Human-computer dialogue: Interaction tasks and techniques. Survey and categorization
NASA Technical Reports Server (NTRS)
Foley, J. D.
1983-01-01
Interaction techniques are described. Six basic interaction tasks, requirements for each task, requirements related to interaction techniques, and a technique's hardware prerequisites affective device selection are discussed.
Human Factors Considerations in System Design
NASA Technical Reports Server (NTRS)
Mitchell, C. M. (Editor); Vanbalen, P. M. (Editor); Moe, K. L. (Editor)
1983-01-01
Human factors considerations in systems design was examined. Human factors in automated command and control, in the efficiency of the human computer interface and system effectiveness are outlined. The following topics are discussed: human factors aspects of control room design; design of interactive systems; human computer dialogue, interaction tasks and techniques; guidelines on ergonomic aspects of control rooms and highly automated environments; system engineering for control by humans; conceptual models of information processing; information display and interaction in real time environments.
Computer modeling and simulation of human movement. Applications in sport and rehabilitation.
Neptune, R R
2000-05-01
Computer modeling and simulation of human movement plays an increasingly important role in sport and rehabilitation, with applications ranging from sport equipment design to understanding pathologic gait. The complex dynamic interactions within the musculoskeletal and neuromuscular systems make analyzing human movement with existing experimental techniques difficult but computer modeling and simulation allows for the identification of these complex interactions and causal relationships between input and output variables. This article provides an overview of computer modeling and simulation and presents an example application in the field of rehabilitation.
Real-time multiple human perception with color-depth cameras on a mobile robot.
Zhang, Hao; Reardon, Christopher; Parker, Lynne E
2013-10-01
The ability to perceive humans is an essential requirement for safe and efficient human-robot interaction. In real-world applications, the need for a robot to interact in real time with multiple humans in a dynamic, 3-D environment presents a significant challenge. The recent availability of commercial color-depth cameras allow for the creation of a system that makes use of the depth dimension, thus enabling a robot to observe its environment and perceive in the 3-D space. Here we present a system for 3-D multiple human perception in real time from a moving robot equipped with a color-depth camera and a consumer-grade computer. Our approach reduces computation time to achieve real-time performance through a unique combination of new ideas and established techniques. We remove the ground and ceiling planes from the 3-D point cloud input to separate candidate point clusters. We introduce the novel information concept, depth of interest, which we use to identify candidates for detection, and that avoids the computationally expensive scanning-window methods of other approaches. We utilize a cascade of detectors to distinguish humans from objects, in which we make intelligent reuse of intermediary features in successive detectors to improve computation. Because of the high computational cost of some methods, we represent our candidate tracking algorithm with a decision directed acyclic graph, which allows us to use the most computationally intense techniques only where necessary. We detail the successful implementation of our novel approach on a mobile robot and examine its performance in scenarios with real-world challenges, including occlusion, robot motion, nonupright humans, humans leaving and reentering the field of view (i.e., the reidentification challenge), human-object and human-human interaction. We conclude with the observation that the incorporation of the depth information, together with the use of modern techniques in new ways, we are able to create an accurate system for real-time 3-D perception of humans by a mobile robot.
Exploring Gigabyte Datasets in Real Time: Architectures, Interfaces and Time-Critical Design
NASA Technical Reports Server (NTRS)
Bryson, Steve; Gerald-Yamasaki, Michael (Technical Monitor)
1998-01-01
Architectures and Interfaces: The implications of real-time interaction on software architecture design: decoupling of interaction/graphics and computation into asynchronous processes. The performance requirements of graphics and computation for interaction. Time management in such an architecture. Examples of how visualization algorithms must be modified for high performance. Brief survey of interaction techniques and design, including direct manipulation and manipulation via widgets. talk discusses how human factors considerations drove the design and implementation of the virtual wind tunnel. Time-Critical Design: A survey of time-critical techniques for both computation and rendering. Emphasis on the assignment of a time budget to both the overall visualization environment and to each individual visualization technique in the environment. The estimation of the benefit and cost of an individual technique. Examples of the modification of visualization algorithms to allow time-critical control.
Trends in Human-Computer Interaction to Support Future Intelligence Analysis Capabilities
2011-06-01
that allows data to be moved between different computing systems and displays. Figure 4- G-Speak gesture interaction (Oblong, 2011) 5.2 Multitouch ... Multitouch refers to a touchscreen interaction technique in which multiple simultaneous touchpoints and movements can be detected and used to...much of the style of interaction (such as rotate, pinch, zoom and flick movements) found in multitouch devices but can typically recognize more than
Rethinking Visual Analytics for Streaming Data Applications
DOE Office of Scientific and Technical Information (OSTI.GOV)
Crouser, R. Jordan; Franklin, Lyndsey; Cook, Kris
In the age of data science, the use of interactive information visualization techniques has become increasingly ubiquitous. From online scientific journals to the New York Times graphics desk, the utility of interactive visualization for both storytelling and analysis has become ever more apparent. As these techniques have become more readily accessible, the appeal of combining interactive visualization with computational analysis continues to grow. Arising out of a need for scalable, human-driven analysis, primary objective of visual analytics systems is to capitalize on the complementary strengths of human and machine analysis, using interactive visualization as a medium for communication between themore » two. These systems leverage developments from the fields of information visualization, computer graphics, machine learning, and human-computer interaction to support insight generation in areas where purely computational analyses fall short. Over the past decade, visual analytics systems have generated remarkable advances in many historically challenging analytical contexts. These include areas such as modeling political systems [Crouser et al. 2012], detecting financial fraud [Chang et al. 2008], and cybersecurity [Harrison et al. 2012]. In each of these contexts, domain expertise and human intuition is a necessary component of the analysis. This intuition is essential to building trust in the analytical products, as well as supporting the translation of evidence into actionable insight. In addition, each of these examples also highlights the need for scalable analysis. In each case, it is infeasible for a human analyst to manually assess the raw information unaided, and the communication overhead to divide the task between a large number of analysts makes simple parallelism intractable. Regardless of the domain, visual analytics tools strive to optimize the allocation of human analytical resources, and to streamline the sensemaking process on data that is massive, complex, incomplete, and uncertain in scenarios requiring human judgment.« less
Teaching through Interactive Pictures: Computer, Video and Human Realities.
ERIC Educational Resources Information Center
Strauss, Andre
A technique designed to make the classroom use of videotapes for second language teaching for specific purposes more efficient is described. The technique begins with a classroom review of basic vocabulary and structures, which is then tested with a computer exercise. A second stage requires discussion and memorization of vocabulary and phrases…
Finding Waldo: Learning about Users from their Interactions.
Brown, Eli T; Ottley, Alvitta; Zhao, Helen; Quan Lin; Souvenir, Richard; Endert, Alex; Chang, Remco
2014-12-01
Visual analytics is inherently a collaboration between human and computer. However, in current visual analytics systems, the computer has limited means of knowing about its users and their analysis processes. While existing research has shown that a user's interactions with a system reflect a large amount of the user's reasoning process, there has been limited advancement in developing automated, real-time techniques that mine interactions to learn about the user. In this paper, we demonstrate that we can accurately predict a user's task performance and infer some user personality traits by using machine learning techniques to analyze interaction data. Specifically, we conduct an experiment in which participants perform a visual search task, and apply well-known machine learning algorithms to three encodings of the users' interaction data. We achieve, depending on algorithm and encoding, between 62% and 83% accuracy at predicting whether each user will be fast or slow at completing the task. Beyond predicting performance, we demonstrate that using the same techniques, we can infer aspects of the user's personality factors, including locus of control, extraversion, and neuroticism. Further analyses show that strong results can be attained with limited observation time: in one case 95% of the final accuracy is gained after a quarter of the average task completion time. Overall, our findings show that interactions can provide information to the computer about its human collaborator, and establish a foundation for realizing mixed-initiative visual analytics systems.
Adapting GOMS to Model Human-Robot Interaction
DOE Office of Scientific and Technical Information (OSTI.GOV)
Drury, Jill; Scholtz, Jean; Kieras, David
2007-03-09
Human-robot interaction (HRI) has been maturing in tandem with robots’ commercial success. In the last few years HRI researchers have been adopting—and sometimes adapting—human-computer interaction (HCI) evaluation techniques to assess the efficiency and intuitiveness of HRI designs. For example, Adams (2005) used Goal Directed Task Analysis to determine the interaction needs of officers from the Nashville Metro Police Bomb Squad. Scholtz et al. (2004) used Endsley’s (1988) Situation Awareness Global Assessment Technique to determine robotic vehicle supervisors’ awareness of when vehicles were in trouble and thus required closer monitoring or intervention. Yanco and Drury (2004) employed usability testing to determinemore » (among other things) how well a search-andrescue interface supported use by first responders. One set of HCI tools that has so far seen little exploration in the HRI domain, however, is the class of modeling and evaluation techniques known as formal methods.« less
Brain-Computer Interfaces: A Neuroscience Paradigm of Social Interaction? A Matter of Perspective
Mattout, Jérémie
2012-01-01
A number of recent studies have put human subjects in true social interactions, with the aim of better identifying the psychophysiological processes underlying social cognition. Interestingly, this emerging Neuroscience of Social Interactions (NSI) field brings up challenges which resemble important ones in the field of Brain-Computer Interfaces (BCI). Importantly, these challenges go beyond common objectives such as the eventual use of BCI and NSI protocols in the clinical domain or common interests pertaining to the use of online neurophysiological techniques and algorithms. Common fundamental challenges are now apparent and one can argue that a crucial one is to develop computational models of brain processes relevant to human interactions with an adaptive agent, whether human or artificial. Coupled with neuroimaging data, such models have proved promising in revealing the neural basis and mental processes behind social interactions. Similar models could help BCI to move from well-performing but offline static machines to reliable online adaptive agents. This emphasizes a social perspective to BCI, which is not limited to a computational challenge but extends to all questions that arise when studying the brain in interaction with its environment. PMID:22675291
NASA Astrophysics Data System (ADS)
Gao, Pei-pei; Liu, Feng
2016-10-01
With the development of information technology and artificial intelligence, speech synthesis plays a significant role in the fields of Human-Computer Interaction Techniques. However, the main problem of current speech synthesis techniques is lacking of naturalness and expressiveness so that it is not yet close to the standard of natural language. Another problem is that the human-computer interaction based on the speech synthesis is too monotonous to realize mechanism of user subjective drive. This thesis introduces the historical development of speech synthesis and summarizes the general process of this technique. It is pointed out that prosody generation module is an important part in the process of speech synthesis. On the basis of further research, using eye activity rules when reading to control and drive prosody generation was introduced as a new human-computer interaction method to enrich the synthetic form. In this article, the present situation of speech synthesis technology is reviewed in detail. Based on the premise of eye gaze data extraction, using eye movement signal in real-time driving, a speech synthesis method which can express the real speech rhythm of the speaker is proposed. That is, when reader is watching corpora with its eyes in silent reading, capture the reading information such as the eye gaze duration per prosodic unit, and establish a hierarchical prosodic pattern of duration model to determine the duration parameters of synthesized speech. At last, after the analysis, the feasibility of the above method is verified.
A parallel graded-mesh FDTD algorithm for human-antenna interaction problems.
Catarinucci, Luca; Tarricone, Luciano
2009-01-01
The finite difference time domain method (FDTD) is frequently used for the numerical solution of a wide variety of electromagnetic (EM) problems and, among them, those concerning human exposure to EM fields. In many practical cases related to the assessment of occupational EM exposure, large simulation domains are modeled and high space resolution adopted, so that strong memory and central processing unit power requirements have to be satisfied. To better afford the computational effort, the use of parallel computing is a winning approach; alternatively, subgridding techniques are often implemented. However, the simultaneous use of subgridding schemes and parallel algorithms is very new. In this paper, an easy-to-implement and highly-efficient parallel graded-mesh (GM) FDTD scheme is proposed and applied to human-antenna interaction problems, demonstrating its appropriateness in dealing with complex occupational tasks and showing its capability to guarantee the advantages of a traditional subgridding technique without affecting the parallel FDTD performance.
Finding Waldo: Learning about Users from their Interactions
DOE Office of Scientific and Technical Information (OSTI.GOV)
Brown, Eli T.; Ottley, Alvitta; Zhao, Helen
Visual analytics is inherently a collaboration between human and computer. However, in current visual analytics systems, the computer has limited means of knowing about its users and their analysis processes. While existing research has shown that a user’s interactions with a system reflect a large amount of the user’s reasoning process, there has been limited advancement in developing automated, real-time techniques that mine interactions to learn about the user. In this paper, we demonstrate that we can accurately predict a user’s task performance and infer some user personality traits by using machine learning techniques to analyze interaction data. Specifically, wemore » conduct an experiment in which participants perform a visual search task and we apply well-known machine learning algorithms to three encodings of the users interaction data. We achieve, depending on algorithm and encoding, between 62% and 96% accuracy at predicting whether each user will be fast or slow at completing the task. Beyond predicting performance, we demonstrate that using the same techniques, we can infer aspects of the user’s personality factors, including locus of control, extraversion, and neuroticism. Further analyses show that strong results can be attained with limited observation time, in some cases, 82% of the final accuracy is gained after a quarter of the average task completion time. Overall, our findings show that interactions can provide information to the computer about its human collaborator, and establish a foundation for realizing mixed- initiative visual analytics systems.« less
Human-machine interface for a VR-based medical imaging environment
NASA Astrophysics Data System (ADS)
Krapichler, Christian; Haubner, Michael; Loesch, Andreas; Lang, Manfred K.; Englmeier, Karl-Hans
1997-05-01
Modern 3D scanning techniques like magnetic resonance imaging (MRI) or computed tomography (CT) produce high- quality images of the human anatomy. Virtual environments open new ways to display and to analyze those tomograms. Compared with today's inspection of 2D image sequences, physicians are empowered to recognize spatial coherencies and examine pathological regions more facile, diagnosis and therapy planning can be accelerated. For that purpose a powerful human-machine interface is required, which offers a variety of tools and features to enable both exploration and manipulation of the 3D data. Man-machine communication has to be intuitive and efficacious to avoid long accustoming times and to enhance familiarity with and acceptance of the interface. Hence, interaction capabilities in virtual worlds should be comparable to those in the real work to allow utilization of our natural experiences. In this paper the integration of hand gestures and visual focus, two important aspects in modern human-computer interaction, into a medical imaging environment is shown. With the presented human- machine interface, including virtual reality displaying and interaction techniques, radiologists can be supported in their work. Further, virtual environments can even alleviate communication between specialists from different fields or in educational and training applications.
Fusing human and machine skills for remote robotic operations
NASA Technical Reports Server (NTRS)
Schenker, Paul S.; Kim, Won S.; Venema, Steven C.; Bejczy, Antal K.
1991-01-01
The question of how computer assists can improve teleoperator trajectory tracking during both free and force-constrained motions is addressed. Computer graphics techniques which enable the human operator to both visualize and predict detailed 3D trajectories in real-time are reported. Man-machine interactive control procedures for better management of manipulator contact forces and positioning are also described. It is found that collectively, these novel advanced teleoperations techniques both enhance system performance and significantly reduce control problems long associated with teleoperations under time delay. Ongoing robotic simulations of the 1984 space shuttle Solar Maximum EVA Repair Mission are briefly described.
ERIC Educational Resources Information Center
Martinez-Maldonado, Roberto; Pardo, Abelardo; Mirriahi, Negin; Yacef, Kalina; Kay, Judy; Clayphan, Andrew
2015-01-01
Designing, validating, and deploying learning analytics tools for instructors or students is a challenge that requires techniques and methods from different disciplines, such as software engineering, human-computer interaction, computer graphics, educational design, and psychology. Whilst each has established its own design methodologies, we now…
Facial Animations: Future Research Directions & Challenges
NASA Astrophysics Data System (ADS)
Alkawaz, Mohammed Hazim; Mohamad, Dzulkifli; Rehman, Amjad; Basori, Ahmad Hoirul
2014-06-01
Nowadays, computer facial animation is used in a significant multitude fields that brought human and social to study the computer games, films and interactive multimedia reality growth. Authoring the computer facial animation, complex and subtle expressions are challenging and fraught with problems. As a result, the current most authored using universal computer animation techniques often limit the production quality and quantity of facial animation. With the supplement of computer power, facial appreciative, software sophistication and new face-centric methods emerging are immature in nature. Therefore, this paper concentrates to define and managerially categorize current and emerged surveyed facial animation experts to define the recent state of the field, observed bottlenecks and developing techniques. This paper further presents a real-time simulation model of human worry and howling with detail discussion about their astonish, sorrow, annoyance and panic perception.
Learning and Optimization of Cognitive Capabilities. Final Project Report.
ERIC Educational Resources Information Center
Lumsdaine, A.A.; And Others
The work of a three-year series of experimental studies of human cognition is summarized in this report. Proglem solving and learning in man-machine interaction was investigated, as well as relevant variables and processes. The work included four separate projects: (1) computer-aided problem solving, (2) computer-aided instruction techniques, (3)…
Eye Tracking Based Control System for Natural Human-Computer Interaction
Lin, Shu-Fan
2017-01-01
Eye movement can be regarded as a pivotal real-time input medium for human-computer communication, which is especially important for people with physical disability. In order to improve the reliability, mobility, and usability of eye tracking technique in user-computer dialogue, a novel eye control system with integrating both mouse and keyboard functions is proposed in this paper. The proposed system focuses on providing a simple and convenient interactive mode by only using user's eye. The usage flow of the proposed system is designed to perfectly follow human natural habits. Additionally, a magnifier module is proposed to allow the accurate operation. In the experiment, two interactive tasks with different difficulty (searching article and browsing multimedia web) were done to compare the proposed eye control tool with an existing system. The Technology Acceptance Model (TAM) measures are used to evaluate the perceived effectiveness of our system. It is demonstrated that the proposed system is very effective with regard to usability and interface design. PMID:29403528
Eye Tracking Based Control System for Natural Human-Computer Interaction.
Zhang, Xuebai; Liu, Xiaolong; Yuan, Shyan-Ming; Lin, Shu-Fan
2017-01-01
Eye movement can be regarded as a pivotal real-time input medium for human-computer communication, which is especially important for people with physical disability. In order to improve the reliability, mobility, and usability of eye tracking technique in user-computer dialogue, a novel eye control system with integrating both mouse and keyboard functions is proposed in this paper. The proposed system focuses on providing a simple and convenient interactive mode by only using user's eye. The usage flow of the proposed system is designed to perfectly follow human natural habits. Additionally, a magnifier module is proposed to allow the accurate operation. In the experiment, two interactive tasks with different difficulty (searching article and browsing multimedia web) were done to compare the proposed eye control tool with an existing system. The Technology Acceptance Model (TAM) measures are used to evaluate the perceived effectiveness of our system. It is demonstrated that the proposed system is very effective with regard to usability and interface design.
Research in interactive scene analysis
NASA Technical Reports Server (NTRS)
Tenenbaum, J. M.; Barrow, H. G.; Weyl, S. A.
1976-01-01
Cooperative (man-machine) scene analysis techniques were developed whereby humans can provide a computer with guidance when completely automated processing is infeasible. An interactive approach promises significant near-term payoffs in analyzing various types of high volume satellite imagery, as well as vehicle-based imagery used in robot planetary exploration. This report summarizes the work accomplished over the duration of the project and describes in detail three major accomplishments: (1) the interactive design of texture classifiers; (2) a new approach for integrating the segmentation and interpretation phases of scene analysis; and (3) the application of interactive scene analysis techniques to cartography.
An Affordance-Based Framework for Human Computation and Human-Computer Collaboration.
Crouser, R J; Chang, R
2012-12-01
Visual Analytics is "the science of analytical reasoning facilitated by visual interactive interfaces". The goal of this field is to develop tools and methodologies for approaching problems whose size and complexity render them intractable without the close coupling of both human and machine analysis. Researchers have explored this coupling in many venues: VAST, Vis, InfoVis, CHI, KDD, IUI, and more. While there have been myriad promising examples of human-computer collaboration, there exists no common language for comparing systems or describing the benefits afforded by designing for such collaboration. We argue that this area would benefit significantly from consensus about the design attributes that define and distinguish existing techniques. In this work, we have reviewed 1,271 papers from many of the top-ranking conferences in visual analytics, human-computer interaction, and visualization. From these, we have identified 49 papers that are representative of the study of human-computer collaborative problem-solving, and provide a thorough overview of the current state-of-the-art. Our analysis has uncovered key patterns of design hinging on human and machine-intelligence affordances, and also indicates unexplored avenues in the study of this area. The results of this analysis provide a common framework for understanding these seemingly disparate branches of inquiry, which we hope will motivate future work in the field.
Advancements in remote physiological measurement and applications in human-computer interaction
NASA Astrophysics Data System (ADS)
McDuff, Daniel
2017-04-01
Physiological signals are important for tracking health and emotional states. Imaging photoplethysmography (iPPG) is a set of techniques for remotely recovering cardio-pulmonary signals from video of the human body. Advances in iPPG methods over the past decade combined with the ubiquity of digital cameras presents the possibility for many new, lowcost applications of physiological monitoring. This talk will highlight methods for recovering physiological signals, work characterizing the impact of video parameters and hardware on these measurements, and applications of this technology in human-computer interfaces.
Program Predicts Time Courses of Human/Computer Interactions
NASA Technical Reports Server (NTRS)
Vera, Alonso; Howes, Andrew
2005-01-01
CPM X is a computer program that predicts sequences of, and amounts of time taken by, routine actions performed by a skilled person performing a task. Unlike programs that simulate the interaction of the person with the task environment, CPM X predicts the time course of events as consequences of encoded constraints on human behavior. The constraints determine which cognitive and environmental processes can occur simultaneously and which have sequential dependencies. The input to CPM X comprises (1) a description of a task and strategy in a hierarchical description language and (2) a description of architectural constraints in the form of rules governing interactions of fundamental cognitive, perceptual, and motor operations. The output of CPM X is a Program Evaluation Review Technique (PERT) chart that presents a schedule of predicted cognitive, motor, and perceptual operators interacting with a task environment. The CPM X program allows direct, a priori prediction of skilled user performance on complex human-machine systems, providing a way to assess critical interfaces before they are deployed in mission contexts.
Introduction to Social Network Analysis
NASA Astrophysics Data System (ADS)
Zaphiris, Panayiotis; Ang, Chee Siang
Social Network analysis focuses on patterns of relations between and among people, organizations, states, etc. It aims to describe networks of relations as fully as possible, identify prominent patterns in such networks, trace the flow of information through them, and discover what effects these relations and networks have on people and organizations. Social network analysis offers a very promising potential for analyzing human-human interactions in online communities (discussion boards, newsgroups, virtual organizations). This Tutorial provides an overview of this analytic technique and demonstrates how it can be used in Human Computer Interaction (HCI) research and practice, focusing especially on Computer Mediated Communication (CMC). This topic acquires particular importance these days, with the increasing popularity of social networking websites (e.g., youtube, myspace, MMORPGs etc.) and the research interest in studying them.
Experiments on Interfaces To Support Query Expansion.
ERIC Educational Resources Information Center
Beaulieu, M.
1997-01-01
Focuses on the user and human-computer interaction aspects of the research based on the Okapi text retrieval system. Three experiments implementing different approaches to query expansion are described, including the use of graphical user interfaces with different windowing techniques. (Author/LRW)
Theoretical Framework for Interaction Game Design
2016-05-19
modeling. We take a data-driven quantitative approach to understand conversational behaviors by measuring conversational behaviors using advanced sensing...current state of the art, human computing is considered to be a reasonable approach to break through the current limitation. To solicit high quality and...proper resources in conversation to enable smooth and effective interaction. The last technique is about conversation measurement , analysis, and
NASA Technical Reports Server (NTRS)
Mitchell, Christine M.
1993-01-01
This chapter examines a class of human-computer interaction applications, specifically the design of human-computer interaction for the operators of complex systems. Such systems include space systems (e.g., manned systems such as the Shuttle or space station, and unmanned systems such as NASA scientific satellites), aviation systems (e.g., the flight deck of 'glass cockpit' airplanes or air traffic control) and industrial systems (e.g., power plants, telephone networks, and sophisticated, e.g., 'lights out,' manufacturing facilities). The main body of human-computer interaction (HCI) research complements but does not directly address the primary issues involved in human-computer interaction design for operators of complex systems. Interfaces to complex systems are somewhat special. The 'user' in such systems - i.e., the human operator responsible for safe and effective system operation - is highly skilled, someone who in human-machine systems engineering is sometimes characterized as 'well trained, well motivated'. The 'job' or task context is paramount and, thus, human-computer interaction is subordinate to human job interaction. The design of human interaction with complex systems, i.e., the design of human job interaction, is sometimes called cognitive engineering.
1998-03-01
computer codes are now available for detailed dosimetric calculations for human exposure to low-frequency magnetic fields [Dawson and Stuehly. 1997...3] William H. Bailey, Steave H. Su, T. Dan Bracken, and Robert Kavet. Summary and evaluation of guidelines for occupational exposure to power...APPLICATIONS Chairs: Cynthia Furse and Maria A. Stuchly "EM Interaction Evaluation of Handset Antennas and Human Head: A Hybrid Technique", K.W. Kim and Y
ERIC Educational Resources Information Center
Weller, Herman G.; Hartson, H. Rex
1992-01-01
Describes human-computer interface needs for empowering environments in computer usage in which the machine handles the routine mechanics of problem solving while the user concentrates on its higher order meanings. A closed-loop model of interaction is described, interface as illusion is discussed, and metaphors for human-computer interaction are…
Automatic creation of three-dimensional avatars
NASA Astrophysics Data System (ADS)
Villa-Uriol, Maria-Cruz; Sainz, Miguel; Kuester, Falko; Bagherzadeh, Nader
2003-01-01
Highly accurate avatars of humans promise a new level of realism in engineering and entertainment applications, including areas such as computer animated movies, computer game development interactive virtual environments and tele-presence. In order to provide high-quality avatars, new techniques for the automatic acquisition and creation are required. A framework for the capture and construction of arbitrary avatars from image data is presented in this paper. Avatars are automatically reconstructed from multiple static images of a human subject by utilizing image information to reshape a synthetic three-dimensional articulated reference model. A pipeline is presented that combines a set of hardware-accelerated stages into one seamless system. Primary stages in this pipeline include pose estimation, skeleton fitting, body part segmentation, geometry construction and coloring, leading to avatars that can be animated and included into interactive environments. The presented system removes traditional constraints in the initial pose of the captured subject by using silhouette-based modification techniques in combination with a reference model. Results can be obtained in near-real time with very limited user intervention.
Is Human-Computer Interaction Social or Parasocial?
ERIC Educational Resources Information Center
Sundar, S. Shyam
Conducted in the attribution-research paradigm of social psychology, a study examined whether human-computer interaction is fundamentally social (as in human-human interaction) or parasocial (as in human-television interaction). All 30 subjects (drawn from an undergraduate class on communication) were exposed to an identical interaction with…
Real-time 3D human capture system for mixed-reality art and entertainment.
