection. ...
doi:10.1162/pres.18.4.249
fatcat:gff3l7kk5nhwxjjmbnhg6yoqzu
Social neuroscience and hyperscanning techniques: Past, present and future
2014
Neuroscience and Biobehavioral Reviews
In particular, we describe how different brain recording devices have been employed in different experimental paradigms to gain information about the subtle nature of human interactions. ...
This review also included papers based on single-subject recordings in which a correlation was found between the activities of different (non-simultaneously recorded) participants in the experiment. ...
of cooperation in science and technology between Italy and Hungary. ...
doi:10.1016/j.neubiorev.2012.07.006
pmid:22917915
pmcid:PMC3522775
fatcat:ksgrqi2kzbe2nowvy7xeuiekbi
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