Nguyen, Ta Huynh Duy; Qui, Tran Cong Thien; Xu, Ke; Cheok, Adrian David; Teo, Sze Lee; Zhou, ZhiYing; Mallawaarachchi, Asitha; Lee, Shang Ping; Liu, Wei; Teo, Hui Siang; Thang, Le Nam; Li, Yu; Kato, Hirokazu
2005-01-01
A real-time system for capturing humans in 3D and placing them into a mixed reality environment is presented in this paper. The subject is captured by nine cameras surrounding her. Looking through a head-mounted-display with a camera in front pointing at a marker, the user can see the 3D image of this subject overlaid onto a mixed reality scene. The 3D images of the subject viewed from this viewpoint are constructed using a robust and fast shape-from-silhouette algorithm. The paper also presents several techniques to produce good quality and speed up the whole system. The frame rate of our system is around 25 fps using only standard Intel processor-based personal computers. Besides a remote live 3D conferencing and collaborating system, we also describe an application of the system in art and entertainment, named Magic Land, which is a mixed reality environment where captured avatars of human and 3D computer generated virtual animations can form an interactive story and play with each other. This system demonstrates many technologies in human computer interaction: mixed reality, tangible interaction, and 3D communication. The result of the user study not only emphasizes the benefits, but also addresses some issues of these technologies.
NASA Astrophysics Data System (ADS)
Vilagosh, Zoltan; Lajevardipour, Alireza; Wood, Andrew
2018-01-01
Finite-difference time-domain (FDTD) computational phantoms aid the analysis of THz radiation interaction with human skin. The presented computational phantoms have accurate anatomical layering and electromagnetic properties. A novel "large sheet" simulation technique is used allowing for a realistic representation of lateral absorption and reflection of in-vivo measurements. Simulations carried out to date have indicated that hair follicles act as THz propagation channels and confirms the possible role of melanin, both in nevi and skin pigmentation, to act as a significant absorber of THz radiation. A novel freezing technique has promise in increasing the depth of skin penetration of THz radiation to aid diagnostic imaging.
On the Rhetorical Contract in Human-Computer Interaction.
ERIC Educational Resources Information Center
Wenger, Michael J.
1991-01-01
An exploration of the rhetorical contract--i.e., the expectations for appropriate interaction--as it develops in human-computer interaction revealed that direct manipulation interfaces were more likely to establish social expectations. Study results suggest that the social nature of human-computer interactions can be examined with reference to the…
Blended Interaction Design: A Spatial Workspace Supporting HCI and Design Practice
NASA Astrophysics Data System (ADS)
Geyer, Florian
This research investigates novel methods and techniques along with tool support that result from a conceptual blend of human-computer interaction with design practice. Using blending theory with material anchors as a theoretical framework, we frame both input spaces and explore emerging structures within technical, cognitive, and social aspects. Based on our results, we will describe a framework of the emerging structures and will design and evaluate tool support within a spatial, studio-like workspace to support collaborative creativity in interaction design.
Techniques of EMG signal analysis: detection, processing, classification and applications
Hussain, M.S.; Mohd-Yasin, F.
2006-01-01
Electromyography (EMG) signals can be used for clinical/biomedical applications, Evolvable Hardware Chip (EHW) development, and modern human computer interaction. EMG signals acquired from muscles require advanced methods for detection, decomposition, processing, and classification. The purpose of this paper is to illustrate the various methodologies and algorithms for EMG signal analysis to provide efficient and effective ways of understanding the signal and its nature. We further point up some of the hardware implementations using EMG focusing on applications related to prosthetic hand control, grasp recognition, and human computer interaction. A comparison study is also given to show performance of various EMG signal analysis methods. This paper provides researchers a good understanding of EMG signal and its analysis procedures. This knowledge will help them develop more powerful, flexible, and efficient applications. PMID:16799694
Facial expression system on video using widrow hoff
NASA Astrophysics Data System (ADS)
Jannah, M.; Zarlis, M.; Mawengkang, H.
2018-03-01
Facial expressions recognition is one of interesting research. This research contains human feeling to computer application Such as the interaction between human and computer, data compression, facial animation and facial detection from the video. The purpose of this research is to create facial expression system that captures image from the video camera. The system in this research uses Widrow-Hoff learning method in training and testing image with Adaptive Linear Neuron (ADALINE) approach. The system performance is evaluated by two parameters, detection rate and false positive rate. The system accuracy depends on good technique and face position that trained and tested.
Subjective analysis of energy-management projects
DOE Office of Scientific and Technical Information (OSTI.GOV)
Morris, R.
The most successful energy conservation projects always reflect human effort to fine-tune engineering and technological improvements. Subjective analysis is a technique for predicting and measuring human interaction before a project begins. The examples of a subjective analysis for office buildings incorporate evaluative questions that are structured to produce numeric values for computer scoring. Each project would need to develop its own pertinent questions and determine appropriate values for the answers.
Occupational stress in human computer interaction.
Smith, M J; Conway, F T; Karsh, B T
1999-04-01
There have been a variety of research approaches that have examined the stress issues related to human computer interaction including laboratory studies, cross-sectional surveys, longitudinal case studies and intervention studies. A critical review of these studies indicates that there are important physiological, biochemical, somatic and psychological indicators of stress that are related to work activities where human computer interaction occurs. Many of the stressors of human computer interaction at work are similar to those stressors that have historically been observed in other automated jobs. These include high workload, high work pressure, diminished job control, inadequate employee training to use new technology, monotonous tasks, por supervisory relations, and fear for job security. New stressors have emerged that can be tied primarily to human computer interaction. These include technology breakdowns, technology slowdowns, and electronic performance monitoring. The effects of the stress of human computer interaction in the workplace are increased physiological arousal; somatic complaints, especially of the musculoskeletal system; mood disturbances, particularly anxiety, fear and anger; and diminished quality of working life, such as reduced job satisfaction. Interventions to reduce the stress of computer technology have included improved technology implementation approaches and increased employee participation in implementation. Recommendations for ways to reduce the stress of human computer interaction at work are presented. These include proper ergonomic conditions, increased organizational support, improved job content, proper workload to decrease work pressure, and enhanced opportunities for social support. A model approach to the design of human computer interaction at work that focuses on the system "balance" is proposed.
ERIC Educational Resources Information Center
Lee, Eun-Ju; Nass, Clifford
2002-01-01
Presents two experiments to address the questions of if and how normative social influence operates in anonymous computer-mediated communication and human-computer interaction. Finds that the perception of interaction partner (human vs. computer) moderated the group conformity effect such that the undergraduate student subjects expressed greater…
A machine learning approach to improve contactless heart rate monitoring using a webcam.
Monkaresi, Hamed; Calvo, Rafael A; Yan, Hong
2014-07-01
Unobtrusive, contactless recordings of physiological signals are very important for many health and human-computer interaction applications. Most current systems require sensors which intrusively touch the user's skin. Recent advances in contact-free physiological signals open the door to many new types of applications. This technology promises to measure heart rate (HR) and respiration using video only. The effectiveness of this technology, its limitations, and ways of overcoming them deserves particular attention. In this paper, we evaluate this technique for measuring HR in a controlled situation, in a naturalistic computer interaction session, and in an exercise situation. For comparison, HR was measured simultaneously using an electrocardiography device during all sessions. The results replicated the published results in controlled situations, but show that they cannot yet be considered as a valid measure of HR in naturalistic human-computer interaction. We propose a machine learning approach to improve the accuracy of HR detection in naturalistic measurements. The results demonstrate that the root mean squared error is reduced from 43.76 to 3.64 beats/min using the proposed method.
Human-computer interaction in multitask situations
NASA Technical Reports Server (NTRS)
Rouse, W. B.
1977-01-01
Human-computer interaction in multitask decisionmaking situations is considered, and it is proposed that humans and computers have overlapping responsibilities. Queueing theory is employed to model this dynamic approach to the allocation of responsibility between human and computer. Results of simulation experiments are used to illustrate the effects of several system variables including number of tasks, mean time between arrivals of action-evoking events, human-computer speed mismatch, probability of computer error, probability of human error, and the level of feedback between human and computer. Current experimental efforts are discussed and the practical issues involved in designing human-computer systems for multitask situations are considered.
Reducing Wrong Patient Selection Errors: Exploring the Design Space of User Interface Techniques
Sopan, Awalin; Plaisant, Catherine; Powsner, Seth; Shneiderman, Ben
2014-01-01
Wrong patient selection errors are a major issue for patient safety; from ordering medication to performing surgery, the stakes are high. Widespread adoption of Electronic Health Record (EHR) and Computerized Provider Order Entry (CPOE) systems makes patient selection using a computer screen a frequent task for clinicians. Careful design of the user interface can help mitigate the problem by helping providers recall their patients’ identities, accurately select their names, and spot errors before orders are submitted. We propose a catalog of twenty seven distinct user interface techniques, organized according to a task analysis. An associated video demonstrates eighteen of those techniques. EHR designers who consider a wider range of human-computer interaction techniques could reduce selection errors, but verification of efficacy is still needed. PMID:25954415
Reducing wrong patient selection errors: exploring the design space of user interface techniques.
Sopan, Awalin; Plaisant, Catherine; Powsner, Seth; Shneiderman, Ben
2014-01-01
Wrong patient selection errors are a major issue for patient safety; from ordering medication to performing surgery, the stakes are high. Widespread adoption of Electronic Health Record (EHR) and Computerized Provider Order Entry (CPOE) systems makes patient selection using a computer screen a frequent task for clinicians. Careful design of the user interface can help mitigate the problem by helping providers recall their patients' identities, accurately select their names, and spot errors before orders are submitted. We propose a catalog of twenty seven distinct user interface techniques, organized according to a task analysis. An associated video demonstrates eighteen of those techniques. EHR designers who consider a wider range of human-computer interaction techniques could reduce selection errors, but verification of efficacy is still needed.
Modeling Human-Computer Decision Making with Covariance Structure Analysis.
ERIC Educational Resources Information Center
Coovert, Michael D.; And Others
Arguing that sufficient theory exists about the interplay between human information processing, computer systems, and the demands of various tasks to construct useful theories of human-computer interaction, this study presents a structural model of human-computer interaction and reports the results of various statistical analyses of this model.…
Enhancing Learning through Human Computer Interaction
ERIC Educational Resources Information Center
McKay, Elspeth, Ed.
2007-01-01
Enhancing Learning Through Human Computer Interaction is an excellent reference source for human computer interaction (HCI) applications and designs. This "Premier Reference Source" provides a complete analysis of online business training programs and e-learning in the higher education sector. It describes a range of positive outcomes for linking…
Can Robots and Humans Get Along?
DOE Office of Scientific and Technical Information (OSTI.GOV)
Scholtz, Jean
2007-06-01
Now that robots have moved into the mainstream—as vacuum cleaners, lawn mowers, autonomous vehicles, tour guides, and even pets—it is important to consider how everyday people will interact with them. A robot is really just a computer, but many researchers are beginning to understand that human-robot interactions are much different than human-computer interactions. So while the metrics used to evaluate the human-computer interaction (usability of the software interface in terms of time, accuracy, and user satisfaction) may also be appropriate for human-robot interactions, we need to determine whether there are additional metrics that should be considered.
The Dimensionality and Correlates of Flow in Human-Computer Interactions.
ERIC Educational Resources Information Center
Webster, Jane; And Others
1993-01-01
Defines playfulness in human-computer interactions in terms of flow theory and explores the dimensionality of the flow concept. Two studies are reported that investigated the factor structure and correlates of flow in human-computer interactions: one examined MBA students using Lotus 1-2-3 spreadsheet software, and one examined employees using…
Xiao, Bo; Imel, Zac E; Georgiou, Panayiotis; Atkins, David C; Narayanan, Shrikanth S
2016-05-01
Empathy is an important psychological process that facilitates human communication and interaction. Enhancement of empathy has profound significance in a range of applications. In this paper, we review emerging directions of research on computational analysis of empathy expression and perception as well as empathic interactions, including their simulation. We summarize the work on empathic expression analysis by the targeted signal modalities (e.g., text, audio, and facial expressions). We categorize empathy simulation studies into theory-based emotion space modeling or application-driven user and context modeling. We summarize challenges in computational study of empathy including conceptual framing and understanding of empathy, data availability, appropriate use and validation of machine learning techniques, and behavior signal processing. Finally, we propose a unified view of empathy computation and offer a series of open problems for future research.
Innovative application of virtual display technique in virtual museum
NASA Astrophysics Data System (ADS)
Zhang, Jiankang
2017-09-01
Virtual museum refers to display and simulate the functions of real museum on the Internet in the form of 3 Dimensions virtual reality by applying interactive programs. Based on Virtual Reality Modeling Language, virtual museum building and its effective interaction with the offline museum lie in making full use of 3 Dimensions panorama technique, virtual reality technique and augmented reality technique, and innovatively taking advantages of dynamic environment modeling technique, real-time 3 Dimensions graphics generating technique, system integration technique and other key virtual reality techniques to make sure the overall design of virtual museum.3 Dimensions panorama technique, also known as panoramic photography or virtual reality, is a technique based on static images of the reality. Virtual reality technique is a kind of computer simulation system which can create and experience the interactive 3 Dimensions dynamic visual world. Augmented reality, also known as mixed reality, is a technique which simulates and mixes the information (visual, sound, taste, touch, etc.) that is difficult for human to experience in reality. These technologies make virtual museum come true. It will not only bring better experience and convenience to the public, but also be conducive to improve the influence and cultural functions of the real museum.
Interactive algebraic grid-generation technique
NASA Technical Reports Server (NTRS)
Smith, R. E.; Wiese, M. R.
1986-01-01
An algebraic grid generation technique and use of an associated interactive computer program are described. The technique, called the two boundary technique, is based on Hermite cubic interpolation between two fixed, nonintersecting boundaries. The boundaries are referred to as the bottom and top, and they are defined by two ordered sets of points. Left and right side boundaries which intersect the bottom and top boundaries may also be specified by two ordered sets of points. when side boundaries are specified, linear blending functions are used to conform interior interpolation to the side boundaries. Spacing between physical grid coordinates is determined as a function of boundary data and uniformly space computational coordinates. Control functions relating computational coordinates to parametric intermediate variables that affect the distance between grid points are embedded in the interpolation formulas. A versatile control function technique with smooth-cubic-spline functions is presented. The technique works best in an interactive graphics environment where computational displays and user responses are quickly exchanged. An interactive computer program based on the technique and called TBGG (two boundary grid generation) is also described.
NASA Astrophysics Data System (ADS)
See, Swee Lan; Tan, Mitchell; Looi, Qin En
This paper presents findings from a descriptive research on social gaming. A video-enhanced diary method was used to understand the user experience in social gaming. From this experiment, we found that natural human behavior and gamer’s decision making process can be elicited and speculated during human computer interaction. These are new information that we should consider as they can help us build better human computer interfaces and human robotic interfaces in future.
Gesture Recognition Based on the Probability Distribution of Arm Trajectories
NASA Astrophysics Data System (ADS)
Wan, Khairunizam; Sawada, Hideyuki
The use of human motions for the interaction between humans and computers is becoming an attractive alternative to verbal media, especially through the visual interpretation of the human body motion. In particular, hand gestures are used as non-verbal media for the humans to communicate with machines that pertain to the use of the human gestures to interact with them. This paper introduces a 3D motion measurement of the human upper body for the purpose of the gesture recognition, which is based on the probability distribution of arm trajectories. In this study, by examining the characteristics of the arm trajectories given by a signer, motion features are selected and classified by using a fuzzy technique. Experimental results show that the use of the features extracted from arm trajectories effectively works on the recognition of dynamic gestures of a human, and gives a good performance to classify various gesture patterns.
Facing the challenges of multiscale modelling of bacterial and fungal pathogen–host interactions
Schleicher, Jana; Conrad, Theresia; Gustafsson, Mika; Cedersund, Gunnar; Guthke, Reinhard
2017-01-01
Abstract Recent and rapidly evolving progress on high-throughput measurement techniques and computational performance has led to the emergence of new disciplines, such as systems medicine and translational systems biology. At the core of these disciplines lies the desire to produce multiscale models: mathematical models that integrate multiple scales of biological organization, ranging from molecular, cellular and tissue models to organ, whole-organism and population scale models. Using such models, hypotheses can systematically be tested. In this review, we present state-of-the-art multiscale modelling of bacterial and fungal infections, considering both the pathogen and host as well as their interaction. Multiscale modelling of the interactions of bacteria, especially Mycobacterium tuberculosis, with the human host is quite advanced. In contrast, models for fungal infections are still in their infancy, in particular regarding infections with the most important human pathogenic fungi, Candida albicans and Aspergillus fumigatus. We reflect on the current availability of computational approaches for multiscale modelling of host–pathogen interactions and point out current challenges. Finally, we provide an outlook for future requirements of multiscale modelling. PMID:26857943
Designing the user interface: strategies for effective human-computer interaction
NASA Astrophysics Data System (ADS)
Shneiderman, B.
1998-03-01
In revising this popular book, Ben Shneiderman again provides a complete, current and authoritative introduction to user-interface design. The user interface is the part of every computer system that determines how people control and operate that system. When the interface is well designed, it is comprehensible, predictable, and controllable; users feel competent, satisfied, and responsible for their actions. Shneiderman discusses the principles and practices needed to design such effective interaction. Based on 20 years experience, Shneiderman offers readers practical techniques and guidelines for interface design. He also takes great care to discuss underlying issues and to support conclusions with empirical results. Interface designers, software engineers, and product managers will all find this book an invaluable resource for creating systems that facilitate rapid learning and performance, yield low error rates, and generate high user satisfaction. Coverage includes the human factors of interactive software (with a new discussion of diverse user communities), tested methods to develop and assess interfaces, interaction styles such as direct manipulation for graphical user interfaces, and design considerations such as effective messages, consistent screen design, and appropriate color.
Developing Visualization Techniques for Semantics-based Information Networks
NASA Technical Reports Server (NTRS)
Keller, Richard M.; Hall, David R.
2003-01-01
Information systems incorporating complex network structured information spaces with a semantic underpinning - such as hypermedia networks, semantic networks, topic maps, and concept maps - are being deployed to solve some of NASA s critical information management problems. This paper describes some of the human interaction and navigation problems associated with complex semantic information spaces and describes a set of new visual interface approaches to address these problems. A key strategy is to leverage semantic knowledge represented within these information spaces to construct abstractions and views that will be meaningful to the human user. Human-computer interaction methodologies will guide the development and evaluation of these approaches, which will benefit deployed NASA systems and also apply to information systems based on the emerging Semantic Web.
Language evolution and human-computer interaction
NASA Technical Reports Server (NTRS)
Grudin, Jonathan; Norman, Donald A.
1991-01-01
Many of the issues that confront designers of interactive computer systems also appear in natural language evolution. Natural languages and human-computer interfaces share as their primary mission the support of extended 'dialogues' between responsive entities. Because in each case one participant is a human being, some of the pressures operating on natural languages, causing them to evolve in order to better support such dialogue, also operate on human-computer 'languages' or interfaces. This does not necessarily push interfaces in the direction of natural language - since one entity in this dialogue is not a human, this is not to be expected. Nonetheless, by discerning where the pressures that guide natural language evolution also appear in human-computer interaction, we can contribute to the design of computer systems and obtain a new perspective on natural languages.
NASA Technical Reports Server (NTRS)
Burgin, G. H.; Fogel, L. J.; Phelps, J. P.
1975-01-01
A technique for computer simulation of air combat is described. Volume 1 decribes the computer program and its development in general terms. Two versions of the program exist. Both incorporate a logic for selecting and executing air combat maneuvers with performance models of specific fighter aircraft. In the batch processing version the flight paths of two aircraft engaged in interactive aerial combat and controlled by the same logic are computed. The realtime version permits human pilots to fly air-to-air combat against the adaptive maneuvering logic (AML) in Langley Differential Maneuvering Simulator (DMS). Volume 2 consists of a detailed description of the computer programs.
The Study of Surface Computer Supported Cooperative Work and Its Design, Efficiency, and Challenges
ERIC Educational Resources Information Center
Hwang, Wu-Yuin; Su, Jia-Han
2012-01-01
In this study, a Surface Computer Supported Cooperative Work paradigm is proposed. Recently, multitouch technology has become widely available for human-computer interaction. We found it has great potential to facilitate more awareness of human-to-human interaction than personal computers (PCs) in colocated collaborative work. However, other…
Xiao, Bo; Imel, Zac E.; Georgiou, Panayiotis; Atkins, David C.; Narayanan, Shrikanth S.
2017-01-01
Empathy is an important psychological process that facilitates human communication and interaction. Enhancement of empathy has profound significance in a range of applications. In this paper, we review emerging directions of research on computational analysis of empathy expression and perception as well as empathic interactions, including their simulation. We summarize the work on empathic expression analysis by the targeted signal modalities (e.g., text, audio, facial expressions). We categorize empathy simulation studies into theory-based emotion space modeling or application-driven user and context modeling. We summarize challenges in computational study of empathy including conceptual framing and understanding of empathy, data availability, appropriate use and validation of machine learning techniques, and behavior signal processing. Finally, we propose a unified view of empathy computation, and offer a series of open problems for future research. PMID:27017830
Users matter : multi-agent systems model of high performance computing cluster users.
DOE Office of Scientific and Technical Information (OSTI.GOV)
North, M. J.; Hood, C. S.; Decision and Information Sciences
2005-01-01
High performance computing clusters have been a critical resource for computational science for over a decade and have more recently become integral to large-scale industrial analysis. Despite their well-specified components, the aggregate behavior of clusters is poorly understood. The difficulties arise from complicated interactions between cluster components during operation. These interactions have been studied by many researchers, some of whom have identified the need for holistic multi-scale modeling that simultaneously includes network level, operating system level, process level, and user level behaviors. Each of these levels presents its own modeling challenges, but the user level is the most complex duemore » to the adaptability of human beings. In this vein, there are several major user modeling goals, namely descriptive modeling, predictive modeling and automated weakness discovery. This study shows how multi-agent techniques were used to simulate a large-scale computing cluster at each of these levels.« less
Design and Evaluation of Fusion Approach for Combining Brain and Gaze Inputs for Target Selection
Évain, Andéol; Argelaguet, Ferran; Casiez, Géry; Roussel, Nicolas; Lécuyer, Anatole
2016-01-01
Gaze-based interfaces and Brain-Computer Interfaces (BCIs) allow for hands-free human–computer interaction. In this paper, we investigate the combination of gaze and BCIs. We propose a novel selection technique for 2D target acquisition based on input fusion. This new approach combines the probabilistic models for each input, in order to better estimate the intent of the user. We evaluated its performance against the existing gaze and brain–computer interaction techniques. Twelve participants took part in our study, in which they had to search and select 2D targets with each of the evaluated techniques. Our fusion-based hybrid interaction technique was found to be more reliable than the previous gaze and BCI hybrid interaction techniques for 10 participants over 12, while being 29% faster on average. However, similarly to what has been observed in hybrid gaze-and-speech interaction, gaze-only interaction technique still provides the best performance. Our results should encourage the use of input fusion, as opposed to sequential interaction, in order to design better hybrid interfaces. PMID:27774048
Safety Analysis of FMS/CTAS Interactions During Aircraft Arrivals
NASA Technical Reports Server (NTRS)
Leveson, Nancy G.
1998-01-01
This grant funded research on human-computer interaction design and analysis techniques, using future ATC environments as a testbed. The basic approach was to model the nominal behavior of both the automated and human procedures and then to apply safety analysis techniques to these models. Our previous modeling language, RSML, had been used to specify the system requirements for TCAS II for the FAA. Using the lessons learned from this experience, we designed a new modeling language that (among other things) incorporates features to assist in designing less error-prone human-computer interactions and interfaces and in detecting potential HCI problems, such as mode confusion. The new language, SpecTRM-RL, uses "intent" abstractions, based on Rasmussen's abstraction hierarchy, and includes both informal (English and graphical) specifications and formal, executable models for specifying various aspects of the system. One of the goals for our language was to highlight the system modes and mode changes to assist in identifying the potential for mode confusion. Three published papers resulted from this research. The first builds on the work of Degani on mode confusion to identify aspects of the system design that could lead to potential hazards. We defined and modeled modes differently than Degani and also defined design criteria for SpecTRM-RL models. Our design criteria include the Degani criteria but extend them to include more potential problems. In a second paper, Leveson and Palmer showed how the criteria for indirect mode transitions could be applied to a mode confusion problem found in several ASRS reports for the MD-88. In addition, we defined a visual task modeling language that can be used by system designers to model human-computer interaction. The visual models can be translated into SpecTRM-RL models, and then the SpecTRM-RL suite of analysis tools can be used to perform formal and informal safety analyses on the task model in isolation or integrated with the rest of the modeled system. We had hoped to be able to apply these modeling languages and analysis tools to a TAP air/ground trajectory negotiation scenario, but the development of the tools took more time than we anticipated.
ERIC Educational Resources Information Center
Oren, Michael Anthony
2011-01-01
The juxtaposition of classic sociological theory and the, relatively, young discipline of human-computer interaction (HCI) serves as a powerful mechanism for both exploring the theoretical impacts of technology on human interactions as well as the application of technological systems to moderate interactions. It is the intent of this dissertation…
Politis, Argyris; Schmidt, Carla
2018-03-20
Structural mass spectrometry with its various techniques is a powerful tool for the structural elucidation of medically relevant protein assemblies. It delivers information on the composition, stoichiometries, interactions and topologies of these assemblies. Most importantly it can deal with heterogeneous mixtures and assemblies which makes it universal among the conventional structural techniques. In this review we summarise recent advances and challenges in structural mass spectrometric techniques. We describe how the combination of the different mass spectrometry-based methods with computational strategies enable structural models at molecular levels of resolution. These models hold significant potential for helping us in characterizing the function of protein assemblies related to human health and disease. In this review we summarise the techniques of structural mass spectrometry often applied when studying protein-ligand complexes. We exemplify these techniques through recent examples from literature that helped in the understanding of medically relevant protein assemblies. We further provide a detailed introduction into various computational approaches that can be integrated with these mass spectrometric techniques. Last but not least we discuss case studies that integrated mass spectrometry and computational modelling approaches and yielded models of medically important protein assembly states such as fibrils and amyloids. Copyright © 2017 The Author(s). Published by Elsevier B.V. All rights reserved.
The Structure of Borders in a Small World
Thiemann, Christian; Theis, Fabian; Grady, Daniel; Brune, Rafael; Brockmann, Dirk
2010-01-01
Territorial subdivisions and geographic borders are essential for understanding phenomena in sociology, political science, history, and economics. They influence the interregional flow of information and cross-border trade and affect the diffusion of innovation and technology. However, it is unclear if existing administrative subdivisions that typically evolved decades ago still reflect the most plausible organizational structure of today. The complexity of modern human communication, the ease of long-distance movement, and increased interaction across political borders complicate the operational definition and assessment of geographic borders that optimally reflect the multi-scale nature of today's human connectivity patterns. What border structures emerge directly from the interplay of scales in human interactions is an open question. Based on a massive proxy dataset, we analyze a multi-scale human mobility network and compute effective geographic borders inherent to human mobility patterns in the United States. We propose two computational techniques for extracting these borders and for quantifying their strength. We find that effective borders only partially overlap with existing administrative borders, and show that some of the strongest mobility borders exist in unexpected regions. We show that the observed structures cannot be generated by gravity models for human traffic. Finally, we introduce the concept of link significance that clarifies the observed structure of effective borders. Our approach represents a novel type of quantitative, comparative analysis framework for spatially embedded multi-scale interaction networks in general and may yield important insight into a multitude of spatiotemporal phenomena generated by human activity. PMID:21124970
The structure of borders in a small world.
Thiemann, Christian; Theis, Fabian; Grady, Daniel; Brune, Rafael; Brockmann, Dirk
2010-11-18
Territorial subdivisions and geographic borders are essential for understanding phenomena in sociology, political science, history, and economics. They influence the interregional flow of information and cross-border trade and affect the diffusion of innovation and technology. However, it is unclear if existing administrative subdivisions that typically evolved decades ago still reflect the most plausible organizational structure of today. The complexity of modern human communication, the ease of long-distance movement, and increased interaction across political borders complicate the operational definition and assessment of geographic borders that optimally reflect the multi-scale nature of today's human connectivity patterns. What border structures emerge directly from the interplay of scales in human interactions is an open question. Based on a massive proxy dataset, we analyze a multi-scale human mobility network and compute effective geographic borders inherent to human mobility patterns in the United States. We propose two computational techniques for extracting these borders and for quantifying their strength. We find that effective borders only partially overlap with existing administrative borders, and show that some of the strongest mobility borders exist in unexpected regions. We show that the observed structures cannot be generated by gravity models for human traffic. Finally, we introduce the concept of link significance that clarifies the observed structure of effective borders. Our approach represents a novel type of quantitative, comparative analysis framework for spatially embedded multi-scale interaction networks in general and may yield important insight into a multitude of spatiotemporal phenomena generated by human activity.
Integrating visualization and interaction research to improve scientific workflows.
Keefe, Daniel F
2010-01-01
Scientific-visualization research is, nearly by necessity, interdisciplinary. In addition to their collaborators in application domains (for example, cell biology), researchers regularly build on close ties with disciplines related to visualization, such as graphics, human-computer interaction, and cognitive science. One of these ties is the connection between visualization and interaction research. This isn't a new direction for scientific visualization (see the "Early Connections" sidebar). However, momentum recently seems to be increasing toward integrating visualization research (for example, effective visual presentation of data) with interaction research (for example, innovative interactive techniques that facilitate manipulating and exploring data). We see evidence of this trend in several places, including the visualization literature and conferences.
Human-Computer Interaction and Virtual Environments
NASA Technical Reports Server (NTRS)
Noor, Ahmed K. (Compiler)
1995-01-01
The proceedings of the Workshop on Human-Computer Interaction and Virtual Environments are presented along with a list of attendees. The objectives of the workshop were to assess the state-of-technology and level of maturity of several areas in human-computer interaction and to provide guidelines for focused future research leading to effective use of these facilities in the design/fabrication and operation of future high-performance engineering systems.
The 3D Human Motion Control Through Refined Video Gesture Annotation
NASA Astrophysics Data System (ADS)
Jin, Yohan; Suk, Myunghoon; Prabhakaran, B.
In the beginning of computer and video game industry, simple game controllers consisting of buttons and joysticks were employed, but recently game consoles are replacing joystick buttons with novel interfaces such as the remote controllers with motion sensing technology on the Nintendo Wii [1] Especially video-based human computer interaction (HCI) technique has been applied to games, and the representative game is 'Eyetoy' on the Sony PlayStation 2. Video-based HCI technique has great benefit to release players from the intractable game controller. Moreover, in order to communicate between humans and computers, video-based HCI is very crucial since it is intuitive, easy to get, and inexpensive. On the one hand, extracting semantic low-level features from video human motion data is still a major challenge. The level of accuracy is really dependent on each subject's characteristic and environmental noises. Of late, people have been using 3D motion-capture data for visualizing real human motions in 3D space (e.g, 'Tiger Woods' in EA Sports, 'Angelina Jolie' in Bear-Wolf movie) and analyzing motions for specific performance (e.g, 'golf swing' and 'walking'). 3D motion-capture system ('VICON') generates a matrix for each motion clip. Here, a column is corresponding to a human's sub-body part and row represents time frames of data capture. Thus, we can extract sub-body part's motion only by selecting specific columns. Different from low-level feature values of video human motion, 3D human motion-capture data matrix are not pixel values, but is closer to human level of semantics.
Multimodal approaches for emotion recognition: a survey
NASA Astrophysics Data System (ADS)
Sebe, Nicu; Cohen, Ira; Gevers, Theo; Huang, Thomas S.
2004-12-01
Recent technological advances have enabled human users to interact with computers in ways previously unimaginable. Beyond the confines of the keyboard and mouse, new modalities for human-computer interaction such as voice, gesture, and force-feedback are emerging. Despite important advances, one necessary ingredient for natural interaction is still missing-emotions. Emotions play an important role in human-to-human communication and interaction, allowing people to express themselves beyond the verbal domain. The ability to understand human emotions is desirable for the computer in several applications. This paper explores new ways of human-computer interaction that enable the computer to be more aware of the user's emotional and attentional expressions. We present the basic research in the field and the recent advances into the emotion recognition from facial, voice, and physiological signals, where the different modalities are treated independently. We then describe the challenging problem of multimodal emotion recognition and we advocate the use of probabilistic graphical models when fusing the different modalities. We also discuss the difficult issues of obtaining reliable affective data, obtaining ground truth for emotion recognition, and the use of unlabeled data.
Multimodal approaches for emotion recognition: a survey
NASA Astrophysics Data System (ADS)
Sebe, Nicu; Cohen, Ira; Gevers, Theo; Huang, Thomas S.
2005-01-01
Recent technological advances have enabled human users to interact with computers in ways previously unimaginable. Beyond the confines of the keyboard and mouse, new modalities for human-computer interaction such as voice, gesture, and force-feedback are emerging. Despite important advances, one necessary ingredient for natural interaction is still missing-emotions. Emotions play an important role in human-to-human communication and interaction, allowing people to express themselves beyond the verbal domain. The ability to understand human emotions is desirable for the computer in several applications. This paper explores new ways of human-computer interaction that enable the computer to be more aware of the user's emotional and attentional expressions. We present the basic research in the field and the recent advances into the emotion recognition from facial, voice, and physiological signals, where the different modalities are treated independently. We then describe the challenging problem of multimodal emotion recognition and we advocate the use of probabilistic graphical models when fusing the different modalities. We also discuss the difficult issues of obtaining reliable affective data, obtaining ground truth for emotion recognition, and the use of unlabeled data.
Computational test bench and flow chart for wavefront sensors
NASA Astrophysics Data System (ADS)
Abecassis, Úrsula V.; de Lima Monteiro, Davies W.; Salles, Luciana P.; Stanigher, Rafaela; Borges, Euller
2014-05-01
The wavefront reconstruction diagram has come to supply the need in literature of an ampler vision over the many methods and optronic devices used for the reconstruction of wavefronts and to show the existing interactions between those. A computational platform has been developed using the diagram's orientation for the taking of decision over the best technique and the photo sensible and electronic structures to be implemented. This work will be directed to an ophthalmological application in the development of an instrument of help for the diagnosis of optical aberrations of the human eye.
Interactive physically-based sound simulation
NASA Astrophysics Data System (ADS)
Raghuvanshi, Nikunj
The realization of interactive, immersive virtual worlds requires the ability to present a realistic audio experience that convincingly compliments their visual rendering. Physical simulation is a natural way to achieve such realism, enabling deeply immersive virtual worlds. However, physically-based sound simulation is very computationally expensive owing to the high-frequency, transient oscillations underlying audible sounds. The increasing computational power of desktop computers has served to reduce the gap between required and available computation, and it has become possible to bridge this gap further by using a combination of algorithmic improvements that exploit the physical, as well as perceptual properties of audible sounds. My thesis is a step in this direction. My dissertation concentrates on developing real-time techniques for both sub-problems of sound simulation: synthesis and propagation. Sound synthesis is concerned with generating the sounds produced by objects due to elastic surface vibrations upon interaction with the environment, such as collisions. I present novel techniques that exploit human auditory perception to simulate scenes with hundreds of sounding objects undergoing impact and rolling in real time. Sound propagation is the complementary problem of modeling the high-order scattering and diffraction of sound in an environment as it travels from source to listener. I discuss my work on a novel numerical acoustic simulator (ARD) that is hundred times faster and consumes ten times less memory than a high-accuracy finite-difference technique, allowing acoustic simulations on previously-intractable spaces, such as a cathedral, on a desktop computer. Lastly, I present my work on interactive sound propagation that leverages my ARD simulator to render the acoustics of arbitrary static scenes for multiple moving sources and listener in real time, while accounting for scene-dependent effects such as low-pass filtering and smooth attenuation behind obstructions, reverberation, scattering from complex geometry and sound focusing. This is enabled by a novel compact representation that takes a thousand times less memory than a direct scheme, thus reducing memory footprints to fit within available main memory. To the best of my knowledge, this is the only technique and system in existence to demonstrate auralization of physical wave-based effects in real-time on large, complex 3D scenes.
2010-12-01
Base ( CFB ) Kingston. The computer simulation developed in this project is intended to be used for future research and as a possible training platform...DRDC Toronto No. CR 2010-055 Development of an E-Prime based computer simulation of an interactive Human Rights Violation negotiation script...Abstract This report describes the method of developing an E-Prime computer simulation of an interactive Human Rights Violation (HRV) negotiation. An
NASA Astrophysics Data System (ADS)
Peng, Yahui; Jiang, Yulei; Liarski, Vladimir M.; Kaverina, Natalya; Clark, Marcus R.; Giger, Maryellen L.
2012-03-01
Analysis of interactions between B and T cells in tubulointerstitial inflammation is important for understanding human lupus nephritis. We developed a computer technique to perform this analysis, and compared it with manual analysis. Multi-channel immunoflourescent-microscopy images were acquired from 207 regions of interest in 40 renal tissue sections of 19 patients diagnosed with lupus nephritis. Fresh-frozen renal tissue sections were stained with combinations of immunoflourescent antibodies to membrane proteins and counter-stained with a cell nuclear marker. Manual delineation of the antibodies was considered as the reference standard. We first segmented cell nuclei and cell membrane markers, and then determined corresponding cell types based on the distances between cell nuclei and specific cell-membrane marker combinations. Subsequently, the distribution of the shortest distance from T cell nuclei to B cell nuclei was obtained and used as a surrogate indicator of cell-cell interactions. The computer and manual analyses results were concordant. The average absolute difference was 1.1+/-1.2% between the computer and manual analysis results in the number of cell-cell distances of 3 μm or less as a percentage of the total number of cell-cell distances. Our computerized analysis of cell-cell distances could be used as a surrogate for quantifying cell-cell interactions as either an automated and quantitative analysis or for independent confirmation of manual analysis.
Human-Computer Interaction: A Review of the Research on Its Affective and Social Aspects.
ERIC Educational Resources Information Center
Deaudelin, Colette; Dussault, Marc; Brodeur, Monique
2003-01-01
Discusses a review of 34 qualitative and non-qualitative studies related to affective and social aspects of student-computer interactions. Highlights include the nature of the human-computer interaction (HCI); the interface, comparing graphic and text types; and the relation between variables linked to HCI, mainly trust, locus of control,…
Computation of shock wave/target interaction
NASA Technical Reports Server (NTRS)
Mark, A.; Kutler, P.
1983-01-01
Computational results of shock waves impinging on targets and the ensuing diffraction flowfield are presented. A number of two-dimensional cases are computed with finite difference techniques. The classical case of a shock wave/cylinder interaction is compared with shock tube data and shows the quality of the computations on a pressure-time plot. Similar results are obtained for a shock wave/rectangular body interaction. Here resolution becomes important and the use of grid clustering techniques tend to show good agreement with experimental data. Computational results are also compared with pressure data resulting from shock impingement experiments for a complicated truck-like geometry. Here of significance are the grid generation and clustering techniques used. For these very complicated bodies, grids are generated by numerically solving a set of elliptic partial differential equations.
Finding Correlation between Protein Protein Interaction Modules Using Semantic Web Techniques
NASA Astrophysics Data System (ADS)
Kargar, Mehdi; Moaven, Shahrouz; Abolhassani, Hassan
Many complex networks such as social networks and computer show modular structures, where edges between nodes are much denser within modules than between modules. It is strongly believed that cellular networks are also modular, reflecting the relative independence and coherence of different functional units in a cell. In this paper we used a human curated dataset. In this paper we consider each module in the PPI network as ontology. Using techniques in ontology alignment, we compare each pair of modules in the network. We want to see that is there a correlation between the structure of each module or they have totally different structures. Our results show that there is no correlation between proteins in a protein protein interaction network.
Human-Robot Teams for Unknown and Uncertain Environments
NASA Technical Reports Server (NTRS)
Fong, Terry
2015-01-01
Man-robot interaction is the study of interactions between humans and robots. It is often referred as HRI by researchers. Human-robot interaction is a multidisciplinary field with contributions from human-computer interaction, artificial intelligence.
NASA Technical Reports Server (NTRS)
Clancey, William J.
2003-01-01
A human-centered approach to computer systems design involves reframing analysis in terms of people interacting with each other, not only human-machine interaction. The primary concern is not how people can interact with computers, but how shall we design computers to help people work together? An analysis of astronaut interactions with CapCom on Earth during one traverse of Apollo 17 shows what kind of information was conveyed and what might be automated today. A variety of agent and robotic technologies are proposed that deal with recurrent problems in communication and coordination during the analyzed traverse.
Fluid-structure Interaction Modeling of Aneurysmal Conditions with High and Normal Blood Pressures
NASA Astrophysics Data System (ADS)
Torii, Ryo; Oshima, Marie; Kobayashi, Toshio; Takagi, Kiyoshi; Tezduyar, Tayfun E.
2006-09-01
Hemodynamic factors like the wall shear stress play an important role in cardiovascular diseases. To investigate the influence of hemodynamic factors in blood vessels, the authors have developed a numerical fluid-structure interaction (FSI) analysis technique. The objective is to use numerical simulation as an effective tool to predict phenomena in a living human body. We applied the technique to a patient-specific arterial model, and with that we showed the effect of wall deformation on the WSS distribution. In this paper, we compute the interaction between the blood flow and the arterial wall for a patient-specific cerebral aneurysm with various hemodynamic conditions, such as hypertension. We particularly focus on the effects of hypertensive blood pressure on the interaction and the WSS, because hypertension is reported to be a risk factor in rupture of aneurysms. We also aim to show the possibility of FSI computations with hemodynamic conditions representing those risk factors in cardiovascular disease. The simulations show that the transient behavior of the interaction under hypertensive blood pressure is significantly different from the interaction under normal blood pressure. The transient behavior of the blood-flow velocity, and the resulting WSS and the mechanical stress in the aneurysmal wall, are significantly affected by hypertension. The results imply that hypertension affects the growth of an aneurysm and the damage in arterial tissues.
From Network Analysis to Functional Metabolic Modeling of the Human Gut Microbiota.
Bauer, Eugen; Thiele, Ines
2018-01-01
An important hallmark of the human gut microbiota is its species diversity and complexity. Various diseases have been associated with a decreased diversity leading to reduced metabolic functionalities. Common approaches to investigate the human microbiota include high-throughput sequencing with subsequent correlative analyses. However, to understand the ecology of the human gut microbiota and consequently design novel treatments for diseases, it is important to represent the different interactions between microbes with their associated metabolites. Computational systems biology approaches can give further mechanistic insights by constructing data- or knowledge-driven networks that represent microbe interactions. In this minireview, we will discuss current approaches in systems biology to analyze the human gut microbiota, with a particular focus on constraint-based modeling. We will discuss various community modeling techniques with their advantages and differences, as well as their application to predict the metabolic mechanisms of intestinal microbial communities. Finally, we will discuss future perspectives and current challenges of simulating realistic and comprehensive models of the human gut microbiota.
An Efficient Semi-supervised Learning Approach to Predict SH2 Domain Mediated Interactions.
Kundu, Kousik; Backofen, Rolf
2017-01-01
Src homology 2 (SH2) domain is an important subclass of modular protein domains that plays an indispensable role in several biological processes in eukaryotes. SH2 domains specifically bind to the phosphotyrosine residue of their binding peptides to facilitate various molecular functions. For determining the subtle binding specificities of SH2 domains, it is very important to understand the intriguing mechanisms by which these domains recognize their target peptides in a complex cellular environment. There are several attempts have been made to predict SH2-peptide interactions using high-throughput data. However, these high-throughput data are often affected by a low signal to noise ratio. Furthermore, the prediction methods have several additional shortcomings, such as linearity problem, high computational complexity, etc. Thus, computational identification of SH2-peptide interactions using high-throughput data remains challenging. Here, we propose a machine learning approach based on an efficient semi-supervised learning technique for the prediction of 51 SH2 domain mediated interactions in the human proteome. In our study, we have successfully employed several strategies to tackle the major problems in computational identification of SH2-peptide interactions.
NASA Astrophysics Data System (ADS)
Whiteley, Chris G.; Lee, Duu-Jong
2016-09-01
The interaction of gold nanoparticles (AuNP) with human immune-deficiency virus aspartic protease (HIVPR) is modelled using a regime of molecular dynamics simulations. The simulations of the ‘docking’, first as a rigid-body complex, and eventually through flexible-fit analysis, creates 36 different complexes from four initial orientations of the nanoparticle strategically positioned around the surface of the enzyme. The structural deviations of the enzymes from the initial x-ray crystal structure during each docking simulation are assessed by comparative analysis of secondary structural elements, root mean square deviations, B-factors, interactive bonding energies, dihedral angles, radius of gyration (R g), circular dichroism (CD), volume occupied by C α , electrostatic potentials, solvation energies and hydrophobicities. Normalisation of the data narrows the selection from the initial 36 to one ‘final’ probable structure. It is concluded that, after computer simulations on each of the 36 initial complexes incorporating the 12 different biophysical techniques, the top five complexes are the same no matter which technique is explored. The significance of the present work is an expansion of an earlier study on the molecular dynamic simulation for the interaction of HIVPR with silver nanoparticles. This work is supported by experimental evidence since the initial ‘orientation’ of the AgNP with the enzyme is the same as the ‘final’ AuNP-HIVPR complex generated in the present study. The findings will provide insight into the forces of the binding of the HIVPR to AuNP. It is anticipated that the protocol developed in this study will act as a standard process for the interaction of any nanoparticle with any biomedical target.
Whiteley, Chris G; Lee, Duu-Jong
2016-09-09
The interaction of gold nanoparticles (AuNP) with human immune-deficiency virus aspartic protease (HIVPR) is modelled using a regime of molecular dynamics simulations. The simulations of the 'docking', first as a rigid-body complex, and eventually through flexible-fit analysis, creates 36 different complexes from four initial orientations of the nanoparticle strategically positioned around the surface of the enzyme. The structural deviations of the enzymes from the initial x-ray crystal structure during each docking simulation are assessed by comparative analysis of secondary structural elements, root mean square deviations, B-factors, interactive bonding energies, dihedral angles, radius of gyration (R g), circular dichroism (CD), volume occupied by C α , electrostatic potentials, solvation energies and hydrophobicities. Normalisation of the data narrows the selection from the initial 36 to one 'final' probable structure. It is concluded that, after computer simulations on each of the 36 initial complexes incorporating the 12 different biophysical techniques, the top five complexes are the same no matter which technique is explored. The significance of the present work is an expansion of an earlier study on the molecular dynamic simulation for the interaction of HIVPR with silver nanoparticles. This work is supported by experimental evidence since the initial 'orientation' of the AgNP with the enzyme is the same as the 'final' AuNP-HIVPR complex generated in the present study. The findings will provide insight into the forces of the binding of the HIVPR to AuNP. It is anticipated that the protocol developed in this study will act as a standard process for the interaction of any nanoparticle with any biomedical target.
Implementations of the CC'01 Human-Computer Interaction Guidelines Using Bloom's Taxonomy
ERIC Educational Resources Information Center
Manaris, Bill; Wainer, Michael; Kirkpatrick, Arthur E.; Stalvey, RoxAnn H.; Shannon, Christine; Leventhal, Laura; Barnes, Julie; Wright, John; Schafer, J. Ben; Sanders, Dean
2007-01-01
In today's technology-laden society human-computer interaction (HCI) is an important knowledge area for computer scientists and software engineers. This paper surveys existing approaches to incorporate HCI into computer science (CS) and such related issues as the perceived gap between the interests of the HCI community and the needs of CS…
Computer Human Interaction for Image Information Systems.
ERIC Educational Resources Information Center
Beard, David Volk
1991-01-01
Presents an approach to developing viable image computer-human interactions (CHI) involving user metaphors for comprehending image data and methods for locating, accessing, and displaying computer images. A medical-image radiology workstation application is used as an example, and feedback and evaluation methods are discussed. (41 references) (LRW)
Prosodic alignment in human-computer interaction
NASA Astrophysics Data System (ADS)
Suzuki, N.; Katagiri, Y.
2007-06-01
Androids that replicate humans in form also need to replicate them in behaviour to achieve a high level of believability or lifelikeness. We explore the minimal social cues that can induce in people the human tendency for social acceptance, or ethopoeia, toward artifacts, including androids. It has been observed that people exhibit a strong tendency to adjust to each other, through a number of speech and language features in human-human conversational interactions, to obtain communication efficiency and emotional engagement. We investigate in this paper the phenomena related to prosodic alignment in human-computer interactions, with particular focus on human-computer alignment of speech characteristics. We found that people exhibit unidirectional and spontaneous short-term alignment of loudness and response latency in their speech in response to computer-generated speech. We believe this phenomenon of prosodic alignment provides one of the key components for building social acceptance of androids.
Conceptualizing, Designing, and Investigating Locative Media Use in Urban Space
NASA Astrophysics Data System (ADS)
Diamantaki, Katerina; Rizopoulos, Charalampos; Charitos, Dimitris; Kaimakamis, Nikos
This chapter investigates the social implications of locative media (LM) use and attempts to outline a theoretical framework that may support the design and implementation of location-based applications. Furthermore, it stresses the significance of physical space and location awareness as important factors that influence both human-computer interaction and computer-mediated communication. The chapter documents part of the theoretical aspect of the research undertaken as part of LOcation-based Communication Urban NETwork (LOCUNET), a project that aims to investigate the way users interact with one another (human-computer-human interaction aspect) and with the location-based system itself (human-computer interaction aspect). A number of relevant theoretical approaches are discussed in an attempt to provide a holistic theoretical background for LM use. Additionally, the actual implementation of the LOCUNET system is described and some of the findings are discussed.
The Study on Human-Computer Interaction Design Based on the Users’ Subconscious Behavior
NASA Astrophysics Data System (ADS)
Li, Lingyuan
2017-09-01
Human-computer interaction is human-centered. An excellent interaction design should focus on the study of user experience, which greatly comes from the consistence between design and human behavioral habit. However, users’ behavioral habits often result from subconsciousness. Therefore, it is smart to utilize users’ subconscious behavior to achieve design's intention and maximize the value of products’ functions, which gradually becomes a new trend in this field.
An overview of computer-based natural language processing
NASA Technical Reports Server (NTRS)
Gevarter, W. B.
1983-01-01
Computer based Natural Language Processing (NLP) is the key to enabling humans and their computer based creations to interact with machines in natural language (like English, Japanese, German, etc., in contrast to formal computer languages). The doors that such an achievement can open have made this a major research area in Artificial Intelligence and Computational Linguistics. Commercial natural language interfaces to computers have recently entered the market and future looks bright for other applications as well. This report reviews the basic approaches to such systems, the techniques utilized, applications, the state of the art of the technology, issues and research requirements, the major participants and finally, future trends and expectations. It is anticipated that this report will prove useful to engineering and research managers, potential users, and others who will be affected by this field as it unfolds.
Computational Intelligence Techniques for Tactile Sensing Systems
Gastaldo, Paolo; Pinna, Luigi; Seminara, Lucia; Valle, Maurizio; Zunino, Rodolfo
2014-01-01
Tactile sensing helps robots interact with humans and objects effectively in real environments. Piezoelectric polymer sensors provide the functional building blocks of the robotic electronic skin, mainly thanks to their flexibility and suitability for detecting dynamic contact events and for recognizing the touch modality. The paper focuses on the ability of tactile sensing systems to support the challenging recognition of certain qualities/modalities of touch. The research applies novel computational intelligence techniques and a tensor-based approach for the classification of touch modalities; its main results consist in providing a procedure to enhance system generalization ability and architecture for multi-class recognition applications. An experimental campaign involving 70 participants using three different modalities in touching the upper surface of the sensor array was conducted, and confirmed the validity of the approach. PMID:24949646
Computational intelligence techniques for tactile sensing systems.
Gastaldo, Paolo; Pinna, Luigi; Seminara, Lucia; Valle, Maurizio; Zunino, Rodolfo
2014-06-19
Tactile sensing helps robots interact with humans and objects effectively in real environments. Piezoelectric polymer sensors provide the functional building blocks of the robotic electronic skin, mainly thanks to their flexibility and suitability for detecting dynamic contact events and for recognizing the touch modality. The paper focuses on the ability of tactile sensing systems to support the challenging recognition of certain qualities/modalities of touch. The research applies novel computational intelligence techniques and a tensor-based approach for the classification of touch modalities; its main results consist in providing a procedure to enhance system generalization ability and architecture for multi-class recognition applications. An experimental campaign involving 70 participants using three different modalities in touching the upper surface of the sensor array was conducted, and confirmed the validity of the approach.
Hybrid soft computing systems for electromyographic signals analysis: a review.
Xie, Hong-Bo; Guo, Tianruo; Bai, Siwei; Dokos, Socrates
2014-02-03
Electromyographic (EMG) is a bio-signal collected on human skeletal muscle. Analysis of EMG signals has been widely used to detect human movement intent, control various human-machine interfaces, diagnose neuromuscular diseases, and model neuromusculoskeletal system. With the advances of artificial intelligence and soft computing, many sophisticated techniques have been proposed for such purpose. Hybrid soft computing system (HSCS), the integration of these different techniques, aims to further improve the effectiveness, efficiency, and accuracy of EMG analysis. This paper reviews and compares key combinations of neural network, support vector machine, fuzzy logic, evolutionary computing, and swarm intelligence for EMG analysis. Our suggestions on the possible future development of HSCS in EMG analysis are also given in terms of basic soft computing techniques, further combination of these techniques, and their other applications in EMG analysis.
Hybrid soft computing systems for electromyographic signals analysis: a review
2014-01-01
Electromyographic (EMG) is a bio-signal collected on human skeletal muscle. Analysis of EMG signals has been widely used to detect human movement intent, control various human-machine interfaces, diagnose neuromuscular diseases, and model neuromusculoskeletal system. With the advances of artificial intelligence and soft computing, many sophisticated techniques have been proposed for such purpose. Hybrid soft computing system (HSCS), the integration of these different techniques, aims to further improve the effectiveness, efficiency, and accuracy of EMG analysis. This paper reviews and compares key combinations of neural network, support vector machine, fuzzy logic, evolutionary computing, and swarm intelligence for EMG analysis. Our suggestions on the possible future development of HSCS in EMG analysis are also given in terms of basic soft computing techniques, further combination of these techniques, and their other applications in EMG analysis. PMID:24490979
Distributed Neural Activity Patterns during Human-to-Human Competition
Piva, Matthew; Zhang, Xian; Noah, J. Adam; Chang, Steve W. C.; Hirsch, Joy
2017-01-01
Interpersonal interaction is the essence of human social behavior. However, conventional neuroimaging techniques have tended to focus on social cognition in single individuals rather than on dyads or groups. As a result, relatively little is understood about the neural events that underlie face-to-face interaction. We resolved some of the technical obstacles inherent in studying interaction using a novel imaging modality and aimed to identify neural mechanisms engaged both within and across brains in an ecologically valid instance of interpersonal competition. Functional near-infrared spectroscopy was utilized to simultaneously measure hemodynamic signals representing neural activity in pairs of subjects playing poker against each other (human–human condition) or against computer opponents (human–computer condition). Previous fMRI findings concerning single subjects confirm that neural areas recruited during social cognition paradigms are individually sensitive to human–human and human–computer conditions. However, it is not known whether face-to-face interactions between opponents can extend these findings. We hypothesize distributed effects due to live processing and specific variations in across-brain coherence not observable in single-subject paradigms. Angular gyrus (AG), a component of the temporal-parietal junction (TPJ) previously found to be sensitive to socially relevant cues, was selected as a seed to measure within-brain functional connectivity. Increased connectivity was confirmed between AG and bilateral dorsolateral prefrontal cortex (dlPFC) as well as a complex including the left subcentral area (SCA) and somatosensory cortex (SS) during interaction with a human opponent. These distributed findings were supported by contrast measures that indicated increased activity at the left dlPFC and frontopolar area that partially overlapped with the region showing increased functional connectivity with AG. Across-brain analyses of neural coherence between the players revealed synchrony between dlPFC and supramarginal gyrus (SMG) and SS in addition to synchrony between AG and the fusiform gyrus (FG) and SMG. These findings present the first evidence of a frontal-parietal neural complex including the TPJ, dlPFC, SCA, SS, and FG that is more active during human-to-human social cognition both within brains (functional connectivity) and across brains (across-brain coherence), supporting a model of functional integration of socially and strategically relevant information during live face-to-face competitive behaviors. PMID:29218005
Computational Methods to Predict Protein Interaction Partners
NASA Astrophysics Data System (ADS)
Valencia, Alfonso; Pazos, Florencio
In the new paradigm for studying biological phenomena represented by Systems Biology, cellular components are not considered in isolation but as forming complex networks of relationships. Protein interaction networks are among the first objects studied from this new point of view. Deciphering the interactome (the whole network of interactions for a given proteome) has been shown to be a very complex task. Computational techniques for detecting protein interactions have become standard tools for dealing with this problem, helping and complementing their experimental counterparts. Most of these techniques use genomic or sequence features intuitively related with protein interactions and are based on "first principles" in the sense that they do not involve training with examples. There are also other computational techniques that use other sources of information (i.e. structural information or even experimental data) or are based on training with examples.
The Promise of Interactive Video: An Affective Search.
ERIC Educational Resources Information Center
Hon, David
1983-01-01
Argues that factors that create a feeling of interactivity in the human situation--response time, spontaneity, lack of distractors--should be included as prime elements in the design of human/machine systems, e.g., computer assisted instruction and interactive video. A computer/videodisc learning system for cardio-pulmonary resuscitation and its…
The Human-Computer Interaction of Cross-Cultural Gaming Strategy
ERIC Educational Resources Information Center
Chakraborty, Joyram; Norcio, Anthony F.; Van Der Veer, Jacob J.; Andre, Charles F.; Miller, Zachary; Regelsberger, Alexander
2015-01-01
This article explores the cultural dimensions of the human-computer interaction that underlies gaming strategies. The article is a desktop study of existing literature and is organized into five sections. The first examines the cultural aspects of knowledge processing. The social constructs technology interaction is discussed. Following this, the…
Evaluation of an eye-pointer interaction device for human-computer interaction.
Cáceres, Enrique; Carrasco, Miguel; Ríos, Sebastián
2018-03-01
Advances in eye-tracking technology have led to better human-computer interaction, and involve controlling a computer without any kind of physical contact. This research describes the transformation of a commercial eye-tracker for use as an alternative peripheral device in human-computer interactions, implementing a pointer that only needs the eye movements of a user facing a computer screen, thus replacing the need to control the software by hand movements. The experiment was performed with 30 test individuals who used the prototype with a set of educational videogames. The results show that, although most of the test subjects would prefer a mouse to control the pointer, the prototype tested has an empirical precision similar to that of the mouse, either when trying to control its movements or when attempting to click on a point of the screen.
Cyberpsychology: a human-interaction perspective based on cognitive modeling.
Emond, Bruno; West, Robert L
2003-10-01
This paper argues for the relevance of cognitive modeling and cognitive architectures to cyberpsychology. From a human-computer interaction point of view, cognitive modeling can have benefits both for theory and model building, and for the design and evaluation of sociotechnical systems usability. Cognitive modeling research applied to human-computer interaction has two complimentary objectives: (1) to develop theories and computational models of human interactive behavior with information and collaborative technologies, and (2) to use the computational models as building blocks for the design, implementation, and evaluation of interactive technologies. From the perspective of building theories and models, cognitive modeling offers the possibility to anchor cyberpsychology theories and models into cognitive architectures. From the perspective of the design and evaluation of socio-technical systems, cognitive models can provide the basis for simulated users, which can play an important role in usability testing. As an example of application of cognitive modeling to technology design, the paper presents a simulation of interactive behavior with five different adaptive menu algorithms: random, fixed, stacked, frequency based, and activation based. Results of the simulation indicate that fixed menu positions seem to offer the best support for classification like tasks such as filing e-mails. This research is part of the Human-Computer Interaction, and the Broadband Visual Communication research programs at the National Research Council of Canada, in collaboration with the Carleton Cognitive Modeling Lab at Carleton University.
Live interactive computer music performance practice
NASA Astrophysics Data System (ADS)
Wessel, David
2002-05-01
A live-performance musical instrument can be assembled around current lap-top computer technology. One adds a controller such as a keyboard or other gestural input device, a sound diffusion system, some form of connectivity processor(s) providing for audio I/O and gestural controller input, and reactive real-time native signal processing software. A system consisting of a hand gesture controller; software for gesture analysis and mapping, machine listening, composition, and sound synthesis; and a controllable radiation pattern loudspeaker are described. Interactivity begins in the set up wherein the speaker-room combination is tuned with an LMS procedure. This system was designed for improvisation. It is argued that software suitable for carrying out an improvised musical dialog with another performer poses special challenges. The processes underlying the generation of musical material must be very adaptable, capable of rapid changes in musical direction. Machine listening techniques are used to help the performer adapt to new contexts. Machine learning can play an important role in the development of such systems. In the end, as with any musical instrument, human skill is essential. Practice is required not only for the development of musically appropriate human motor programs but for the adaptation of the computer-based instrument as well.
Seamless 3D interaction for virtual tables, projection planes, and CAVEs
NASA Astrophysics Data System (ADS)
Encarnacao, L. M.; Bimber, Oliver; Schmalstieg, Dieter; Barton, Robert J., III
2000-08-01
The Virtual Table presents stereoscopic graphics to a user in a workbench-like setting. This device shares with other large- screen display technologies (such as data walls and surround- screen projection systems) the lack of human-centered unencumbered user interfaces and 3D interaction technologies. Such shortcomings present severe limitations to the application of virtual reality (VR) technology to time- critical applications as well as employment scenarios that involve heterogeneous groups of end-users without high levels of computer familiarity and expertise. Traditionally such employment scenarios are common in planning-related application areas such as mission rehearsal and command and control. For these applications, a high grade of flexibility with respect to the system requirements (display and I/O devices) as well as to the ability to seamlessly and intuitively switch between different interaction modalities and interaction are sought. Conventional VR techniques may be insufficient to meet this challenge. This paper presents novel approaches for human-centered interfaces to Virtual Environments focusing on the Virtual Table visual input device. It introduces new paradigms for 3D interaction in virtual environments (VE) for a variety of application areas based on pen-and-clipboard, mirror-in-hand, and magic-lens metaphors, and introduces new concepts for combining VR and augmented reality (AR) techniques. It finally describes approaches toward hybrid and distributed multi-user interaction environments and concludes by hypothesizing on possible use cases for defense applications.
Simulating the decentralized processes of the human immune system in a virtual anatomy model.
Sarpe, Vladimir; Jacob, Christian
2013-01-01
Many physiological processes within the human body can be perceived and modeled as large systems of interacting particles or swarming agents. The complex processes of the human immune system prove to be challenging to capture and illustrate without proper reference to the spatial distribution of immune-related organs and systems. Our work focuses on physical aspects of immune system processes, which we implement through swarms of agents. This is our first prototype for integrating different immune processes into one comprehensive virtual physiology simulation. Using agent-based methodology and a 3-dimensional modeling and visualization environment (LINDSAY Composer), we present an agent-based simulation of the decentralized processes in the human immune system. The agents in our model - such as immune cells, viruses and cytokines - interact through simulated physics in two different, compartmentalized and decentralized 3-dimensional environments namely, (1) within the tissue and (2) inside a lymph node. While the two environments are separated and perform their computations asynchronously, an abstract form of communication is allowed in order to replicate the exchange, transportation and interaction of immune system agents between these sites. The distribution of simulated processes, that can communicate across multiple, local CPUs or through a network of machines, provides a starting point to build decentralized systems that replicate larger-scale processes within the human body, thus creating integrated simulations with other physiological systems, such as the circulatory, endocrine, or nervous system. Ultimately, this system integration across scales is our goal for the LINDSAY Virtual Human project. Our current immune system simulations extend our previous work on agent-based simulations by introducing advanced visualizations within the context of a virtual human anatomy model. We also demonstrate how to distribute a collection of connected simulations over a network of computers. As a future endeavour, we plan to use parameter tuning techniques on our model to further enhance its biological credibility. We consider these in silico experiments and their associated modeling and optimization techniques as essential components in further enhancing our capabilities of simulating a whole-body, decentralized immune system, to be used both for medical education and research as well as for virtual studies in immunoinformatics.
High-performance biocomputing for simulating the spread of contagion over large contact networks
2012-01-01
Background Many important biological problems can be modeled as contagion diffusion processes over interaction networks. This article shows how the EpiSimdemics interaction-based simulation system can be applied to the general contagion diffusion problem. Two specific problems, computational epidemiology and human immune system modeling, are given as examples. We then show how the graphics processing unit (GPU) within each compute node of a cluster can effectively be used to speed-up the execution of these types of problems. Results We show that a single GPU can accelerate the EpiSimdemics computation kernel by a factor of 6 and the entire application by a factor of 3.3, compared to the execution time on a single core. When 8 CPU cores and 2 GPU devices are utilized, the speed-up of the computational kernel increases to 9.5. When combined with effective techniques for inter-node communication, excellent scalability can be achieved without significant loss of accuracy in the results. Conclusions We show that interaction-based simulation systems can be used to model disparate and highly relevant problems in biology. We also show that offloading some of the work to GPUs in distributed interaction-based simulations can be an effective way to achieve increased intra-node efficiency. PMID:22537298
The role of voice input for human-machine communication.
Cohen, P R; Oviatt, S L
1995-01-01
Optimism is growing that the near future will witness rapid growth in human-computer interaction using voice. System prototypes have recently been built that demonstrate speaker-independent real-time speech recognition, and understanding of naturally spoken utterances with vocabularies of 1000 to 2000 words, and larger. Already, computer manufacturers are building speech recognition subsystems into their new product lines. However, before this technology can be broadly useful, a substantial knowledge base is needed about human spoken language and performance during computer-based spoken interaction. This paper reviews application areas in which spoken interaction can play a significant role, assesses potential benefits of spoken interaction with machines, and compares voice with other modalities of human-computer interaction. It also discusses information that will be needed to build a firm empirical foundation for the design of future spoken and multimodal interfaces. Finally, it argues for a more systematic and scientific approach to investigating spoken input and performance with future language technology. PMID:7479803
Design Science in Human-Computer Interaction: A Model and Three Examples
ERIC Educational Resources Information Center
Prestopnik, Nathan R.
2013-01-01
Humanity has entered an era where computing technology is virtually ubiquitous. From websites and mobile devices to computers embedded in appliances on our kitchen counters and automobiles parked in our driveways, information and communication technologies (ICTs) and IT artifacts are fundamentally changing the ways we interact with our world.…
Williams, Kent E; Voigt, Jeffrey R
2004-01-01
The research reported herein presents the results of an empirical evaluation that focused on the accuracy and reliability of cognitive models created using a computerized tool: the cognitive analysis tool for human-computer interaction (CAT-HCI). A sample of participants, expert in interacting with a newly developed tactical display for the U.S. Army's Bradley Fighting Vehicle, individually modeled their knowledge of 4 specific tasks employing the CAT-HCI tool. Measures of the accuracy and consistency of task models created by these task domain experts using the tool were compared with task models created by a double expert. The findings indicated a high degree of consistency and accuracy between the different "single experts" in the task domain in terms of the resultant models generated using the tool. Actual or potential applications of this research include assessing human-computer interaction complexity, determining the productivity of human-computer interfaces, and analyzing an interface design to determine whether methods can be automated.
NASA Technical Reports Server (NTRS)
Johannes, J. D.
1974-01-01
Techniques, methods, and system requirements are reported for an onboard computerized communications system that provides on-line computing capability during manned space exploration. Communications between man and computer take place by sequential execution of each discrete step of a procedure, by interactive progression through a tree-type structure to initiate tasks or by interactive optimization of a task requiring man to furnish a set of parameters. Effective communication between astronaut and computer utilizes structured vocabulary techniques and a word recognition system.
Pedagogical Agents as Learning Companions: The Impact of Agent Emotion and Gender
ERIC Educational Resources Information Center
Kim, Yanghee; Baylor, A. L.; Shen, E.
2007-01-01
The potential of emotional interaction between human and computer has recently interested researchers in human-computer interaction. The instructional impact of this interaction in learning environments has not been established, however. This study examined the impact of emotion and gender of a pedagogical agent as a learning companion (PAL) on…
Nonlinear and Digital Man-machine Control Systems Modeling
NASA Technical Reports Server (NTRS)
Mekel, R.
1972-01-01
An adaptive modeling technique is examined by which controllers can be synthesized to provide corrective dynamics to a human operator's mathematical model in closed loop control systems. The technique utilizes a class of Liapunov functions formulated for this purpose, Liapunov's stability criterion and a model-reference system configuration. The Liapunov function is formulated to posses variable characteristics to take into consideration the identification dynamics. The time derivative of the Liapunov function generate the identification and control laws for the mathematical model system. These laws permit the realization of a controller which updates the human operator's mathematical model parameters so that model and human operator produce the same response when subjected to the same stimulus. A very useful feature is the development of a digital computer program which is easily implemented and modified concurrent with experimentation. The program permits the modeling process to interact with the experimentation process in a mutually beneficial way.
McKay, E
2000-01-01
An innovative research program was devised to investigate the interactive effect of instructional strategies enhanced with text-plus-textual metaphors or text-plus-graphical metaphors, and cognitive style on the acquisition of programming concepts. The Cognitive Styles Analysis (CSA) program (Riding,1991) was used to establish the participants' cognitive style. The QUEST Interactive Test Analysis System (Adams and Khoo,1996) provided the cognitive performance measuring tool, which ensured an absence of error measurement in the programming knowledge testing instruments. Therefore, reliability of the instrumentation was assured through the calibration techniques utilized by the QUEST estimate; providing predictability of the research design. A means analysis of the QUEST data, using the Cohen (1977) approach to size effect and statistical power further quantified the significance of the findings. The experimental methodology adopted for this research links the disciplines of instructional science, cognitive psychology, and objective measurement to provide reliable mechanisms for beneficial use in the evaluation of cognitive performance by the education, training and development sectors. Furthermore, the research outcomes will be of interest to educators, cognitive psychologists, communications engineers, and computer scientists specializing in computer-human interactions.
An integrated framework for detecting suspicious behaviors in video surveillance
NASA Astrophysics Data System (ADS)
Zin, Thi Thi; Tin, Pyke; Hama, Hiromitsu; Toriu, Takashi
2014-03-01
In this paper, we propose an integrated framework for detecting suspicious behaviors in video surveillance systems which are established in public places such as railway stations, airports, shopping malls and etc. Especially, people loitering in suspicion, unattended objects left behind and exchanging suspicious objects between persons are common security concerns in airports and other transit scenarios. These involve understanding scene/event, analyzing human movements, recognizing controllable objects, and observing the effect of the human movement on those objects. In the proposed framework, multiple background modeling technique, high level motion feature extraction method and embedded Markov chain models are integrated for detecting suspicious behaviors in real time video surveillance systems. Specifically, the proposed framework employs probability based multiple backgrounds modeling technique to detect moving objects. Then the velocity and distance measures are computed as the high level motion features of the interests. By using an integration of the computed features and the first passage time probabilities of the embedded Markov chain, the suspicious behaviors in video surveillance are analyzed for detecting loitering persons, objects left behind and human interactions such as fighting. The proposed framework has been tested by using standard public datasets and our own video surveillance scenarios.
Mukhopadhyay, Anirban; Maulik, Ujjwal; Bandyopadhyay, Sanghamitra
2012-01-01
Identification of potential viral-host protein interactions is a vital and useful approach towards development of new drugs targeting those interactions. In recent days, computational tools are being utilized for predicting viral-host interactions. Recently a database containing records of experimentally validated interactions between a set of HIV-1 proteins and a set of human proteins has been published. The problem of predicting new interactions based on this database is usually posed as a classification problem. However, posing the problem as a classification one suffers from the lack of biologically validated negative interactions. Therefore it will be beneficial to use the existing database for predicting new viral-host interactions without the need of negative samples. Motivated by this, in this article, the HIV-1–human protein interaction database has been analyzed using association rule mining. The main objective is to identify a set of association rules both among the HIV-1 proteins and among the human proteins, and use these rules for predicting new interactions. In this regard, a novel association rule mining technique based on biclustering has been proposed for discovering frequent closed itemsets followed by the association rules from the adjacency matrix of the HIV-1–human interaction network. Novel HIV-1–human interactions have been predicted based on the discovered association rules and tested for biological significance. For validation of the predicted new interactions, gene ontology-based and pathway-based studies have been performed. These studies show that the human proteins which are predicted to interact with a particular viral protein share many common biological activities. Moreover, literature survey has been used for validation purpose to identify some predicted interactions that are already validated experimentally but not present in the database. Comparison with other prediction methods is also discussed. PMID:22539940
The social-sensory interface: category interactions in person perception
Freeman, Jonathan B.; Johnson, Kerri L.; Adams, Reginald B.; Ambady, Nalini
2012-01-01
Research is increasingly challenging the claim that distinct sources of social information—such as sex, race, and emotion—are processed in discrete fashion. Instead, there appear to be functionally relevant interactions that occur. In the present article, we describe research examining how cues conveyed by the human face, voice, and body interact to form the unified representations that guide our perceptions of and responses to other people. We explain how these information sources are often thrown into interaction through bottom-up forces (e.g., phenotypic cues) as well as top-down forces (e.g., stereotypes and prior knowledge). Such interactions point to a person perception process that is driven by an intimate interface between bottom-up perceptual and top-down social processes. Incorporating data from neuroimaging, event-related potentials (ERP), computational modeling, computer mouse-tracking, and other behavioral measures, we discuss the structure of this interface, and we consider its implications and adaptive purposes. We argue that an increased understanding of person perception will likely require a synthesis of insights and techniques, from social psychology to the cognitive, neural, and vision sciences. PMID:23087622
Online mentalising investigated with functional MRI.
Kircher, Tilo; Blümel, Isabelle; Marjoram, Dominic; Lataster, Tineke; Krabbendam, Lydia; Weber, Jochen; van Os, Jim; Krach, Sören
2009-05-01
For successful interpersonal communication, inferring intentions, goals or desires of others is highly advantageous. Increasingly, humans also interact with computers or robots. In this study, we sought to determine to what degree an interactive task, which involves receiving feedback from social partners that can be used to infer intent, engaged the medial prefrontal cortex, a region previously associated with Theory of Mind processes among others. Participants were scanned using fMRI as they played an adapted version of the Prisoner's Dilemma Game with alleged human and computer partners who were outside the scanner. The medial frontal cortex was activated when both human and computer partner were played, while the direct contrast revealed significantly stronger signal change during the human-human interaction. The results suggest a link between activity in the medial prefrontal cortex and the partner played in a mentalising task. This signal change was also present for to the computers partner. Implying agency or a will to non-human actors might be an innate human resource that could lead to an evolutionary advantage.
Computer Augmented Lectures (CAL): A New Teaching Technique for Chemistry.
ERIC Educational Resources Information Center
Masten, F. A.; And Others
A new technique described as computer augmented lectures (CAL) is being used at the University of Texas at Austin. It involves the integration of on-line, interactive, time sharing computer terminals and theater size video projectors for large screen display. This paper covers the basic concept, pedagogical techniques, experiments conducted,…
The Human-Computer Interface and Information Literacy: Some Basics and Beyond.
ERIC Educational Resources Information Center
Church, Gary M.
1999-01-01
Discusses human/computer interaction research, human/computer interface, and their relationships to information literacy. Highlights include communication models; cognitive perspectives; task analysis; theory of action; problem solving; instructional design considerations; and a suggestion that human/information interface may be a more appropriate…
ERIC Educational Resources Information Center
Faiola, Anthony; Matei, Sorin Adam
2010-01-01
The evolution of human-computer interaction design (HCID) over the last 20 years suggests that there is a growing need for educational scholars to consider new and more applicable theoretical models of interactive product design. The authors suggest that such paradigms would call for an approach that would equip HCID students with a better…
ERIC Educational Resources Information Center
Brown, Abbie; Sugar, William
2004-01-01
A report on the efforts made to describe the range of human-computer interaction skills necessary to complete a program of study in Instructional Design Technology. Educators responsible for instructional media production courses have not yet articulated which among the wide range of possible interactions students must master for instructional…
Imaging in anatomy: a comparison of imaging techniques in embalmed human cadavers
2013-01-01
Background A large variety of imaging techniques is an integral part of modern medicine. Introducing radiological imaging techniques into the dissection course serves as a basis for improved learning of anatomy and multidisciplinary learning in pre-clinical medical education. Methods Four different imaging techniques (ultrasound, radiography, computed tomography, and magnetic resonance imaging) were performed in embalmed human body donors to analyse possibilities and limitations of the respective techniques in this peculiar setting. Results The quality of ultrasound and radiography images was poor, images of computed tomography and magnetic resonance imaging were of good quality. Conclusion Computed tomography and magnetic resonance imaging have a superior image quality in comparison to ultrasound and radiography and offer suitable methods for imaging embalmed human cadavers as a valuable addition to the dissection course. PMID:24156510
Pfeiffer, Ulrich J; Schilbach, Leonhard; Timmermans, Bert; Kuzmanovic, Bojana; Georgescu, Alexandra L; Bente, Gary; Vogeley, Kai
2014-11-01
There is ample evidence that human primates strive for social contact and experience interactions with conspecifics as intrinsically rewarding. Focusing on gaze behavior as a crucial means of human interaction, this study employed a unique combination of neuroimaging, eye-tracking, and computer-animated virtual agents to assess the neural mechanisms underlying this component of behavior. In the interaction task, participants believed that during each interaction the agent's gaze behavior could either be controlled by another participant or by a computer program. Their task was to indicate whether they experienced a given interaction as an interaction with another human participant or the computer program based on the agent's reaction. Unbeknownst to them, the agent was always controlled by a computer to enable a systematic manipulation of gaze reactions by varying the degree to which the agent engaged in joint attention. This allowed creating a tool to distinguish neural activity underlying the subjective experience of being engaged in social and non-social interaction. In contrast to previous research, this allows measuring neural activity while participants experience active engagement in real-time social interactions. Results demonstrate that gaze-based interactions with a perceived human partner are associated with activity in the ventral striatum, a core component of reward-related neurocircuitry. In contrast, interactions with a computer-driven agent activate attention networks. Comparisons of neural activity during interaction with behaviorally naïve and explicitly cooperative partners demonstrate different temporal dynamics of the reward system and indicate that the mere experience of engagement in social interaction is sufficient to recruit this system. Copyright © 2014 Elsevier Inc. All rights reserved.
Appearance-based human gesture recognition using multimodal features for human computer interaction
NASA Astrophysics Data System (ADS)
Luo, Dan; Gao, Hua; Ekenel, Hazim Kemal; Ohya, Jun
2011-03-01
The use of gesture as a natural interface plays an utmost important role for achieving intelligent Human Computer Interaction (HCI). Human gestures include different components of visual actions such as motion of hands, facial expression, and torso, to convey meaning. So far, in the field of gesture recognition, most previous works have focused on the manual component of gestures. In this paper, we present an appearance-based multimodal gesture recognition framework, which combines the different groups of features such as facial expression features and hand motion features which are extracted from image frames captured by a single web camera. We refer 12 classes of human gestures with facial expression including neutral, negative and positive meanings from American Sign Languages (ASL). We combine the features in two levels by employing two fusion strategies. At the feature level, an early feature combination can be performed by concatenating and weighting different feature groups, and LDA is used to choose the most discriminative elements by projecting the feature on a discriminative expression space. The second strategy is applied on decision level. Weighted decisions from single modalities are fused in a later stage. A condensation-based algorithm is adopted for classification. We collected a data set with three to seven recording sessions and conducted experiments with the combination techniques. Experimental results showed that facial analysis improve hand gesture recognition, decision level fusion performs better than feature level fusion.
Prediction of physical protein protein interactions
NASA Astrophysics Data System (ADS)
Szilágyi, András; Grimm, Vera; Arakaki, Adrián K.; Skolnick, Jeffrey
2005-06-01
Many essential cellular processes such as signal transduction, transport, cellular motion and most regulatory mechanisms are mediated by protein-protein interactions. In recent years, new experimental techniques have been developed to discover the protein-protein interaction networks of several organisms. However, the accuracy and coverage of these techniques have proven to be limited, and computational approaches remain essential both to assist in the design and validation of experimental studies and for the prediction of interaction partners and detailed structures of protein complexes. Here, we provide a critical overview of existing structure-independent and structure-based computational methods. Although these techniques have significantly advanced in the past few years, we find that most of them are still in their infancy. We also provide an overview of experimental techniques for the detection of protein-protein interactions. Although the developments are promising, false positive and false negative results are common, and reliable detection is possible only by taking a consensus of different experimental approaches. The shortcomings of experimental techniques affect both the further development and the fair evaluation of computational prediction methods. For an adequate comparative evaluation of prediction and high-throughput experimental methods, an appropriately large benchmark set of biophysically characterized protein complexes would be needed, but is sorely lacking.
A computer-aided movement analysis system.
Fioretti, S; Leo, T; Pisani, E; Corradini, M L
1990-08-01
Interaction with biomechanical data concerning human movement analysis implies the adoption of various experimental equipments and the choice of suitable models, data processing, and graphical data restitution techniques. The integration of measurement setups with the associated experimental protocols and the relative software procedures constitutes a computer-aided movement analysis (CAMA) system. In the present paper such integration is mapped onto the causes that limit the clinical acceptance of movement analysis methods. The structure of the system is presented. A specific CAMA system devoted to posture analysis is described in order to show the attainable features. Scientific results obtained with the support of the described system are also reported.
Paper simulation techniques in user requirements analysis for interactive computer systems
NASA Technical Reports Server (NTRS)
Ramsey, H. R.; Atwood, M. E.; Willoughby, J. K.
1979-01-01
This paper describes the use of a technique called 'paper simulation' in the analysis of user requirements for interactive computer systems. In a paper simulation, the user solves problems with the aid of a 'computer', as in normal man-in-the-loop simulation. In this procedure, though, the computer does not exist, but is simulated by the experimenters. This allows simulated problem solving early in the design effort, and allows the properties and degree of structure of the system and its dialogue to be varied. The technique, and a method of analyzing the results, are illustrated with examples from a recent paper simulation exercise involving a Space Shuttle flight design task
Shared periodic performer movements coordinate interactions in duo improvisations.
Eerola, Tuomas; Jakubowski, Kelly; Moran, Nikki; Keller, Peter E; Clayton, Martin
2018-02-01
Human interaction involves the exchange of temporally coordinated, multimodal cues. Our work focused on interaction in the visual domain, using music performance as a case for analysis due to its temporally diverse and hierarchical structures. We made use of two improvising duo datasets-(i) performances of a jazz standard with a regular pulse and (ii) non-pulsed, free improvizations-to investigate whether human judgements of moments of interaction between co-performers are influenced by body movement coordination at multiple timescales. Bouts of interaction in the performances were manually annotated by experts and the performers' movements were quantified using computer vision techniques. The annotated interaction bouts were then predicted using several quantitative movement and audio features. Over 80% of the interaction bouts were successfully predicted by a broadband measure of the energy of the cross-wavelet transform of the co-performers' movements in non-pulsed duos. A more complex model, with multiple predictors that captured more specific, interacting features of the movements, was needed to explain a significant amount of variance in the pulsed duos. The methods developed here have key implications for future work on measuring visual coordination in musical ensemble performances, and can be easily adapted to other musical contexts, ensemble types and traditions.
Mewes, André; Hensen, Bennet; Wacker, Frank; Hansen, Christian
2017-02-01
In this article, we systematically examine the current state of research of systems that focus on touchless human-computer interaction in operating rooms and interventional radiology suites. We further discuss the drawbacks of current solutions and underline promising technologies for future development. A systematic literature search of scientific papers that deal with touchless control of medical software in the immediate environment of the operation room and interventional radiology suite was performed. This includes methods for touchless gesture interaction, voice control and eye tracking. Fifty-five research papers were identified and analyzed in detail including 33 journal publications. Most of the identified literature (62 %) deals with the control of medical image viewers. The others present interaction techniques for laparoscopic assistance (13 %), telerobotic assistance and operating room control (9 % each) as well as for robotic operating room assistance and intraoperative registration (3.5 % each). Only 8 systems (14.5 %) were tested in a real clinical environment, and 7 (12.7 %) were not evaluated at all. In the last 10 years, many advancements have led to robust touchless interaction approaches. However, only a few have been systematically evaluated in real operating room settings. Further research is required to cope with current limitations of touchless software interfaces in clinical environments. The main challenges for future research are the improvement and evaluation of usability and intuitiveness of touchless human-computer interaction and the full integration into productive systems as well as the reduction of necessary interaction steps and further development of hands-free interaction.
NASA Astrophysics Data System (ADS)
Quitadamo, L. R.; Cavrini, F.; Sbernini, L.; Riillo, F.; Bianchi, L.; Seri, S.; Saggio, G.
2017-02-01
Support vector machines (SVMs) are widely used classifiers for detecting physiological patterns in human-computer interaction (HCI). Their success is due to their versatility, robustness and large availability of free dedicated toolboxes. Frequently in the literature, insufficient details about the SVM implementation and/or parameters selection are reported, making it impossible to reproduce study analysis and results. In order to perform an optimized classification and report a proper description of the results, it is necessary to have a comprehensive critical overview of the applications of SVM. The aim of this paper is to provide a review of the usage of SVM in the determination of brain and muscle patterns for HCI, by focusing on electroencephalography (EEG) and electromyography (EMG) techniques. In particular, an overview of the basic principles of SVM theory is outlined, together with a description of several relevant literature implementations. Furthermore, details concerning reviewed papers are listed in tables and statistics of SVM use in the literature are presented. Suitability of SVM for HCI is discussed and critical comparisons with other classifiers are reported.
Collaborative real-time motion video analysis by human observer and image exploitation algorithms
NASA Astrophysics Data System (ADS)
Hild, Jutta; Krüger, Wolfgang; Brüstle, Stefan; Trantelle, Patrick; Unmüßig, Gabriel; Heinze, Norbert; Peinsipp-Byma, Elisabeth; Beyerer, Jürgen
2015-05-01
Motion video analysis is a challenging task, especially in real-time applications. In most safety and security critical applications, a human observer is an obligatory part of the overall analysis system. Over the last years, substantial progress has been made in the development of automated image exploitation algorithms. Hence, we investigate how the benefits of automated video analysis can be integrated suitably into the current video exploitation systems. In this paper, a system design is introduced which strives to combine both the qualities of the human observer's perception and the automated algorithms, thus aiming to improve the overall performance of a real-time video analysis system. The system design builds on prior work where we showed the benefits for the human observer by means of a user interface which utilizes the human visual focus of attention revealed by the eye gaze direction for interaction with the image exploitation system; eye tracker-based interaction allows much faster, more convenient, and equally precise moving target acquisition in video images than traditional computer mouse selection. The system design also builds on prior work we did on automated target detection, segmentation, and tracking algorithms. Beside the system design, a first pilot study is presented, where we investigated how the participants (all non-experts in video analysis) performed in initializing an object tracking subsystem by selecting a target for tracking. Preliminary results show that the gaze + key press technique is an effective, efficient, and easy to use interaction technique when performing selection operations on moving targets in videos in order to initialize an object tracking function.
Toward Usable Interactive Analytics: Coupling Cognition and Computation
DOE Office of Scientific and Technical Information (OSTI.GOV)
Endert, Alexander; North, Chris; Chang, Remco
Interactive analytics provide users a myriad of computational means to aid in extracting meaningful information from large and complex datasets. Much prior work focuses either on advancing the capabilities of machine-centric approaches by the data mining and machine learning communities, or human-driven methods by the visualization and CHI communities. However, these methods do not yet support a true human-machine symbiotic relationship where users and machines work together collaboratively and adapt to each other to advance an interactive analytic process. In this paper we discuss some of the inherent issues, outlining what we believe are the steps toward usable interactive analyticsmore » that will ultimately increase the effectiveness for both humans and computers to produce insights.« less
Towards the Verification of Human-Robot Teams
NASA Technical Reports Server (NTRS)
Fisher, Michael; Pearce, Edward; Wooldridge, Mike; Sierhuis, Maarten; Visser, Willem; Bordini, Rafael H.
2005-01-01
Human-Agent collaboration is increasingly important. Not only do high-profile activities such as NASA missions to Mars intend to employ such teams, but our everyday activities involving interaction with computational devices falls into this category. In many of these scenarios, we are expected to trust that the agents will do what we expect and that the agents and humans will work together as expected. But how can we be sure? In this paper, we bring together previous work on the verification of multi-agent systems with work on the modelling of human-agent teamwork. Specifically, we target human-robot teamwork. This paper provides an outline of the way we are using formal verification techniques in order to analyse such collaborative activities. A particular application is the analysis of human-robot teams intended for use in future space exploration.
Radovic, Ana; DeMand, Alexandra L; Gmelin, Theresa; Stein, Bradley D; Miller, Elizabeth
2018-01-01
Two moderated social media websites were designed for increasing likelihood for mental health treatment engagement for depressed adolescents (sova.pitt.edu) and for parents (wisesova.pitt.edu). This paper describes iterative stakeholder interviews conducted with adolescents, young adults, parents, advocates, and clinicians and use of human computer interaction techniques to inform major design changes which: (1) underscored the role of online interaction to provide emotional support and information; (2) importance of anonymity; (3) desire to share positive media; and (4) need for frequent moderation. Future studies will examine acceptability and effectiveness of revised websites in helping depressed adolescents and their parents engage with treatment.
Parkinson Patients' Initial Trust in Avatars: Theory and Evidence.
Javor, Andrija; Ransmayr, Gerhard; Struhal, Walter; Riedl, René
2016-01-01
Parkinson's disease (PD) is a neurodegenerative disease that affects the motor system and cognitive and behavioral functions. Due to these impairments, PD patients also have problems in using the computer. However, using computers and the Internet could help these patients to overcome social isolation and enhance information search. Specifically, avatars (defined as virtual representations of humans) are increasingly used in online environments to enhance human-computer interaction by simulating face-to-face interaction. Our laboratory experiment investigated how PD patients behave in a trust game played with human and avatar counterparts, and we compared this behavior to the behavior of age, income, education and gender matched healthy controls. The results of our study show that PD patients trust avatar faces significantly more than human faces. Moreover, there was no significant difference between initial trust of PD patients and healthy controls in avatar faces, while PD patients trusted human faces significantly less than healthy controls. Our data suggests that PD patients' interaction with avatars may constitute an effective way of communication in situations in which trust is required (e.g., a physician recommends intake of medication). We discuss the implications of these results for several areas of human-computer interaction and neurological research.
Parkinson Patients’ Initial Trust in Avatars: Theory and Evidence
Javor, Andrija; Ransmayr, Gerhard; Struhal, Walter; Riedl, René
2016-01-01
Parkinson’s disease (PD) is a neurodegenerative disease that affects the motor system and cognitive and behavioral functions. Due to these impairments, PD patients also have problems in using the computer. However, using computers and the Internet could help these patients to overcome social isolation and enhance information search. Specifically, avatars (defined as virtual representations of humans) are increasingly used in online environments to enhance human-computer interaction by simulating face-to-face interaction. Our laboratory experiment investigated how PD patients behave in a trust game played with human and avatar counterparts, and we compared this behavior to the behavior of age, income, education and gender matched healthy controls. The results of our study show that PD patients trust avatar faces significantly more than human faces. Moreover, there was no significant difference between initial trust of PD patients and healthy controls in avatar faces, while PD patients trusted human faces significantly less than healthy controls. Our data suggests that PD patients’ interaction with avatars may constitute an effective way of communication in situations in which trust is required (e.g., a physician recommends intake of medication). We discuss the implications of these results for several areas of human-computer interaction and neurological research. PMID:27820864
Human-Computer Interaction in Smart Environments
Paravati, Gianluca; Gatteschi, Valentina
2015-01-01
Here, we provide an overview of the content of the Special Issue on “Human-computer interaction in smart environments”. The aim of this Special Issue is to highlight technologies and solutions encompassing the use of mass-market sensors in current and emerging applications for interacting with Smart Environments. Selected papers address this topic by analyzing different interaction modalities, including hand/body gestures, face recognition, gaze/eye tracking, biosignal analysis, speech and activity recognition, and related issues.
NASA Technical Reports Server (NTRS)
Talukder, Ashit; Morookian, John-Michael; Monacos, S.; Lam, R.; Lebaw, C.; Bond, A.
2004-01-01
Eyetracking is one of the latest technologies that has shown potential in several areas including human-computer interaction for people with and without disabilities, and for noninvasive monitoring, detection, and even diagnosis of physiological and neurological problems in individuals.
The experience of agency in human-computer interactions: a review
Limerick, Hannah; Coyle, David; Moore, James W.
2014-01-01
The sense of agency is the experience of controlling both one’s body and the external environment. Although the sense of agency has been studied extensively, there is a paucity of studies in applied “real-life” situations. One applied domain that seems highly relevant is human-computer-interaction (HCI), as an increasing number of our everyday agentive interactions involve technology. Indeed, HCI has long recognized the feeling of control as a key factor in how people experience interactions with technology. The aim of this review is to summarize and examine the possible links between sense of agency and understanding control in HCI. We explore the overlap between HCI and sense of agency for computer input modalities and system feedback, computer assistance, and joint actions between humans and computers. An overarching consideration is how agency research can inform HCI and vice versa. Finally, we discuss the potential ethical implications of personal responsibility in an ever-increasing society of technology users and intelligent machine interfaces. PMID:25191256
NASA Astrophysics Data System (ADS)
Heinert, G.; Mondorf, W.
1982-11-01
High speed image processing was used to analyse morphologic and metabolic characteristics of clinically relevant kidney tissue alterations.Qualitative computer-assisted histophotometry was performed to measure alterations in levels of the enzymes alkaline phosphatase (Ap),alanine aminopeptidase (AAP),g-glutamyltranspepti-dase (GGTP) and A-glucuronidase (B-G1) and AAP and GGTP immunologically determined in prepared renal and cancer tissue sections. A "Mioro-Videomat 2" image analysis system with a "Tessovar" macroscope,a computer-assisted "Axiomat" photomicroscope and an "Interactive Image Analysis System (IBAS)" were employed for analysing changes in enzyme activities determined by changes in absorbance or transmission.Diseased kidney as well as renal neoplastic tissues could be distinguished by significantly (wilcoxon test,p<0,05) decreased enzyme concentrations as compared to those found in normal human kidney tissues.This image analysis techniques might be of potential use in diagnostic and prognostic evaluation of renal cancer and diseased kidney tissues.
Avola, Danilo; Spezialetti, Matteo; Placidi, Giuseppe
2013-06-01
Rehabilitation is often required after stroke, surgery, or degenerative diseases. It has to be specific for each patient and can be easily calibrated if assisted by human-computer interfaces and virtual reality. Recognition and tracking of different human body landmarks represent the basic features for the design of the next generation of human-computer interfaces. The most advanced systems for capturing human gestures are focused on vision-based techniques which, on the one hand, may require compromises from real-time and spatial precision and, on the other hand, ensure natural interaction experience. The integration of vision-based interfaces with thematic virtual environments encourages the development of novel applications and services regarding rehabilitation activities. The algorithmic processes involved during gesture recognition activity, as well as the characteristics of the virtual environments, can be developed with different levels of accuracy. This paper describes the architectural aspects of a framework supporting real-time vision-based gesture recognition and virtual environments for fast prototyping of customized exercises for rehabilitation purposes. The goal is to provide the therapist with a tool for fast implementation and modification of specific rehabilitation exercises for specific patients, during functional recovery. Pilot examples of designed applications and preliminary system evaluation are reported and discussed. Copyright © 2013 Elsevier Ireland Ltd. All rights reserved.
A real-time compliance mapping system using standard endoscopic surgical forceps.
Fakhry, Morkos; Bello, Fernando; Hanna, George B
2009-04-01
In endoscopic surgery, the use of long surgical instruments through access ports diminishes tactile feedback and degrades the surgeon's ability to identify hidden tissue abnormalities. To overcome this constraint, we developed a real-time compliance mapping system that is composed of: 1) a standard surgical instrument with a high-precision sensor configuration design; 2) real-time objective interpretation of the output signals for tissue identification; and 3) a novel human-computer interaction technique using interactive voice and handle force monitoring techniques to suit operating theater working environment. The system was calibrated and used in clinical practice in four routine endoscopic human procedures. In a laboratory-based experiment to compare the tissue discriminatory power of the system with that of surgeons' hands, the system's tissue discriminatory power was three times more sensitive and 10% less specific. The data acquisition precision was tested using principal component analysis (R(2)X = 0.975, Q2 [cumulative (cum)] = 0.808 ) and partial least square discriminate analysis (R(2)X = 0.903, R(2)Y = 0.729, Q2 (cum) = 0.572).
Pandey, Deeksha; Podder, Avijit; Pandit, Mansi; Latha, Narayanan
2017-09-01
The major causative agent for Acquired Immune Deficiency Syndrome (AIDS) is Human Immunodeficiency Virus-1 (HIV-1). HIV-1 is a predominant subtype of HIV which counts on human cellular mechanism virtually in every aspect of its life cycle. Binding of viral envelope glycoprotein-gp120 with human cell surface CD4 receptor triggers the early infection stage of HIV-1. This study focuses on the interaction interface between these two proteins that play a crucial role for viral infectivity. The CD4-gp120 interaction interface has been studied through a comprehensive protein-protein interaction network (PPIN) analysis and highlighted as a useful step towards identifying potential therapeutic drug targets against HIV-1 infection. We prioritized gp41, Nef and Tat proteins of HIV-1 as valuable drug targets at early stage of viral infection. Lack of crystal structure has made it difficult to understand the biological implication of these proteins during disease progression. Here, computational protein modeling techniques and molecular dynamics simulations were performed to generate three-dimensional models of these targets. Besides, molecular docking was initiated to determine the desirability of these target proteins for already available HIV-1 specific drugs which indicates the usefulness of these protein structures to identify an effective drug combination therapy against AIDS.
A novel non-contact radar sensor for affective and interactive analysis.
Lin, Hong-Dun; Lee, Yen-Shien; Shih, Hsiang-Lan; Chuang, Bor-Nian
2013-01-01
Currently, many physiological signal sensing techniques have been applied for affective analysis in Human-Computer Interaction applications. Most known maturely developed sensing methods (EEG/ECG/EMG/Temperature/BP etc. al.) replied on contact way to obtain desired physiological information for further data analysis. However, those methods might cause some inconvenient and uncomfortable problems, and not easy to be used for affective analysis in interactive performing. To improve this issue, a novel technology based on low power radar technology (Nanosecond Pulse Near-field Sensing, NPNS) with 300 MHz radio-frequency was proposed to detect humans' pulse signal by the non-contact way for heartbeat signal extraction. In this paper, a modified nonlinear HRV calculated algorithm was also developed and applied on analyzing affective status using extracted Peak-to-Peak Interval (PPI) information from detected pulse signal. The proposed new affective analysis method is designed to continuously collect the humans' physiological signal, and validated in a preliminary experiment with sound, light and motion interactive performance. As a result, the mean bias between PPI (from NPNS) and RRI (from ECG) shows less than 1ms, and the correlation is over than 0.88, respectively.
The mixed reality of things: emerging challenges for human-information interaction
NASA Astrophysics Data System (ADS)
Spicer, Ryan P.; Russell, Stephen M.; Rosenberg, Evan Suma
2017-05-01
Virtual and mixed reality technology has advanced tremendously over the past several years. This nascent medium has the potential to transform how people communicate over distance, train for unfamiliar tasks, operate in challenging environments, and how they visualize, interact, and make decisions based on complex data. At the same time, the marketplace has experienced a proliferation of network-connected devices and generalized sensors that are becoming increasingly accessible and ubiquitous. As the "Internet of Things" expands to encompass a predicted 50 billion connected devices by 2020, the volume and complexity of information generated in pervasive and virtualized environments will continue to grow exponentially. The convergence of these trends demands a theoretically grounded research agenda that can address emerging challenges for human-information interaction (HII). Virtual and mixed reality environments can provide controlled settings where HII phenomena can be observed and measured, new theories developed, and novel algorithms and interaction techniques evaluated. In this paper, we describe the intersection of pervasive computing with virtual and mixed reality, identify current research gaps and opportunities to advance the fundamental understanding of HII, and discuss implications for the design and development of cyber-human systems for both military and civilian use.
Cognitive Architectures and Human-Computer Interaction. Introduction to Special Issue.
ERIC Educational Resources Information Center
Gray, Wayne D.; Young, Richard M.; Kirschenbaum, Susan S.
1997-01-01
In this introduction to a special issue on cognitive architectures and human-computer interaction (HCI), editors and contributors provide a brief overview of cognitive architectures. The following four architectures represented by articles in this issue are: Soar; LICAI (linked model of comprehension-based action planning and instruction taking);…
Factors Influencing Adoption of Ubiquitous Internet amongst Students
ERIC Educational Resources Information Center
Juned, Mohammad; Adil, Mohd
2015-01-01
Weiser's (1991) conceptualisation of a world wherein human's interaction with computer technology would no longer be limited to conventional input and output devices, has now been translated into a reality with human's constant interaction with multiple interconnected computers and sensors embedded in rooms, furniture, clothes, tools, and other…
Interaction design challenges and solutions for ALMA operations monitoring and control
NASA Astrophysics Data System (ADS)
Pietriga, Emmanuel; Cubaud, Pierre; Schwarz, Joseph; Primet, Romain; Schilling, Marcus; Barkats, Denis; Barrios, Emilio; Vila Vilaro, Baltasar
2012-09-01
The ALMA radio-telescope, currently under construction in northern Chile, is a very advanced instrument that presents numerous challenges. From a software perspective, one critical issue is the design of graphical user interfaces for operations monitoring and control that scale to the complexity of the system and to the massive amounts of data users are faced with. Early experience operating the telescope with only a few antennas has shown that conventional user interface technologies are not adequate in this context. They consume too much screen real-estate, require many unnecessary interactions to access relevant information, and fail to provide operators and astronomers with a clear mental map of the instrument. They increase extraneous cognitive load, impeding tasks that call for quick diagnosis and action. To address this challenge, the ALMA software division adopted a user-centered design approach. For the last two years, astronomers, operators, software engineers and human-computer interaction researchers have been involved in participatory design workshops, with the aim of designing better user interfaces based on state-of-the-art visualization techniques. This paper describes the process that led to the development of those interface components and to a proposal for the science and operations console setup: brainstorming sessions, rapid prototyping, joint implementation work involving software engineers and human-computer interaction researchers, feedback collection from a broader range of users, further iterations and testing.
Using Interactive Computer to Communicate Scientific Information.
ERIC Educational Resources Information Center
Selnow, Gary W.
1988-01-01
Asks whether the computer is another channel of communication, if its interactive qualities make it an information source, or if it is an undefined hybrid. Concludes that computers are neither the medium nor the source but will in the future provide the possibility of a sophisticated interaction between human intelligence and artificial…
Man-in-the-control-loop simulation of manipulators
NASA Technical Reports Server (NTRS)
Chang, J. L.; Lin, Tsung-Chieh; Yae, K. Harold
1989-01-01
A method to achieve man-in-the-control-loop simulation is presented. Emerging real-time dynamics simulation suggests a potential for creating an interactive design workstation with a human operator in the control loop. The recursive formulation for multibody dynamics simulation is studied to determine requirements for man-in-the-control-loop simulation. High speed computer graphics techniques provides realistic visual cues for the simulator. Backhoe and robot arm simulations are implemented to demonstrate the capability of man-in-the-control-loop simulation.
The human factors of workstation telepresence
NASA Technical Reports Server (NTRS)
Smith, Thomas J.; Smith, Karl U.
1990-01-01
The term workstation telepresence has been introduced to describe human-telerobot compliance, which enables the human operator to effectively project his/her body image and behavioral skills to control of the telerobot itself. Major human-factors considerations for establishing high fidelity workstation telepresence during human-telerobot operation are discussed. Telerobot workstation telepresence is defined by the proficiency and skill with which the operator is able to control sensory feedback from direct interaction with the workstation itself, and from workstation-mediated interaction with the telerobot. Numerous conditions influencing such control have been identified. This raises the question as to what specific factors most critically influence the realization of high fidelity workstation telepresence. The thesis advanced here is that perturbations in sensory feedback represent a major source of variability in human performance during interactive telerobot operation. Perturbed sensory feedback research over the past three decades has established that spatial transformations or temporal delays in sensory feedback engender substantial decrements in interactive task performance, which training does not completely overcome. A recently developed social cybernetic model of human-computer interaction can be used to guide this approach, based on computer-mediated tracking and control of sensory feedback. How the social cybernetic model can be employed for evaluating the various modes, patterns, and integrations of interpersonal, team, and human-computer interactions which play a central role is workstation telepresence are discussed.
Choice of Human-Computer Interaction Mode in Stroke Rehabilitation.
Mousavi Hondori, Hossein; Khademi, Maryam; Dodakian, Lucy; McKenzie, Alison; Lopes, Cristina V; Cramer, Steven C
2016-03-01
Advances in technology are providing new forms of human-computer interaction. The current study examined one form of human-computer interaction, augmented reality (AR), whereby subjects train in the real-world workspace with virtual objects projected by the computer. Motor performances were compared with those obtained while subjects used a traditional human-computer interaction, that is, a personal computer (PC) with a mouse. Patients used goal-directed arm movements to play AR and PC versions of the Fruit Ninja video game. The 2 versions required the same arm movements to control the game but had different cognitive demands. With AR, the game was projected onto the desktop, where subjects viewed the game plus their arm movements simultaneously, in the same visual coordinate space. In the PC version, subjects used the same arm movements but viewed the game by looking up at a computer monitor. Among 18 patients with chronic hemiparesis after stroke, the AR game was associated with 21% higher game scores (P = .0001), 19% faster reaching times (P = .0001), and 15% less movement variability (P = .0068), as compared to the PC game. Correlations between game score and arm motor status were stronger with the AR version. Motor performances during the AR game were superior to those during the PC game. This result is due in part to the greater cognitive demands imposed by the PC game, a feature problematic for some patients but clinically useful for others. Mode of human-computer interface influences rehabilitation therapy demands and can be individualized for patients. © The Author(s) 2015.
Integrative approaches to computational biomedicine
Coveney, Peter V.; Diaz-Zuccarini, Vanessa; Graf, Norbert; Hunter, Peter; Kohl, Peter; Tegner, Jesper; Viceconti, Marco
2013-01-01
The new discipline of computational biomedicine is concerned with the application of computer-based techniques and particularly modelling and simulation to human health. Since 2007, this discipline has been synonymous, in Europe, with the name given to the European Union's ambitious investment in integrating these techniques with the eventual aim of modelling the human body as a whole: the virtual physiological human. This programme and its successors are expected, over the next decades, to transform the study and practice of healthcare, moving it towards the priorities known as ‘4P's’: predictive, preventative, personalized and participatory medicine.
Anderson, Thomas G.
2004-12-21
The present invention provides a method of human-computer interfacing. Force feedback allows intuitive navigation and control near a boundary between regions in a computer-represented space. For example, the method allows a user to interact with a virtual craft, then push through the windshield of the craft to interact with the virtual world surrounding the craft. As another example, the method allows a user to feel transitions between different control domains of a computer representation of a space. The method can provide for force feedback that increases as a user's locus of interaction moves near a boundary, then perceptibly changes (e.g., abruptly drops or changes direction) when the boundary is traversed.
Human agency beliefs influence behaviour during virtual social interactions.
Caruana, Nathan; Spirou, Dean; Brock, Jon
2017-01-01
In recent years, with the emergence of relatively inexpensive and accessible virtual reality technologies, it is now possible to deliver compelling and realistic simulations of human-to-human interaction. Neuroimaging studies have shown that, when participants believe they are interacting via a virtual interface with another human agent, they show different patterns of brain activity compared to when they know that their virtual partner is computer-controlled. The suggestion is that users adopt an "intentional stance" by attributing mental states to their virtual partner. However, it remains unclear how beliefs in the agency of a virtual partner influence participants' behaviour and subjective experience of the interaction. We investigated this issue in the context of a cooperative "joint attention" game in which participants interacted via an eye tracker with a virtual onscreen partner, directing each other's eye gaze to different screen locations. Half of the participants were correctly informed that their partner was controlled by a computer algorithm ("Computer" condition). The other half were misled into believing that the virtual character was controlled by a second participant in another room ("Human" condition). Those in the "Human" condition were slower to make eye contact with their partner and more likely to try and guide their partner before they had established mutual eye contact than participants in the "Computer" condition. They also responded more rapidly when their partner was guiding them, although the same effect was also found for a control condition in which they responded to an arrow cue. Results confirm the influence of human agency beliefs on behaviour in this virtual social interaction context. They further suggest that researchers and developers attempting to simulate social interactions should consider the impact of agency beliefs on user experience in other social contexts, and their effect on the achievement of the application's goals.
CAPSAS: Computer Assisted Program for the Selection of Appropriate Statistics.
ERIC Educational Resources Information Center
Shermis, Mark D.; Albert, Susan L.
A computer-assisted program has been developed for the selection of statistics or statistical techniques by both students and researchers. Based on Andrews, Klem, Davidson, O'Malley and Rodgers "A Guide for Selecting Statistical Techniques for Analyzing Social Science Data," this FORTRAN-compiled interactive computer program was…
Harnessing the Power of Interactivity for Instruction.
ERIC Educational Resources Information Center
Borsook, Terry K.
Arguing that what sets the computer apart from all other teaching devices is its potential for interactivity, this paper examines the concept of interactivity and explores ways in which its power can be harnessed and put to work. A discussion of interactivity in human-to-human communication sets a context within which to view human/computer…
NASA Astrophysics Data System (ADS)
Hand, J. W.
2008-08-01
Numerical modelling of the interaction between electromagnetic fields (EMFs) and the dielectrically inhomogeneous human body provides a unique way of assessing the resulting spatial distributions of internal electric fields, currents and rate of energy deposition. Knowledge of these parameters is of importance in understanding such interactions and is a prerequisite when assessing EMF exposure or when assessing or optimizing therapeutic or diagnostic medical applications that employ EMFs. In this review, computational methods that provide this information through full time-dependent solutions of Maxwell's equations are summarized briefly. This is followed by an overview of safety- and medical-related applications where modelling has contributed significantly to development and understanding of the techniques involved. In particular, applications in the areas of mobile communications, magnetic resonance imaging, hyperthermal therapy and microwave radiometry are highlighted. Finally, examples of modelling the potentially new medical applications of recent technologies such as ultra-wideband microwaves are discussed.
A Framework and Implementation of User Interface and Human-Computer Interaction Instruction
ERIC Educational Resources Information Center
Peslak, Alan
2005-01-01
Researchers have suggested that up to 50 % of the effort in development of information systems is devoted to user interface development (Douglas, Tremaine, Leventhal, Wills, & Manaris, 2002; Myers & Rosson, 1992). Yet little study has been performed on the inclusion of important interface and human-computer interaction topics into a current…
A Project-Based Learning Setting to Human-Computer Interaction for Teenagers
ERIC Educational Resources Information Center
Geyer, Cornelia; Geisler, Stefan
2012-01-01
Knowledge of fundamentals of human-computer interaction resp. usability engineering is getting more and more important in technical domains. However this interdisciplinary field of work and corresponding degree programs are not broadly known. Therefore at the Hochschule Ruhr West, University of Applied Sciences, a program was developed to give…
Simulating highly nonlocal Hamiltonians with less nonlocal Hamiltonians
NASA Astrophysics Data System (ADS)
Subasi, Yigit; Jarzynski, Christopher
The need for Hamiltonians with many-body interactions arises in various applications of quantum computing. However, interactions beyond two-body are difficult to realize experimentally. Perturbative gadgets were introduced to obtain arbitrary many-body effective interactions using Hamiltonians with two-body interactions only. Although valid for arbitrary k-body interactions, their use is limited to small k because the strength of interaction is k'th order in perturbation theory. Here we develop a nonperturbative technique for obtaining effective k-body interactions using Hamiltonians consisting of at most l-body interactions with l < k . This technique works best for Hamiltonians with a few interactions with very large k and can be used together with perturbative gadgets to embed Hamiltonians of considerable complexity in proper subspaces of two-local Hamiltonians. We describe how our technique can be implemented in a hybrid (gate-based and adiabatic) as well as solely adiabatic quantum computing scheme. We gratefully acknowledge financial support from the Lockheed Martin Corporation under Contract U12001C.
Time Counts! Some Comments on System Latency in Head-Referenced Displays
NASA Technical Reports Server (NTRS)
Ellis, Stephen R.; Adelstein, Bernard D.
2013-01-01
System response latency is a prominent characteristic of human-computer interaction. Laggy systems are; however, not simply annoying but substantially reduce user productivity. The impact of latency on head referenced display systems, particularly head-mounted systems, is especially disturbing since not only can it interfere with dynamic registration in augmented reality displays but it also can in some cases indirectly contribute to motion sickness. We will summarize several experiments using standard psychophysical discrimination techniques that suggest what system latencies will be required to achieve perceptual stability for spatially referenced computer-generated imagery. In conclusion I will speculate about other system performance characteristics that I would hope to have for a dream augmented reality system.
Electrophysiological models of neural processing.
Nelson, Mark E
2011-01-01
The brain is an amazing information processing system that allows organisms to adaptively monitor and control complex dynamic interactions with their environment across multiple spatial and temporal scales. Mathematical modeling and computer simulation techniques have become essential tools in understanding diverse aspects of neural processing ranging from sub-millisecond temporal coding in the sound localization circuity of barn owls to long-term memory storage and retrieval in humans that can span decades. The processing capabilities of individual neurons lie at the core of these models, with the emphasis shifting upward and downward across different levels of biological organization depending on the nature of the questions being addressed. This review provides an introduction to the techniques for constructing biophysically based models of individual neurons and local networks. Topics include Hodgkin-Huxley-type models of macroscopic membrane currents, Markov models of individual ion-channel currents, compartmental models of neuronal morphology, and network models involving synaptic interactions among multiple neurons.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Li, Song
CFD (Computational Fluid Dynamics) is a widely used technique in engineering design field. It uses mathematical methods to simulate and predict flow characteristics in a certain physical space. Since the numerical result of CFD computation is very hard to understand, VR (virtual reality) and data visualization techniques are introduced into CFD post-processing to improve the understandability and functionality of CFD computation. In many cases CFD datasets are very large (multi-gigabytes), and more and more interactions between user and the datasets are required. For the traditional VR application, the limitation of computing power is a major factor to prevent visualizing largemore » dataset effectively. This thesis presents a new system designing to speed up the traditional VR application by using parallel computing and distributed computing, and the idea of using hand held device to enhance the interaction between a user and VR CFD application as well. Techniques in different research areas including scientific visualization, parallel computing, distributed computing and graphical user interface designing are used in the development of the final system. As the result, the new system can flexibly be built on heterogeneous computing environment, dramatically shorten the computation time.« less
Reciprocity in computer-human interaction: source-based, norm-based, and affect-based explanations.
Lee, Seungcheol Austin; Liang, Yuhua Jake
2015-04-01
Individuals often apply social rules when they interact with computers, and this is known as the Computers Are Social Actors (CASA) effect. Following previous work, one approach to understand the mechanism responsible for CASA is to utilize computer agents and have the agents attempt to gain human compliance (e.g., completing a pattern recognition task). The current study focuses on three key factors frequently cited to influence traditional notions of compliance: evaluations toward the source (competence and warmth), normative influence (reciprocity), and affective influence (mood). Structural equation modeling assessed the effects of these factors on human compliance with computer request. The final model shows that norm-based influence (reciprocity) increased the likelihood of compliance, while evaluations toward the computer agent did not significantly influence compliance.
ERIC Educational Resources Information Center
Carter, Elizabeth J.; Williams, Diane L.; Hodgins, Jessica K.; Lehman, Jill F.
2014-01-01
Few direct comparisons have been made between the responsiveness of children with autism to computer-generated or animated characters and their responsiveness to humans. Twelve 4-to 8-year-old children with autism interacted with a human therapist; a human-controlled, interactive avatar in a theme park; a human actor speaking like the avatar; and…
Almost human: Anthropomorphism increases trust resilience in cognitive agents.
de Visser, Ewart J; Monfort, Samuel S; McKendrick, Ryan; Smith, Melissa A B; McKnight, Patrick E; Krueger, Frank; Parasuraman, Raja
2016-09-01
We interact daily with computers that appear and behave like humans. Some researchers propose that people apply the same social norms to computers as they do to humans, suggesting that social psychological knowledge can be applied to our interactions with computers. In contrast, theories of human–automation interaction postulate that humans respond to machines in unique and specific ways. We believe that anthropomorphism—the degree to which an agent exhibits human characteristics—is the critical variable that may resolve this apparent contradiction across the formation, violation, and repair stages of trust. Three experiments were designed to examine these opposing viewpoints by varying the appearance and behavior of automated agents. Participants received advice that deteriorated gradually in reliability from a computer, avatar, or human agent. Our results showed (a) that anthropomorphic agents were associated with greater trust resilience , a higher resistance to breakdowns in trust; (b) that these effects were magnified by greater uncertainty; and c) that incorporating human-like trust repair behavior largely erased differences between the agents. Automation anthropomorphism is therefore a critical variable that should be carefully incorporated into any general theory of human–agent trust as well as novel automation design. PsycINFO Database Record (c) 2016 APA, all rights reserved
Information visualization: Beyond traditional engineering
NASA Technical Reports Server (NTRS)
Thomas, James J.
1995-01-01
This presentation addresses a different aspect of the human-computer interface; specifically the human-information interface. This interface will be dominated by an emerging technology called Information Visualization (IV). IV goes beyond the traditional views of computer graphics, CADS, and enables new approaches for engineering. IV specifically must visualize text, documents, sound, images, and video in such a way that the human can rapidly interact with and understand the content structure of information entities. IV is the interactive visual interface between humans and their information resources.
Shared periodic performer movements coordinate interactions in duo improvisations
Jakubowski, Kelly; Moran, Nikki; Keller, Peter E.
2018-01-01
Human interaction involves the exchange of temporally coordinated, multimodal cues. Our work focused on interaction in the visual domain, using music performance as a case for analysis due to its temporally diverse and hierarchical structures. We made use of two improvising duo datasets—(i) performances of a jazz standard with a regular pulse and (ii) non-pulsed, free improvizations—to investigate whether human judgements of moments of interaction between co-performers are influenced by body movement coordination at multiple timescales. Bouts of interaction in the performances were manually annotated by experts and the performers’ movements were quantified using computer vision techniques. The annotated interaction bouts were then predicted using several quantitative movement and audio features. Over 80% of the interaction bouts were successfully predicted by a broadband measure of the energy of the cross-wavelet transform of the co-performers’ movements in non-pulsed duos. A more complex model, with multiple predictors that captured more specific, interacting features of the movements, was needed to explain a significant amount of variance in the pulsed duos. The methods developed here have key implications for future work on measuring visual coordination in musical ensemble performances, and can be easily adapted to other musical contexts, ensemble types and traditions. PMID:29515867
Interactive Display of Surfaces Using Subdivision Surfaces and Wavelets
DOE Office of Scientific and Technical Information (OSTI.GOV)
Duchaineau, M A; Bertram, M; Porumbescu, S
2001-10-03
Complex surfaces and solids are produced by large-scale modeling and simulation activities in a variety of disciplines. Productive interaction with these simulations requires that these surfaces or solids be viewable at interactive rates--yet many of these surfaced solids can contain hundreds of millions of polygondpolyhedra. Interactive display of these objects requires compression techniques to minimize storage, and fast view-dependent triangulation techniques to drive the graphics hardware. In this paper, we review recent advances in subdivision-surface wavelet compression and optimization that can be used to provide a framework for both compression and triangulation. These techniques can be used to produce suitablemore » approximations of complex surfaces of arbitrary topology, and can be used to determine suitable triangulations for display. The techniques can be used in a variety of applications in computer graphics, computer animation and visualization.« less
Large space antennas: A systems analysis case history
NASA Technical Reports Server (NTRS)
Keafer, Lloyd S. (Compiler); Lovelace, U. M. (Compiler)
1987-01-01
The value of systems analysis and engineering is aptly demonstrated by the work on Large Space Antennas (LSA) by the NASA Langley Spacecraft Analysis Branch. This work was accomplished over the last half-decade by augmenting traditional system engineering, analysis, and design techniques with computer-aided engineering (CAE) techniques using the Langley-developed Interactive Design and Evaluation of Advanced Spacecraft (IDEAS) system. This report chronicles the research highlights and special systems analyses that focused the LSA work on deployable truss antennas. It notes developmental trends toward greater use of CAE techniques in their design and analysis. A look to the future envisions the application of improved systems analysis capabilities to advanced space systems such as an advanced space station or to lunar and Martian missions and human habitats.
Human-computer interaction: psychological aspects of the human use of computing.
Olson, Gary M; Olson, Judith S
2003-01-01
Human-computer interaction (HCI) is a multidisciplinary field in which psychology and other social sciences unite with computer science and related technical fields with the goal of making computing systems that are both useful and usable. It is a blend of applied and basic research, both drawing from psychological research and contributing new ideas to it. New technologies continuously challenge HCI researchers with new options, as do the demands of new audiences and uses. A variety of usability methods have been developed that draw upon psychological principles. HCI research has expanded beyond its roots in the cognitive processes of individual users to include social and organizational processes involved in computer usage in real environments as well as the use of computers in collaboration. HCI researchers need to be mindful of the longer-term changes brought about by the use of computing in a variety of venues.
Network Analyses in Plant Pathogens.
Botero, David; Alvarado, Camilo; Bernal, Adriana; Danies, Giovanna; Restrepo, Silvia
2018-01-01
Even in the age of big data in Biology, studying the connections between the biological processes and the molecular mechanisms behind them is a challenging task. Systems biology arose as a transversal discipline between biology, chemistry, computer science, mathematics, and physics to facilitate the elucidation of such connections. A scenario, where the application of systems biology constitutes a very powerful tool, is the study of interactions between hosts and pathogens using network approaches. Interactions between pathogenic bacteria and their hosts, both in agricultural and human health contexts are of great interest to researchers worldwide. Large amounts of data have been generated in the last few years within this area of research. However, studies have been relatively limited to simple interactions. This has left great amounts of data that remain to be utilized. Here, we review the main techniques in network analysis and their complementary experimental assays used to investigate bacterial-plant interactions. Other host-pathogen interactions are presented in those cases where few or no examples of plant pathogens exist. Furthermore, we present key results that have been obtained with these techniques and how these can help in the design of new strategies to control bacterial pathogens. The review comprises metabolic simulation, protein-protein interactions, regulatory control of gene expression, host-pathogen modeling, and genome evolution in bacteria. The aim of this review is to offer scientists working on plant-pathogen interactions basic concepts around network biology, as well as an array of techniques that will be useful for a better and more complete interpretation of their data.
Prediction and redesign of protein–protein interactions
Lua, Rhonald C.; Marciano, David C.; Katsonis, Panagiotis; Adikesavan, Anbu K.; Wilkins, Angela D.; Lichtarge, Olivier
2014-01-01
Understanding the molecular basis of protein function remains a central goal of biology, with the hope to elucidate the role of human genes in health and in disease, and to rationally design therapies through targeted molecular perturbations. We review here some of the computational techniques and resources available for characterizing a critical aspect of protein function – those mediated by protein–protein interactions (PPI). We describe several applications and recent successes of the Evolutionary Trace (ET) in identifying molecular events and shapes that underlie protein function and specificity in both eukaryotes and prokaryotes. ET is a part of analytical approaches based on the successes and failures of evolution that enable the rational control of PPI. PMID:24878423
Radovic, Ana; DeMand, Alexandra L.; Gmelin, Theresa; Stein, Bradley D.; Miller, Elizabeth
2018-01-01
Two moderated social media websites were designed for increasing likelihood for mental health treatment engagement for depressed adolescents (sova.pitt.edu) and for parents (wisesova.pitt.edu). This paper describes iterative stakeholder interviews conducted with adolescents, young adults, parents, advocates, and clinicians and use of human computer interaction techniques to inform major design changes which: (1) underscored the role of online interaction to provide emotional support and information; (2) importance of anonymity; (3) desire to share positive media; and (4) need for frequent moderation. Future studies will examine acceptability and effectiveness of revised websites in helping depressed adolescents and their parents engage with treatment. PMID:29743822
A comparative analysis of soft computing techniques for gene prediction.
Goel, Neelam; Singh, Shailendra; Aseri, Trilok Chand
2013-07-01
The rapid growth of genomic sequence data for both human and nonhuman species has made analyzing these sequences, especially predicting genes in them, very important and is currently the focus of many research efforts. Beside its scientific interest in the molecular biology and genomics community, gene prediction is of considerable importance in human health and medicine. A variety of gene prediction techniques have been developed for eukaryotes over the past few years. This article reviews and analyzes the application of certain soft computing techniques in gene prediction. First, the problem of gene prediction and its challenges are described. These are followed by different soft computing techniques along with their application to gene prediction. In addition, a comparative analysis of different soft computing techniques for gene prediction is given. Finally some limitations of the current research activities and future research directions are provided. Copyright © 2013 Elsevier Inc. All rights reserved.
Applications of airborne ultrasound in human-computer interaction.
Dahl, Tobias; Ealo, Joao L; Bang, Hans J; Holm, Sverre; Khuri-Yakub, Pierre
2014-09-01
Airborne ultrasound is a rapidly developing subfield within human-computer interaction (HCI). Touchless ultrasonic interfaces and pen tracking systems are part of recent trends in HCI and are gaining industry momentum. This paper aims to provide the background and overview necessary to understand the capabilities of ultrasound and its potential future in human-computer interaction. The latest developments on the ultrasound transducer side are presented, focusing on capacitive micro-machined ultrasonic transducers, or CMUTs. Their introduction is an important step toward providing real, low-cost multi-sensor array and beam-forming options. We also provide a unified mathematical framework for understanding and analyzing algorithms used for ultrasound detection and tracking for some of the most relevant applications. Copyright © 2014. Published by Elsevier B.V.
Portable tongue-supported human computer interaction system design and implementation.
Quain, Rohan; Khan, Masood Mehmood
2014-01-01
Tongue supported human-computer interaction (TSHCI) systems can help critically ill patients interact with both computers and people. These systems can be particularly useful for patients suffering injuries above C7 on their spinal vertebrae. Despite recent successes in their application, several limitations restrict performance of existing TSHCI systems and discourage their use in real life situations. This paper proposes a low-cost, less-intrusive, portable and easy to use design for implementing a TSHCI system. Two applications of the proposed system are reported. Design considerations and performance of the proposed system are also presented.
Kin, Taichi; Nakatomi, Hirofumi; Shojima, Masaaki; Tanaka, Minoru; Ino, Kenji; Mori, Harushi; Kunimatsu, Akira; Oyama, Hiroshi; Saito, Nobuhito
2012-07-01
In this study, the authors used preoperative simulation employing 3D computer graphics (interactive computer graphics) to fuse all imaging data for brainstem cavernous malformations. The authors evaluated whether interactive computer graphics or 2D imaging correlated better with the actual operative field, particularly in identifying a developmental venous anomaly (DVA). The study population consisted of 10 patients scheduled for surgical treatment of brainstem cavernous malformations. Data from preoperative imaging (MRI, CT, and 3D rotational angiography) were automatically fused using a normalized mutual information method, and then reconstructed by a hybrid method combining surface rendering and volume rendering methods. With surface rendering, multimodality and multithreshold techniques for 1 tissue were applied. The completed interactive computer graphics were used for simulation of surgical approaches and assumed surgical fields. Preoperative diagnostic rates for a DVA associated with brainstem cavernous malformation were compared between conventional 2D imaging and interactive computer graphics employing receiver operating characteristic (ROC) analysis. The time required for reconstruction of 3D images was 3-6 hours for interactive computer graphics. Observation in interactive mode required approximately 15 minutes. Detailed anatomical information for operative procedures, from the craniotomy to microsurgical operations, could be visualized and simulated three-dimensionally as 1 computer graphic using interactive computer graphics. Virtual surgical views were consistent with actual operative views. This technique was very useful for examining various surgical approaches. Mean (±SEM) area under the ROC curve for rate of DVA diagnosis was significantly better for interactive computer graphics (1.000±0.000) than for 2D imaging (0.766±0.091; p<0.001, Mann-Whitney U-test). The authors report a new method for automatic registration of preoperative imaging data from CT, MRI, and 3D rotational angiography for reconstruction into 1 computer graphic. The diagnostic rate of DVA associated with brainstem cavernous malformation was significantly better using interactive computer graphics than with 2D images. Interactive computer graphics was also useful in helping to plan the surgical access corridor.
Human computer confluence applied in healthcare and rehabilitation.
Viaud-Delmon, Isabelle; Gaggioli, Andrea; Ferscha, Alois; Dunne, Stephen
2012-01-01
Human computer confluence (HCC) is an ambitious research program studying how the emerging symbiotic relation between humans and computing devices can enable radically new forms of sensing, perception, interaction, and understanding. It is an interdisciplinary field, bringing together researches from horizons as various as pervasive computing, bio-signals processing, neuroscience, electronics, robotics, virtual & augmented reality, and provides an amazing potential for applications in medicine and rehabilitation.
Accurate Evaluation Method of Molecular Binding Affinity from Fluctuation Frequency
NASA Astrophysics Data System (ADS)
Hoshino, Tyuji; Iwamoto, Koji; Ode, Hirotaka; Ohdomari, Iwao
2008-05-01
Exact estimation of the molecular binding affinity is significantly important for drug discovery. The energy calculation is a direct method to compute the strength of the interaction between two molecules. This energetic approach is, however, not accurate enough to evaluate a slight difference in binding affinity when distinguishing a prospective substance from dozens of candidates for medicine. Hence more accurate estimation of drug efficacy in a computer is currently demanded. Previously we proposed a concept of estimating molecular binding affinity, focusing on the fluctuation at an interface between two molecules. The aim of this paper is to demonstrate the compatibility between the proposed computational technique and experimental measurements, through several examples for computer simulations of an association of human immunodeficiency virus type-1 (HIV-1) protease and its inhibitor (an example for a drug-enzyme binding), a complexation of an antigen and its antibody (an example for a protein-protein binding), and a combination of estrogen receptor and its ligand chemicals (an example for a ligand-receptor binding). The proposed affinity estimation has proven to be a promising technique in the advanced stage of the discovery and the design of drugs.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Steed, Chad A
Interactive data visualization leverages human visual perception and cognition to improve the accuracy and effectiveness of data analysis. When combined with automated data analytics, data visualization systems orchestrate the strengths of humans with the computational power of machines to solve problems neither approach can manage in isolation. In the intelligent transportation system domain, such systems are necessary to support decision making in large and complex data streams. In this chapter, we provide an introduction to several key topics related to the design of data visualization systems. In addition to an overview of key techniques and strategies, we will describe practicalmore » design principles. The chapter is concluded with a detailed case study involving the design of a multivariate visualization tool.« less
Training Software in Artificial-Intelligence Computing Techniques
NASA Technical Reports Server (NTRS)
Howard, Ayanna; Rogstad, Eric; Chalfant, Eugene
2005-01-01
The Artificial Intelligence (AI) Toolkit is a computer program for training scientists, engineers, and university students in three soft-computing techniques (fuzzy logic, neural networks, and genetic algorithms) used in artificial-intelligence applications. The program promotes an easily understandable tutorial interface, including an interactive graphical component through which the user can gain hands-on experience in soft-computing techniques applied to realistic example problems. The tutorial provides step-by-step instructions on the workings of soft-computing technology, whereas the hands-on examples allow interaction and reinforcement of the techniques explained throughout the tutorial. In the fuzzy-logic example, a user can interact with a robot and an obstacle course to verify how fuzzy logic is used to command a rover traverse from an arbitrary start to the goal location. For the genetic algorithm example, the problem is to determine the minimum-length path for visiting a user-chosen set of planets in the solar system. For the neural-network example, the problem is to decide, on the basis of input data on physical characteristics, whether a person is a man, woman, or child. The AI Toolkit is compatible with the Windows 95,98, ME, NT 4.0, 2000, and XP operating systems. A computer having a processor speed of at least 300 MHz, and random-access memory of at least 56MB is recommended for optimal performance. The program can be run on a slower computer having less memory, but some functions may not be executed properly.
Numerical Models of Human Circulatory System under Altered Gravity: Brain Circulation
NASA Technical Reports Server (NTRS)
Kim, Chang Sung; Kiris, Cetin; Kwak, Dochan; David, Tim
2003-01-01
A computational fluid dynamics (CFD) approach is presented to model the blood flow through the human circulatory system under altered gravity conditions. Models required for CFD simulation relevant to major hemodynamic issues are introduced such as non-Newtonian flow models governed by red blood cells, a model for arterial wall motion due to fluid-wall interactions, a vascular bed model for outflow boundary conditions, and a model for auto-regulation mechanism. The three-dimensional unsteady incompressible Navier-Stokes equations coupled with these models are solved iteratively using the pseudocompressibility method and dual time stepping. Moving wall boundary conditions from the first-order fluid-wall interaction model are used to study the influence of arterial wall distensibility on flow patterns and wall shear stresses during the heart pulse. A vascular bed modeling utilizing the analogy with electric circuits is coupled with an auto-regulation algorithm for multiple outflow boundaries. For the treatment of complex geometry, a chimera overset grid technique is adopted to obtain connectivity between arterial branches. For code validation, computed results are compared with experimental data for steady and unsteady non-Newtonian flows. Good agreement is obtained for both cases. In sin-type Gravity Benchmark Problems, gravity source terms are added to the Navier-Stokes equations to study the effect of gravitational variation on the human circulatory system. This computational approach is then applied to localized blood flows through a realistic carotid bifurcation and two Circle of Willis models, one using an idealized geometry and the other model using an anatomical data set. A three- dimensional anatomical Circle of Willis configuration is reconstructed from human-specific magnetic resonance images using an image segmentation method. The blood flow through these Circle of Willis models is simulated to provide means for studying gravitational effects on the brain circulation under auto-regulation.
Real-time skin feature identification in a time-sequential video stream
NASA Astrophysics Data System (ADS)
Kramberger, Iztok
2005-04-01
Skin color can be an important feature when tracking skin-colored objects. Particularly this is the case for computer-vision-based human-computer interfaces (HCI). Humans have a highly developed feeling of space and, therefore, it is reasonable to support this within intelligent HCI, where the importance of augmented reality can be foreseen. Joining human-like interaction techniques within multimodal HCI could, or will, gain a feature for modern mobile telecommunication devices. On the other hand, real-time processing plays an important role in achieving more natural and physically intuitive ways of human-machine interaction. The main scope of this work is the development of a stereoscopic computer-vision hardware-accelerated framework for real-time skin feature identification in the sense of a single-pass image segmentation process. The hardware-accelerated preprocessing stage is presented with the purpose of color and spatial filtering, where the skin color model within the hue-saturation-value (HSV) color space is given with a polyhedron of threshold values representing the basis of the filter model. An adaptive filter management unit is suggested to achieve better segmentation results. This enables the adoption of filter parameters to the current scene conditions in an adaptive way. Implementation of the suggested hardware structure is given at the level of filed programmable system level integrated circuit (FPSLIC) devices using an embedded microcontroller as their main feature. A stereoscopic clue is achieved using a time-sequential video stream, but this shows no difference for real-time processing requirements in terms of hardware complexity. The experimental results for the hardware-accelerated preprocessing stage are given by efficiency estimation of the presented hardware structure using a simple motion-detection algorithm based on a binary function.
NASA Astrophysics Data System (ADS)
Barrett, Christopher L.; Bisset, Keith; Chen, Jiangzhuo; Eubank, Stephen; Lewis, Bryan; Kumar, V. S. Anil; Marathe, Madhav V.; Mortveit, Henning S.
Human behavior, social networks, and the civil infrastructures are closely intertwined. Understanding their co-evolution is critical for designing public policies and decision support for disaster planning. For example, human behaviors and day to day activities of individuals create dense social interactions that are characteristic of modern urban societies. These dense social networks provide a perfect fabric for fast, uncontrolled disease propagation. Conversely, people’s behavior in response to public policies and their perception of how the crisis is unfolding as a result of disease outbreak can dramatically alter the normally stable social interactions. Effective planning and response strategies must take these complicated interactions into account. In this chapter, we describe a computer simulation based approach to study these issues using public health and computational epidemiology as an illustrative example. We also formulate game-theoretic and stochastic optimization problems that capture many of the problems that we study empirically.
Social robots as embedded reinforcers of social behavior in children with autism.
Kim, Elizabeth S; Berkovits, Lauren D; Bernier, Emily P; Leyzberg, Dan; Shic, Frederick; Paul, Rhea; Scassellati, Brian
2013-05-01
In this study we examined the social behaviors of 4- to 12-year-old children with autism spectrum disorders (ASD; N = 24) during three tradic interactions with an adult confederate and an interaction partner, where the interaction partner varied randomly among (1) another adult human, (2) a touchscreen computer game, and (3) a social dinosaur robot. Children spoke more in general, and directed more speech to the adult confederate, when the interaction partner was a robot, as compared to a human or computer game interaction partner. Children spoke as much to the robot as to the adult interaction partner. This study provides the largest demonstration of social human-robot interaction in children with autism to date. Our findings suggest that social robots may be developed into useful tools for social skills and communication therapies, specifically by embedding social interaction into intrinsic reinforcers and motivators.
ERIC Educational Resources Information Center
Siler, Stephanie Ann; VanLehn, Kurt
2009-01-01
Face-to-face (FTF) human-human tutoring has ranked among the most effective forms of instruction. However, because computer-mediated (CM) tutoring is becoming increasingly common, it is instructive to evaluate its effectiveness relative to face-to-face tutoring. Does the lack of spoken, face-to-face interaction affect learning gains and…
ERIC Educational Resources Information Center
Tsai, Yueh-Feng; Kaufman, David
2014-01-01
Previous research by Tsai and Kaufman (2010a, 2010b) has suggested that computer-simulated virtual pet dogs can be used as a potential medium to enhance children's development of empathy and humane attitudes toward animals. To gain a deeper understanding of how and why interacting with a virtual pet dog might influence children's social and…
Yoshihara, Lena; Roth, Christian J; Wall, Wolfgang A
2017-04-01
In this article, a novel approach is presented for combining standard fluid-structure interaction with additional volumetric constraints to model fluid flow into and from homogenised solid domains. The proposed algorithm is particularly interesting for investigations in the field of respiratory mechanics as it enables the mutual coupling of airflow in the conducting part and local tissue deformation in the respiratory part of the lung by means of a volume constraint. In combination with a classical monolithic fluid-structure interaction approach, a comprehensive model of the human lung can be established that will be useful to gain new insights into respiratory mechanics in health and disease. To illustrate the validity and versatility of the novel approach, three numerical examples including a patient-specific lung model are presented. The proposed algorithm proves its capability of computing clinically relevant airflow distribution and tissue strain data at a level of detail that is not yet achievable, neither with current imaging techniques nor with existing computational models. Copyright © 2016 John Wiley & Sons, Ltd. Copyright © 2016 John Wiley & Sons, Ltd.
NASA Technical Reports Server (NTRS)
Bejczy, Antal K.
1995-01-01
This presentation focuses on the application of computer graphics or 'virtual reality' (VR) techniques as a human-computer interface tool in the operation of telerobotic systems. VR techniques offer very valuable task realization aids for planning, previewing and predicting robotic actions, operator training, and for visual perception of non-visible events like contact forces in robotic tasks. The utility of computer graphics in telerobotic operation can be significantly enhanced by high-fidelity calibration of virtual reality images to actual TV camera images. This calibration will even permit the creation of artificial (synthetic) views of task scenes for which no TV camera views are available.
The study of early human embryos using interactive 3-dimensional computer reconstructions.
Scarborough, J; Aiton, J F; McLachlan, J C; Smart, S D; Whiten, S C
1997-07-01
Tracings of serial histological sections from 4 human embryos at different Carnegie stages were used to create 3-dimensional (3D) computer models of the developing heart. The models were constructed using commercially available software developed for graphic design and the production of computer generated virtual reality environments. They are available as interactive objects which can be downloaded via the World Wide Web. This simple method of 3D reconstruction offers significant advantages for understanding important events in morphological sciences.
Feature Interactions Enable Decoding of Sensorimotor Transformations for Goal-Directed Movement
Barany, Deborah A.; Della-Maggiore, Valeria; Viswanathan, Shivakumar; Cieslak, Matthew
2014-01-01
Neurophysiology and neuroimaging evidence shows that the brain represents multiple environmental and body-related features to compute transformations from sensory input to motor output. However, it is unclear how these features interact during goal-directed movement. To investigate this issue, we examined the representations of sensory and motor features of human hand movements within the left-hemisphere motor network. In a rapid event-related fMRI design, we measured cortical activity as participants performed right-handed movements at the wrist, with either of two postures and two amplitudes, to move a cursor to targets at different locations. Using a multivoxel analysis technique with rigorous generalization tests, we reliably distinguished representations of task-related features (primarily target location, movement direction, and posture) in multiple regions. In particular, we identified an interaction between target location and movement direction in the superior parietal lobule, which may underlie a transformation from the location of the target in space to a movement vector. In addition, we found an influence of posture on primary motor, premotor, and parietal regions. Together, these results reveal the complex interactions between different sensory and motor features that drive the computation of sensorimotor transformations. PMID:24828640
ERIC Educational Resources Information Center
Johnston, Kevin McCullough
2001-01-01
Considers the design of corporate communications for electronic business and discusses the increasing importance of corporate interaction as companies work in virtual environments. Compares sociological and psychological theories of human interaction and relationship formation with organizational interaction theories of corporate relationship…
NASA Astrophysics Data System (ADS)
Roy, Jean; Breton, Richard; Paradis, Stephane
2001-08-01
Situation Awareness (SAW) is essential for commanders to conduct decision-making (DM) activities. Situation Analysis (SA) is defined as a process, the examination of a situation, its elements, and their relations, to provide and maintain a product, i.e., a state of SAW for the decision maker. Operational trends in warfare put the situation analysis process under pressure. This emphasizes the need for a real-time computer-based Situation analysis Support System (SASS) to aid commanders in achieving the appropriate situation awareness, thereby supporting their response to actual or anticipated threats. Data fusion is clearly a key enabler for SA and a SASS. Since data fusion is used for SA in support of dynamic human decision-making, the exploration of the SA concepts and the design of data fusion techniques must take into account human factor aspects in order to ensure a cognitive fit of the fusion system with the decision-maker. Indeed, the tight human factor aspects in order to ensure a cognitive fit of the fusion system with the decision-maker. Indeed, the tight integration of the human element with the SA technology is essential. Regarding these issues, this paper provides a description of CODSI (Command Decision Support Interface), and operational- like human machine interface prototype for investigations in computer-based SA and command decision support. With CODSI, one objective was to apply recent developments in SA theory and information display technology to the problem of enhancing SAW quality. It thus provides a capability to adequately convey tactical information to command decision makers. It also supports the study of human-computer interactions for SA, and methodologies for SAW measurement.
Inverse boundary-layer theory and comparison with experiment
NASA Technical Reports Server (NTRS)
Carter, J. E.
1978-01-01
Inverse boundary layer computational procedures, which permit nonsingular solutions at separation and reattachment, are presented. In the first technique, which is for incompressible flow, the displacement thickness is prescribed; in the second technique, for compressible flow, a perturbation mass flow is the prescribed condition. The pressure is deduced implicitly along with the solution in each of these techniques. Laminar and turbulent computations, which are typical of separated flow, are presented and comparisons are made with experimental data. In both inverse procedures, finite difference techniques are used along with Newton iteration. The resulting procedure is no more complicated than conventional boundary layer computations. These separated boundary layer techniques appear to be well suited for complete viscous-inviscid interaction computations.
Leveraging Human Insights by Combining Multi-Objective Optimization with Interactive Evolution
2015-03-26
application, a program that used human selections to guide the evolution of insect -like images. He was able to demonstrate that humans provide key insights...LEVERAGING HUMAN INSIGHTS BY COMBINING MULTI-OBJECTIVE OPTIMIZATION WITH INTERACTIVE EVOLUTION THESIS Joshua R. Christman, Second Lieutenant, USAF...COMBINING MULTI-OBJECTIVE OPTIMIZATION WITH INTERACTIVE EVOLUTION THESIS Presented to the Faculty Department of Electrical and Computer Engineering
High order discretization techniques for real-space ab initio simulations
NASA Astrophysics Data System (ADS)
Anderson, Christopher R.
2018-03-01
In this paper, we present discretization techniques to address numerical problems that arise when constructing ab initio approximations that use real-space computational grids. We present techniques to accommodate the singular nature of idealized nuclear and idealized electronic potentials, and we demonstrate the utility of using high order accurate grid based approximations to Poisson's equation in unbounded domains. To demonstrate the accuracy of these techniques, we present results for a Full Configuration Interaction computation of the dissociation of H2 using a computed, configuration dependent, orbital basis set.
ERIC Educational Resources Information Center
Culp, G. H.; And Others
Over 100 interactive computer programs for use in general and organic chemistry at the University of Texas at Austin have been prepared. The rationale for the programs is based upon the belief that computer-assisted instruction (CAI) can improve education by, among other things, freeing teachers from routine tasks, measuring entry skills,…
Digital item for digital human memory--television commerce application: family tree albuming system
NASA Astrophysics Data System (ADS)
Song, Jaeil; Lee, Hyejoo; Hong, JinWoo
2004-01-01
Technical advance in creating, storing digital media in daily life enables computers to capture human life and remember it as people do. A critical point with digitizing human life is how to recall bits of experience that are associated by semantic information. This paper proposes a technique for structuring dynamic digital object based on MPEG-21 Digital Item (DI) in order to recall human"s memory and providing interactive TV service on family tree albuming system as one of its applications. DIs are a dynamically reconfigurable, uniquely identified, described by a descriptor language, logical unit for structuring relationship among multiple media resources. Digital Item Processing (DIP) provides the means to interact with DIs to remind context to user, with active properties where objects have executable properties. Each user can adapt DIs" active properties to tailor the behavior of DIs to match his/her own specific needs. DIs" technologies in Intellectual Property Management and Protection (IPMP) can be used for privacy protection. In the interaction between the social space and technological space, the internal dynamics of family life fits well sharing family albuming service via family television. Family albuming service can act as virtual communities builders for family members. As memory is shared between family members, multiple annotations (including active properties on contextual information) will be made with snowballing value.
Experimenter's laboratory for visualized interactive science
NASA Technical Reports Server (NTRS)
Hansen, Elaine R.; Klemp, Marjorie K.; Lasater, Sally W.; Szczur, Marti R.; Klemp, Joseph B.
1992-01-01
The science activities of the 1990's will require the analysis of complex phenomena and large diverse sets of data. In order to meet these needs, we must take advantage of advanced user interaction techniques: modern user interface tools; visualization capabilities; affordable, high performance graphics workstations; and interoperable data standards and translator. To meet these needs, we propose to adopt and upgrade several existing tools and systems to create an experimenter's laboratory for visualized interactive science. Intuitive human-computer interaction techniques have already been developed and demonstrated at the University of Colorado. A Transportable Applications Executive (TAE+), developed at GSFC, is a powerful user interface tool for general purpose applications. A 3D visualization package developed by NCAR provides both color shaded surface displays and volumetric rendering in either index or true color. The Network Common Data Form (NetCDF) data access library developed by Unidata supports creation, access and sharing of scientific data in a form that is self-describing and network transparent. The combination and enhancement of these packages constitutes a powerful experimenter's laboratory capable of meeting key science needs of the 1990's. This proposal encompasses the work required to build and demonstrate this capability.
Experimenter's laboratory for visualized interactive science
NASA Technical Reports Server (NTRS)
Hansen, Elaine R.; Klemp, Marjorie K.; Lasater, Sally W.; Szczur, Marti R.; Klemp, Joseph B.
1993-01-01
The science activities of the 1990's will require the analysis of complex phenomena and large diverse sets of data. In order to meet these needs, we must take advantage of advanced user interaction techniques: modern user interface tools; visualization capabilities; affordable, high performance graphics workstations; and interoperatable data standards and translator. To meet these needs, we propose to adopt and upgrade several existing tools and systems to create an experimenter's laboratory for visualized interactive science. Intuitive human-computer interaction techniques have already been developed and demonstrated at the University of Colorado. A Transportable Applications Executive (TAE+), developed at GSFC, is a powerful user interface tool for general purpose applications. A 3D visualization package developed by NCAR provides both color-shaded surface displays and volumetric rendering in either index or true color. The Network Common Data Form (NetCDF) data access library developed by Unidata supports creation, access and sharing of scientific data in a form that is self-describing and network transparent. The combination and enhancement of these packages constitutes a powerful experimenter's laboratory capable of meeting key science needs of the 1990's. This proposal encompasses the work required to build and demonstrate this capability.
Opponent Classification in Poker
NASA Astrophysics Data System (ADS)
Ahmad, Muhammad Aurangzeb; Elidrisi, Mohamed
Modeling games has a long history in the Artificial Intelligence community. Most of the games that have been considered solved in AI are perfect information games. Imperfect information games like Poker and Bridge represent a domain where there is a great deal of uncertainty involved and additional challenges with respect to modeling the behavior of the opponent etc. Techniques developed for playing imperfect games also have many real world applications like repeated online auctions, human computer interaction, opponent modeling for military applications etc. In this paper we explore different techniques for playing poker, the core of these techniques is opponent modeling via classifying the behavior of opponent according to classes provided by domain experts. We utilize windows of full observation in the game to classify the opponent. In Poker, the behavior of an opponent is classified into four standard poker-playing styles based on a subjective function.
Practice and Personhood in Professional Interaction: Social Identities and Information Needs.
ERIC Educational Resources Information Center
Mokros, Hartmut B.; And Others
1995-01-01
Explores the human aspect of information retrieval by examining the behavior and pronoun use of librarians in the course of communicating with patrons during online computer search interactions. Compares two studies on the conduct of librarians as intermediaries in naturally occurring online computer search interactions. (JMV)
Comparison of Classification Methods for Detecting Emotion from Mandarin Speech
NASA Astrophysics Data System (ADS)
Pao, Tsang-Long; Chen, Yu-Te; Yeh, Jun-Heng
It is said that technology comes out from humanity. What is humanity? The very definition of humanity is emotion. Emotion is the basis for all human expression and the underlying theme behind everything that is done, said, thought or imagined. Making computers being able to perceive and respond to human emotion, the human-computer interaction will be more natural. Several classifiers are adopted for automatically assigning an emotion category, such as anger, happiness or sadness, to a speech utterance. These classifiers were designed independently and tested on various emotional speech corpora, making it difficult to compare and evaluate their performance. In this paper, we first compared several popular classification methods and evaluated their performance by applying them to a Mandarin speech corpus consisting of five basic emotions, including anger, happiness, boredom, sadness and neutral. The extracted feature streams contain MFCC, LPCC, and LPC. The experimental results show that the proposed WD-MKNN classifier achieves an accuracy of 81.4% for the 5-class emotion recognition and outperforms other classification techniques, including KNN, MKNN, DW-KNN, LDA, QDA, GMM, HMM, SVM, and BPNN. Then, to verify the advantage of the proposed method, we compared these classifiers by applying them to another Mandarin expressive speech corpus consisting of two emotions. The experimental results still show that the proposed WD-MKNN outperforms others.
You, Zhu-Hong; Li, Shuai; Gao, Xin; Luo, Xin; Ji, Zhen
2014-01-01
Protein-protein interactions are the basis of biological functions, and studying these interactions on a molecular level is of crucial importance for understanding the functionality of a living cell. During the past decade, biosensors have emerged as an important tool for the high-throughput identification of proteins and their interactions. However, the high-throughput experimental methods for identifying PPIs are both time-consuming and expensive. On the other hand, high-throughput PPI data are often associated with high false-positive and high false-negative rates. Targeting at these problems, we propose a method for PPI detection by integrating biosensor-based PPI data with a novel computational model. This method was developed based on the algorithm of extreme learning machine combined with a novel representation of protein sequence descriptor. When performed on the large-scale human protein interaction dataset, the proposed method achieved 84.8% prediction accuracy with 84.08% sensitivity at the specificity of 85.53%. We conducted more extensive experiments to compare the proposed method with the state-of-the-art techniques, support vector machine. The achieved results demonstrate that our approach is very promising for detecting new PPIs, and it can be a helpful supplement for biosensor-based PPI data detection.
NASA Technical Reports Server (NTRS)
Edwards, Jack R.; Mcrae, D. Scott
1991-01-01
An efficient method for computing two-dimensional compressible Navier-Stokes flow fields is presented. The solution algorithm is a fully-implicit approximate factorization technique based on an unsymmetric line Gauss-Seidel splitting of the equation system Jacobian matrix. Convergence characteristics are improved by the addition of acceleration techniques based on Shamanskii's method for nonlinear equations and Broyden's quasi-Newton update. Characteristic-based differencing of the equations is provided by means of Van Leer's flux vector splitting. In this investigation, emphasis is placed on the fast and accurate computation of shock-wave-boundary layer interactions with and without slot suction effects. In the latter context, a set of numerical boundary conditions for simulating the transpiration flow in an open slot is devised. Both laminar and turbulent cases are considered, with turbulent closure provided by a modified Cebeci-Smith algebraic model. Comparisons with computational and experimental data sets are presented for a variety of interactions, and a fully-coupled simulation of a plenum chamber/inlet flowfield with shock interaction and suction is also shown and discussed.
Pilot interaction with automated airborne decision making systems
NASA Technical Reports Server (NTRS)
Rouse, W. B.; Chu, Y. Y.; Greenstein, J. S.; Walden, R. S.
1976-01-01
An investigation was made of interaction between a human pilot and automated on-board decision making systems. Research was initiated on the topic of pilot problem solving in automated and semi-automated flight management systems and attempts were made to develop a model of human decision making in a multi-task situation. A study was made of allocation of responsibility between human and computer, and discussed were various pilot performance parameters with varying degrees of automation. Optimal allocation of responsibility between human and computer was considered and some theoretical results found in the literature were presented. The pilot as a problem solver was discussed. Finally the design of displays, controls, procedures, and computer aids for problem solving tasks in automated and semi-automated systems was considered.
Overview Electrotactile Feedback for Enhancing Human Computer Interface
NASA Astrophysics Data System (ADS)
Pamungkas, Daniel S.; Caesarendra, Wahyu
2018-04-01
To achieve effective interaction between a human and a computing device or machine, adequate feedback from the computing device or machine is required. Recently, haptic feedback is increasingly being utilised to improve the interactivity of the Human Computer Interface (HCI). Most existing haptic feedback enhancements aim at producing forces or vibrations to enrich the user’s interactive experience. However, these force and/or vibration actuated haptic feedback systems can be bulky and uncomfortable to wear and only capable of delivering a limited amount of information to the user which can limit both their effectiveness and the applications they can be applied to. To address this deficiency, electrotactile feedback is used. This involves delivering haptic sensations to the user by electrically stimulating nerves in the skin via electrodes placed on the surface of the skin. This paper presents a review and explores the capability of electrotactile feedback for HCI applications. In addition, a description of the sensory receptors within the skin for sensing tactile stimulus and electric currents alsoseveral factors which influenced electric signal to transmit to the brain via human skinare explained.
SnapAnatomy, a computer-based interactive tool for independent learning of human anatomy.
Yip, George W; Rajendran, Kanagasuntheram
2008-06-01
Computer-aided instruction materials are becoming increasing popular in medical education and particularly in the teaching of human anatomy. This paper describes SnapAnatomy, a new interactive program that the authors designed for independent learning of anatomy. SnapAnatomy is primarily tailored for the beginner student to encourage the learning of anatomy by developing a three-dimensional visualization of human structure that is essential to applications in clinical practice and the understanding of function. The program allows the student to take apart and to accurately put together body components in an interactive, self-paced and variable manner to achieve the learning outcome.
Human-Computer Interaction, Tourism and Cultural Heritage
NASA Astrophysics Data System (ADS)
Cipolla Ficarra, Francisco V.
We present a state of the art of the human-computer interaction aimed at tourism and cultural heritage in some cities of the European Mediterranean. In the work an analysis is made of the main problems deriving from training understood as business and which can derail the continuous growth of the HCI, the new technologies and tourism industry. Through a semiotic and epistemological study the current mistakes in the context of the interrelations of the formal and factual sciences will be detected and also the human factors that have an influence on the professionals devoted to the development of interactive systems in order to safeguard and boost cultural heritage.
What Machines Need to Learn to Support Human Problem-Solving
NASA Technical Reports Server (NTRS)
Vera, Alonso
2017-01-01
In the development of intelligent systems that interact with humans, there is often confusion between how the system functions with respect to the humans it interacts with and how it interfaces with those humans. The former is a much deeper challenge than the latter it requires a system-level understanding of evolving human roles as well as an understanding of what humans need to know (and when) in order to perform their tasks. This talk will focus on some of the challenges in getting this right as well as on the type of research and development that results in successful human-autonomy teaming. Brief Bio: Dr. Alonso Vera is Chief of the Human Systems Integration Division at NASA Ames Research Center. His expertise is in human-computer interaction, information systems, artificial intelligence, and computational human performance modeling. He has led the design, development and deployment of mission software systems across NASA robotic and human space flight missions, including Mars Exploration Rovers, Phoenix Mars Lander, ISS, Constellation, and Exploration Systems. Dr. Vera received a Bachelor of Science with First Class Honors from McGill University in 1985 and a Ph.D. from Cornell University in 1991. He went on to a Post-Doctoral Fellowship in the School of Computer Science at Carnegie Mellon University from 1990-93.
Intelligent Context-Aware and Adaptive Interface for Mobile LBS
Liu, Yanhong
2015-01-01
Context-aware user interface plays an important role in many human-computer Interaction tasks of location based services. Although spatial models for context-aware systems have been studied extensively, how to locate specific spatial information for users is still not well resolved, which is important in the mobile environment where location based services users are impeded by device limitations. Better context-aware human-computer interaction models of mobile location based services are needed not just to predict performance outcomes, such as whether people will be able to find the information needed to complete a human-computer interaction task, but to understand human processes that interact in spatial query, which will in turn inform the detailed design of better user interfaces in mobile location based services. In this study, a context-aware adaptive model for mobile location based services interface is proposed, which contains three major sections: purpose, adjustment, and adaptation. Based on this model we try to describe the process of user operation and interface adaptation clearly through the dynamic interaction between users and the interface. Then we show how the model applies users' demands in a complicated environment and suggested the feasibility by the experimental results. PMID:26457077
Network Analyses in Plant Pathogens
Botero, David; Alvarado, Camilo; Bernal, Adriana; Danies, Giovanna; Restrepo, Silvia
2018-01-01
Even in the age of big data in Biology, studying the connections between the biological processes and the molecular mechanisms behind them is a challenging task. Systems biology arose as a transversal discipline between biology, chemistry, computer science, mathematics, and physics to facilitate the elucidation of such connections. A scenario, where the application of systems biology constitutes a very powerful tool, is the study of interactions between hosts and pathogens using network approaches. Interactions between pathogenic bacteria and their hosts, both in agricultural and human health contexts are of great interest to researchers worldwide. Large amounts of data have been generated in the last few years within this area of research. However, studies have been relatively limited to simple interactions. This has left great amounts of data that remain to be utilized. Here, we review the main techniques in network analysis and their complementary experimental assays used to investigate bacterial-plant interactions. Other host-pathogen interactions are presented in those cases where few or no examples of plant pathogens exist. Furthermore, we present key results that have been obtained with these techniques and how these can help in the design of new strategies to control bacterial pathogens. The review comprises metabolic simulation, protein-protein interactions, regulatory control of gene expression, host-pathogen modeling, and genome evolution in bacteria. The aim of this review is to offer scientists working on plant-pathogen interactions basic concepts around network biology, as well as an array of techniques that will be useful for a better and more complete interpretation of their data. PMID:29441045
NASA Technical Reports Server (NTRS)
Bekey, G. A.
1971-01-01
Studies are summarized on the application of advanced analytical and computational methods to the development of mathematical models of human controllers in multiaxis manual control systems. Specific accomplishments include the following: (1) The development of analytical and computer methods for the measurement of random parameters in linear models of human operators. (2) Discrete models of human operator behavior in a multiple display situation were developed. (3) Sensitivity techniques were developed which make possible the identification of unknown sampling intervals in linear systems. (4) The adaptive behavior of human operators following particular classes of vehicle failures was studied and a model structure proposed.
The Design of Hand Gestures for Human-Computer Interaction: Lessons from Sign Language Interpreters.
Rempel, David; Camilleri, Matt J; Lee, David L
2015-10-01
The design and selection of 3D modeled hand gestures for human-computer interaction should follow principles of natural language combined with the need to optimize gesture contrast and recognition. The selection should also consider the discomfort and fatigue associated with distinct hand postures and motions, especially for common commands. Sign language interpreters have extensive and unique experience forming hand gestures and many suffer from hand pain while gesturing. Professional sign language interpreters (N=24) rated discomfort for hand gestures associated with 47 characters and words and 33 hand postures. Clear associations of discomfort with hand postures were identified. In a nominal logistic regression model, high discomfort was associated with gestures requiring a flexed wrist, discordant adjacent fingers, or extended fingers. These and other findings should be considered in the design of hand gestures to optimize the relationship between human cognitive and physical processes and computer gesture recognition systems for human-computer input.
Shi, Jie-Hua; Lou, Yan-Yue; Zhou, Kai-Li; Pan, Dong-Qi
2018-06-18
As a sulfonylurea herbicide, sulfosulfuron is extensively applied in controlling broad-leaves and weeds in agriculture. It may cause a potential risk for human and herbivores health due to its widely application and residue in crops and fruits. The study of the binding characteristics of calf thymus DNA (ct-DNA) with sulfosulfuron was performed through a series of spectroscopic techniques and computer simulation. The experimental results showed sulfosulfuron interacted with ct-DNA through the groove binding. The negative values of thermodynamic parameter (ΔH 0 , ΔS 0 and ΔG 0 ) revealed that the reaction of sulfosulfuron with DNA could proceed spontaneously, and the hydrogen bonding and van der Waals forces were essential to sulfosulfuron-ct-DNA binding, which was further verified by molecular docking study. Meanwhile, the electrostatic and hydrophobic interactions also played a supporting function for the interaction of sulfosulfuron with ct-DNA. The circular dichroism (CD) results exhibited a minor change in the secondary structure of ct-DNA during interaction process. Moreover, the conformation of sulfosulfuron had the obvious change after binding to DNA, which suggested that the flexibility of sulfosulfuron contributed to stabilizing the sulfosulfuron-ct-DNA complex. Copyright © 2018 Elsevier B.V. All rights reserved.
Real time eye tracking using Kalman extended spatio-temporal context learning
NASA Astrophysics Data System (ADS)
Munir, Farzeen; Minhas, Fayyaz ul Amir Asfar; Jalil, Abdul; Jeon, Moongu
2017-06-01
Real time eye tracking has numerous applications in human computer interaction such as a mouse cursor control in a computer system. It is useful for persons with muscular or motion impairments. However, tracking the movement of the eye is complicated by occlusion due to blinking, head movement, screen glare, rapid eye movements, etc. In this work, we present the algorithmic and construction details of a real time eye tracking system. Our proposed system is an extension of Spatio-Temporal context learning through Kalman Filtering. Spatio-Temporal Context Learning offers state of the art accuracy in general object tracking but its performance suffers due to object occlusion. Addition of the Kalman filter allows the proposed method to model the dynamics of the motion of the eye and provide robust eye tracking in cases of occlusion. We demonstrate the effectiveness of this tracking technique by controlling the computer cursor in real time by eye movements.
ERIC Educational Resources Information Center
Klein, David C.
2014-01-01
As advancements in automation continue to alter the systemic behavior of computer systems in a wide variety of industrial applications, human-machine interactions are increasingly becoming supervisory in nature, with less hands-on human involvement. This maturing of the human role within the human-computer relationship is relegating operations…
Enhancing Tele-robotics with Immersive Virtual Reality
2017-11-03
graduate and undergraduate students within the Digital Gaming and Simulation, Computer Science, and psychology programs have actively collaborated...investigates the use of artificial intelligence and visual computing. Numerous fields across the human-computer interaction and gaming research areas...invested in digital gaming and simulation to cognitively stimulate humans by computers, forming a $10.5B industry [1]. On the other hand, cognitive
ERIC Educational Resources Information Center
STONE, PHILIP J.
AUTOMATED LANGUAGE PROCESSING (CONTENT ANALYSIS) IS ENGAGED IN NEW VENTURES IN COMPUTER DIALOG AS A RESULT OF NEW TECHNIQUES IN CATEGORIZING RESPONSES. A COMPUTER "NEED-ACHIEVEMENT" SCORING SYSTEM HAS BEEN DEVELOPED. A SET OF COMPUTER PROGRAMS, LABELED "THE GENERAL INQUIRER," WILL SCORE COMPUTER INPUTS WITH RESPONSES FED FROM…
Bengali-English Relevant Cross Lingual Information Access Using Finite Automata
NASA Astrophysics Data System (ADS)
Banerjee, Avishek; Bhattacharyya, Swapan; Hazra, Simanta; Mondal, Shatabdi
2010-10-01
CLIR techniques searches unrestricted texts and typically extract term and relationships from bilingual electronic dictionaries or bilingual text collections and use them to translate query and/or document representations into a compatible set of representations with a common feature set. In this paper, we focus on dictionary-based approach by using a bilingual data dictionary with a combination to statistics-based methods to avoid the problem of ambiguity also the development of human computer interface aspects of NLP (Natural Language processing) is the approach of this paper. The intelligent web search with regional language like Bengali is depending upon two major aspect that is CLIA (Cross language information access) and NLP. In our previous work with IIT, KGP we already developed content based CLIA where content based searching in trained on Bengali Corpora with the help of Bengali data dictionary. Here we want to introduce intelligent search because to recognize the sense of meaning of a sentence and it has a better real life approach towards human computer interactions.
Space-Time Fluid-Structure Interaction Computation of Flapping-Wing Aerodynamics
2013-12-01
SST-VMST." The structural mechanics computations are based on the Kirchhoff -Love shell model. We use a sequential coupling technique, which is...mechanics computations are based on the Kirchhoff -Love shell model. We use a sequential coupling technique, which is ap- plicable to some classes of FSI...we use the ST-VMS method in combination with the ST-SUPS method. The structural mechanics computations are mostly based on the Kirchhoff –Love shell
Banerjee, Arundhati; Ray, Sujay
2016-01-01
Structural basis for exploration into MDM2 and MDM2-DHFR interaction plays a vital role in analyzing the obstruction in folate metabolism, nonsynthesis of purines, and further epigenetic regulation in Homo sapiens. Therefore, it leads to suppression of normal cellular behavior and malignancy. This has been earlier documented via yeast two-hybrid assays. So, with a novel outlook, this study explores the molecular level demonstration of the best satisfactory MDM2 model selection after performing manifold modeling techniques. Z-scores and other stereochemical features were estimated for comparison. Further, protein-protein docking was executed with MDM2 and the experimentally validated X-ray crystallographic DHFR. Residual disclosure from the best suited simulated protein complex disclosed 18 side chain and 3 ionic interactions to strongly accommodate MDM2 protein into the pocket-like zone in DHFR due to the positive environment by charged residues. Lysine residues from MDM2 played a predominant role. Moreover, evaluation from varied energy calculations, folding rate, and net area for solvent accessibility implied the active participation of MDM2 with DHFR. Fascinatingly, conformational transitions from coils to helices and β-sheets after interaction with DHFR affirm the conformational strength and firmer interaction of human MDM2-DHFR. Therefore, this probe instigates near-future clinical research and interactive computational investigations with mutations.
Banerjee, Arundhati; Ray, Sujay
2016-01-01
Structural basis for exploration into MDM2 and MDM2-DHFR interaction plays a vital role in analyzing the obstruction in folate metabolism, nonsynthesis of purines, and further epigenetic regulation in Homo sapiens. Therefore, it leads to suppression of normal cellular behavior and malignancy. This has been earlier documented via yeast two-hybrid assays. So, with a novel outlook, this study explores the molecular level demonstration of the best satisfactory MDM2 model selection after performing manifold modeling techniques. Z-scores and other stereochemical features were estimated for comparison. Further, protein-protein docking was executed with MDM2 and the experimentally validated X-ray crystallographic DHFR. Residual disclosure from the best suited simulated protein complex disclosed 18 side chain and 3 ionic interactions to strongly accommodate MDM2 protein into the pocket-like zone in DHFR due to the positive environment by charged residues. Lysine residues from MDM2 played a predominant role. Moreover, evaluation from varied energy calculations, folding rate, and net area for solvent accessibility implied the active participation of MDM2 with DHFR. Fascinatingly, conformational transitions from coils to helices and β-sheets after interaction with DHFR affirm the conformational strength and firmer interaction of human MDM2-DHFR. Therefore, this probe instigates near-future clinical research and interactive computational investigations with mutations. PMID:27213086
An application of interactive computer graphics technology to the design of dispersal mechanisms
NASA Technical Reports Server (NTRS)
Richter, B. J.; Welch, B. H.
1977-01-01
Interactive computer graphics technology is combined with a general purpose mechanisms computer code to study the operational behavior of three guided bomb dispersal mechanism designs. These studies illustrate the use of computer graphics techniques to discover operational anomalies, to assess the effectiveness of design improvements, to reduce the time and cost of the modeling effort, and to provide the mechanism designer with a visual understanding of the physical operation of such systems.
DOT National Transportation Integrated Search
2016-01-01
Human attention is a finite resource. When interrupted while performing a task, this : resource is split between two interactive tasks. People have to decide whether the benefits : from the interruptive interaction will be enough to offset the loss o...
Employing Textual and Facial Emotion Recognition to Design an Affective Tutoring System
ERIC Educational Resources Information Center
Lin, Hao-Chiang Koong; Wang, Cheng-Hung; Chao, Ching-Ju; Chien, Ming-Kuan
2012-01-01
Emotional expression in Artificial Intelligence has gained lots of attention in recent years, people applied its affective computing not only in enhancing and realizing the interaction between computers and human, it also makes computer more humane. In this study, emotional expressions were applied into intelligent tutoring system, where learners'…
Man-machine analysis of translation and work tasks of Skylab films
NASA Technical Reports Server (NTRS)
Hosler, W. W.; Boelter, J. G.; Morrow, J. R., Jr.; Jackson, J. T.
1979-01-01
An objective approach to determine the concurrent validity of computer-graphic models is real time film analysis. This technique was illustrated through the procedures and results obtained in an evaluation of translation of Skylab mission astronauts. The quantitative analysis was facilitated by the use of an electronic film analyzer, minicomputer, and specifically supportive software. The uses of this technique for human factors research are: (1) validation of theoretical operator models; (2) biokinetic analysis; (3) objective data evaluation; (4) dynamic anthropometry; (5) empirical time-line analysis; and (6) consideration of human variability. Computer assisted techniques for interface design and evaluation have the potential for improving the capability for human factors engineering.
The Next Wave: Humans, Computers, and Redefining Reality
NASA Technical Reports Server (NTRS)
Little, William
2018-01-01
The Augmented/Virtual Reality (AVR) Lab at KSC is dedicated to " exploration into the growing computer fields of Extended Reality and the Natural User Interface (it is) a proving ground for new technologies that can be integrated into future NASA projects and programs." The topics of Human Computer Interface, Human Computer Interaction, Augmented Reality, Virtual Reality, and Mixed Reality are defined; examples of work being done in these fields in the AVR Lab are given. Current new and future work in Computer Vision, Speech Recognition, and Artificial Intelligence are also outlined.
NASA Astrophysics Data System (ADS)
Cheok, Adrian David
This chapter details the Human Pacman system to illuminate entertainment computing which ventures to embed the natural physical world seamlessly with a fantasy virtual playground by capitalizing on infrastructure provided by mobile computing, wireless LAN, and ubiquitous computing. With Human Pacman, we have a physical role-playing computer fantasy together with real human-social and mobile-gaming that emphasizes on collaboration and competition between players in a wide outdoor physical area that allows natural wide-area human-physical movements. Pacmen and Ghosts are now real human players in the real world experiencing mixed computer graphics fantasy-reality provided by using the wearable computers on them. Virtual cookies and actual tangible physical objects are incorporated into the game play to provide novel experiences of seamless transitions between the real and virtual worlds. This is an example of a new form of gaming that anchors on physicality, mobility, social interaction, and ubiquitous computing.
Studying Parental Decision Making with Micro-Computers: The CPSI Technique.
ERIC Educational Resources Information Center
Holden, George W.
A technique for studying how parents think, make decisions, and solve childrearing problems, Computer-Presented Social Interactions (CPSI), is described. Two studies involving CPSI are presented. The first study concerns a common parental cognitive task: causal analysis of an undesired behavior. The task was to diagnose the cause of non-contingent…
Air Defense: A Computer Game for Research in Human Performance.
1981-07-01
warfare (ANW) threat analysis. M’ajor elements of the threat analysis problem \\\\,erc eoibedded in an interactive air detoense game controlled by a...The game requires sustained attention to a complex and interactive "hostile" environment, provides proper experimental control of relevant variables...AD-A102 725 NAVY PERSONNEL RESEARCH AND DEVELOPMENT CENTER SAN DETC F/6 5/10 AIR DEFENSE: A COMPUTER GAME FOR RESEARCH IN HUMAN PERFORMANCE.(U) JUL
Sensitivity of light interaction computer model to the absorption properties of skin
NASA Astrophysics Data System (ADS)
Karsten, A. E.; Singh, A.
2011-06-01
Light based treatments offer major benefits to patients. Many of the light based treatments or diagnostic techniques need to penetrate the skin to reach the site of interest. Human skin is a highly scattering medium and the melanin in the epidermal layer of the skin is a major absorber of light in the visible and near infrared wavelength bands. The effect of increasing absorption in the epidermis is tested on skin simulating phantoms as well as on a computer model. Changing the absorption coefficient between 0.1 mm-1 and 1.0 mm-1 resulted in a decrease of light reaching 1 mm into the sample. Transmission through a 1 mm thick sample decreased from 48% to 13% and from 31% to 2% for the different scattering coefficients.
TBGG- INTERACTIVE ALGEBRAIC GRID GENERATION
NASA Technical Reports Server (NTRS)
Smith, R. E.
1994-01-01
TBGG, Two-Boundary Grid Generation, applies an interactive algebraic grid generation technique in two dimensions. The program incorporates mathematical equations that relate the computational domain to the physical domain. TBGG has application to a variety of problems using finite difference techniques, such as computational fluid dynamics. Examples include the creation of a C-type grid about an airfoil and a nozzle configuration in which no left or right boundaries are specified. The underlying two-boundary technique of grid generation is based on Hermite cubic interpolation between two fixed, nonintersecting boundaries. The boundaries are defined by two ordered sets of points, referred to as the top and bottom. Left and right side boundaries may also be specified, and call upon linear blending functions to conform interior interpolation to the side boundaries. Spacing between physical grid coordinates is determined as a function of boundary data and uniformly spaced computational coordinates. Control functions relating computational coordinates to parametric intermediate variables that affect the distance between grid points are embedded in the interpolation formulas. A versatile control function technique with smooth cubic spline functions is also presented. The TBGG program is written in FORTRAN 77. It works best in an interactive graphics environment where computational displays and user responses are quickly exchanged. The program has been implemented on a CDC Cyber 170 series computer using NOS 2.4 operating system, with a central memory requirement of 151,700 (octal) 60 bit words. TBGG requires a Tektronix 4015 terminal and the DI-3000 Graphics Library of Precision Visuals, Inc. TBGG was developed in 1986.
ERIC Educational Resources Information Center
Landa-Jiménez, M. A.; González-Gaspar, P.; Pérez-Estudillo, C.; López-Meraz, M. L.; Morgado-Valle, C.; Beltran-Parrazal, L.
2016-01-01
A Muscle-Computer Interface (muCI) is a human-machine system that uses electromyographic (EMG) signals to communicate with a computer. Surface EMG (sEMG) signals are currently used to command robotic devices, such as robotic arms and hands, and mobile robots, such as wheelchairs. These signals reflect the motor intention of a user before the…
[An interactive three-dimensional model of the human body].
Liem, S L
2009-01-01
Driven by advanced computer technology, it is now possible to show the human anatomy on a computer. On the internet, the Visible Body programme makes it possible to navigate in all directions through the anatomical structures of the human body, using mouse and keyboard. Visible Body is a wonderful tool to give insight in the human structures, body functions and organs.
Recent technology products from Space Human Factors research
NASA Technical Reports Server (NTRS)
Jenkins, James P.
1991-01-01
The goals of the NASA Space Human Factors program and the research carried out concerning human factors are discussed with emphasis given to the development of human performance models, data, and tools. The major products from this program are described, which include the Laser Anthropometric Mapping System; a model of the human body for evaluating the kinematics and dynamics of human motion and strength in microgravity environment; an operational experience data base for verifying and validating the data repository of manned space flights; the Operational Experience Database Taxonomy; and a human-computer interaction laboratory whose products are the display softaware and requirements and the guideline documents and standards for applications on human-computer interaction. Special attention is given to the 'Convoltron', a prototype version of a signal processor for synthesizing the head-related transfer functions.
Application of interactive computer graphics in wind-tunnel dynamic model testing
NASA Technical Reports Server (NTRS)
Doggett, R. V., Jr.; Hammond, C. E.
1975-01-01
The computer-controlled data-acquisition system recently installed for use with a transonic dynamics tunnel was described. This includes a discussion of the hardware/software features of the system. A subcritical response damping technique, called the combined randomdec/moving-block method, for use in windtunnel-model flutter testing, that has been implemented on the data-acquisition system, is described in some detail. Some results using the method are presented and the importance of using interactive graphics in applying the technique in near real time during wind-tunnel test operations is discussed.
A Perspective on Computational Human Performance Models as Design Tools
NASA Technical Reports Server (NTRS)
Jones, Patricia M.
2010-01-01
The design of interactive systems, including levels of automation, displays, and controls, is usually based on design guidelines and iterative empirical prototyping. A complementary approach is to use computational human performance models to evaluate designs. An integrated strategy of model-based and empirical test and evaluation activities is particularly attractive as a methodology for verification and validation of human-rated systems for commercial space. This talk will review several computational human performance modeling approaches and their applicability to design of display and control requirements.
Development of a novel 2D color map for interactive segmentation of histological images.
Chaudry, Qaiser; Sharma, Yachna; Raza, Syed H; Wang, May D
2012-05-01
We present a color segmentation approach based on a two-dimensional color map derived from the input image. Pathologists stain tissue biopsies with various colored dyes to see the expression of biomarkers. In these images, because of color variation due to inconsistencies in experimental procedures and lighting conditions, the segmentation used to analyze biological features is usually ad-hoc. Many algorithms like K-means use a single metric to segment the image into different color classes and rarely provide users with powerful color control. Our 2D color map interactive segmentation technique based on human color perception information and the color distribution of the input image, enables user control without noticeable delay. Our methodology works for different staining types and different types of cancer tissue images. Our proposed method's results show good accuracy with low response and computational time making it a feasible method for user interactive applications involving segmentation of histological images.
Bioengineering anembryonic human trophoblast vesicles.
Robins, Jared C; Morgan, Jeffrey R; Krueger, Paula; Carson, Sandra A
2011-02-01
Trophoblast cells in vivo form a 3-dimensional structure that promotes complex cell-to-cell interactions that cannot be studied with traditional monolayer culture. We describe a 3-dimensional trophoblast bioreactor to study cellular interactions. Nonadhesive agarose hydrogels were cast from molds using computer-assisted prototyping. Trophoblast cells were seeded into the gels for 10 days. Morphology, viability, and vesicle behavior were assessed. Trophoblast cells formed uniform spheroids. Serial sectioning on days 3, 7, and 10 revealed central vacuolization with a consistent outer rim 12.3-μ thick. The vesicle configuration has been confirmed with confocal imaging. Electron Microscopic (EM) imaging revealed its ultrastructure. The vesicles migrate across a fibronectin-coated surface and invaded basement membrane. Trophoblast cells cultured in a novel substrate-free 3-dimensional system form trophoblast vesicles. This new cell culture technique allows us to better study placental cell-to-cell interactions with the potential of forming microtissues.
ERIC Educational Resources Information Center
Michael, Greg
2001-01-01
Describes computed tomography (CT), a medical imaging technique that produces images of transaxial planes through the human body. A CT image is reconstructed mathematically from a large number of one-dimensional projections of a plane. The technique is used in radiological examinations and radiotherapy treatment planning. (Author/MM)
Airline flight planning - The weather connection
NASA Technical Reports Server (NTRS)
Steinberg, R.
1981-01-01
The history of airline flight planning is briefly reviewed. Over half a century ago, when scheduled airline services began, weather data were almost nonexistent. By the early 1950's a reliable synoptic network provided upper air reports. The next 15 years saw a rapid growth in commercial aviation, and airlines introduced computer techniques to flight planning. The 1970's saw the development of weather satellites. The current state of flight planning activities is analyzed. It is found that accurate flight planning will require meteorological information on a finer scale than can be provided by a synoptic forecast. Opportunities for a new approach are examined, giving attention to the available options, a mesoscale numerical weather prediction model, limited area fine mesh models, man-computer interactive display systems, the use of interactive techniques with the present upper air data base, and the implementation of interactive techniques.
2010-03-01
functionality and plausibility distinguishes this research from most research in computational linguistics and computational psycholinguistics . The... Psycholinguistic Theory There is extensive psycholinguistic evidence that human language processing is essentially incremental and interactive...challenges of psycholinguistic research is to explain how humans can process language effortlessly and accurately given the complexity and ambiguity that is
Assessing the Purpose and Importance University Students Attribute to Current ICT Applications
ERIC Educational Resources Information Center
DiGiuseppe, Maurice; Partosoedarso, Elita
2014-01-01
In this study we surveyed students in a mid-sized university in Ontario, Canada to explore various aspects associated with their use of computer-based applications. For the purpose of analysis, the computer applications under study were categorized according to the Human-Computer-Human Interaction (HCHI) model of Desjardins (2005) in which…
Epa, V. Chandana; Dolezal, Olan; Doughty, Larissa; Xiao, Xiaowen; Jost, Christian; Plückthun, Andreas; Adams, Timothy E.
2013-01-01
Designed Ankyrin Repeat Proteins are a class of novel binding proteins that can be selected and evolved to bind to targets with high affinity and specificity. We are interested in the DARPin H10-2-G3, which has been evolved to bind with very high affinity to the human epidermal growth factor receptor 2 (HER2). HER2 is found to be over-expressed in 30% of breast cancers, and is the target for the FDA-approved therapeutic monoclonal antibodies trastuzumab and pertuzumab and small molecule tyrosine kinase inhibitors. Here, we use computational macromolecular docking, coupled with several interface metrics such as shape complementarity, interaction energy, and electrostatic complementarity, to model the structure of the complex between the DARPin H10-2-G3 and HER2. We analyzed the interface between the two proteins and then validated the structural model by showing that selected HER2 point mutations at the putative interface with H10-2-G3 reduce the affinity of binding up to 100-fold without affecting the binding of trastuzumab. Comparisons made with a subsequently solved X-ray crystal structure of the complex yielded a backbone atom root mean square deviation of 0.84–1.14 Ångstroms. The study presented here demonstrates the capability of the computational techniques of structural bioinformatics in generating useful structural models of protein-protein interactions. PMID:23527120
NASA Astrophysics Data System (ADS)
Maurya, Neha; ud din Parray, Mehraj; Maurya, Jitendra Kumar; Kumar, Amit; Patel, Rajan
2018-06-01
The binding nature of amphiphilic drugs viz. promethazine hydrochloride (PMT) and adiphenine hydrochloride (ADP), with human hemoglobin (Hb) was unraveled by fluorescence, absorbance, time resolved fluorescence, fluorescence resonance energy transfer (FRET) and circular dichroism (CD) spectral techniques in combination with molecular docking and molecular dynamic simulation methods. The steady state fluorescence spectra indicated that both PMT and ADP quenches the fluorescence of Hb through static quenching mechanism which was further confirmed by time resolved fluorescence spectra. The UV-Vis spectroscopy suggested ground state complex formation. The activation energy (Ea) was observed more in the case of Hb-ADP than Hb-PMT interaction system. The FRET result indicates the high probability of energy transfer from β Trp37 residue of Hb to the PMT (r = 2.02 nm) and ADP (r = 2.33 nm). The thermodynamic data reveal that binding of PMT with Hb are exothermic in nature involving hydrogen bonding and van der Waal interaction whereas in the case of ADP hydrophobic forces play the major role and binding process is endothermic in nature. The CD results show that both PMT and ADP, induced secondary structural changes of Hb and unfold the protein by losing a large helical content while the effect is more pronounced with ADP. Additionally, we also utilized computational approaches for deep insight into the binding of these drugs with Hb and the results are well matched with our experimental results.
Neurally and mathematically motivated architecture for language and thought.
Perlovsky, L I; Ilin, R
2010-01-01
Neural structures of interaction between thinking and language are unknown. This paper suggests a possible architecture motivated by neural and mathematical considerations. A mathematical requirement of computability imposes significant constraints on possible architectures consistent with brain neural structure and with a wealth of psychological knowledge. How language interacts with cognition. Do we think with words, or is thinking independent from language with words being just labels for decisions? Why is language learned by the age of 5 or 7, but acquisition of knowledge represented by learning to use this language knowledge takes a lifetime? This paper discusses hierarchical aspects of language and thought and argues that high level abstract thinking is impossible without language. We discuss a mathematical technique that can model the joint language-thought architecture, while overcoming previously encountered difficulties of computability. This architecture explains a contradiction between human ability for rational thoughtful decisions and irrationality of human thinking revealed by Tversky and Kahneman; a crucial role in this contradiction might be played by language. The proposed model resolves long-standing issues: how the brain learns correct words-object associations; why animals do not talk and think like people. We propose the role played by language emotionality in its interaction with thought. We relate the mathematical model to Humboldt's "firmness" of languages; and discuss possible influence of language grammar on its emotionality. Psychological and brain imaging experiments related to the proposed model are discussed. Future theoretical and experimental research is outlined.
Neurally and Mathematically Motivated Architecture for Language and Thought
Perlovsky, L.I; Ilin, R
2010-01-01
Neural structures of interaction between thinking and language are unknown. This paper suggests a possible architecture motivated by neural and mathematical considerations. A mathematical requirement of computability imposes significant constraints on possible architectures consistent with brain neural structure and with a wealth of psychological knowledge. How language interacts with cognition. Do we think with words, or is thinking independent from language with words being just labels for decisions? Why is language learned by the age of 5 or 7, but acquisition of knowledge represented by learning to use this language knowledge takes a lifetime? This paper discusses hierarchical aspects of language and thought and argues that high level abstract thinking is impossible without language. We discuss a mathematical technique that can model the joint language-thought architecture, while overcoming previously encountered difficulties of computability. This architecture explains a contradiction between human ability for rational thoughtful decisions and irrationality of human thinking revealed by Tversky and Kahneman; a crucial role in this contradiction might be played by language. The proposed model resolves long-standing issues: how the brain learns correct words-object associations; why animals do not talk and think like people. We propose the role played by language emotionality in its interaction with thought. We relate the mathematical model to Humboldt’s “firmness” of languages; and discuss possible influence of language grammar on its emotionality. Psychological and brain imaging experiments related to the proposed model are discussed. Future theoretical and experimental research is outlined. PMID:21673788
Maurya, Neha; Ud Din Parray, Mehraj; Maurya, Jitendra Kumar; Kumar, Amit; Patel, Rajan
2018-06-15
The binding nature of amphiphilic drugs viz. promethazine hydrochloride (PMT) and adiphenine hydrochloride (ADP), with human hemoglobin (Hb) was unraveled by fluorescence, absorbance, time resolved fluorescence, fluorescence resonance energy transfer (FRET) and circular dichroism (CD) spectral techniques in combination with molecular docking and molecular dynamic simulation methods. The steady state fluorescence spectra indicated that both PMT and ADP quenches the fluorescence of Hb through static quenching mechanism which was further confirmed by time resolved fluorescence spectra. The UV-Vis spectroscopy suggested ground state complex formation. The activation energy (E a ) was observed more in the case of Hb-ADP than Hb-PMT interaction system. The FRET result indicates the high probability of energy transfer from β Trp37 residue of Hb to the PMT (r=2.02nm) and ADP (r=2.33nm). The thermodynamic data reveal that binding of PMT with Hb are exothermic in nature involving hydrogen bonding and van der Waal interaction whereas in the case of ADP hydrophobic forces play the major role and binding process is endothermic in nature. The CD results show that both PMT and ADP, induced secondary structural changes of Hb and unfold the protein by losing a large helical content while the effect is more pronounced with ADP. Additionally, we also utilized computational approaches for deep insight into the binding of these drugs with Hb and the results are well matched with our experimental results. Copyright © 2018 Elsevier B.V. All rights reserved.
Definition Of Touch-Sensitive Zones For Graphical Displays
NASA Technical Reports Server (NTRS)
Monroe, Burt L., III; Jones, Denise R.
1988-01-01
Touch zones defined simply by touching, while editing done automatically. Development of touch-screen interactive computing system, tedious task. Interactive Editor for Definition of Touch-Sensitive Zones computer program increases efficiency of human/machine communications by enabling user to define each zone interactively, minimizing redundancy in programming and eliminating need for manual computation of boundaries of touch areas. Information produced during editing process written to data file, to which access gained when needed by application program.
Low Speed Rot or/Fuselage Interactional Aerodynamics
NASA Technical Reports Server (NTRS)
Barnwell, Richard W.; Prichard, Devon S.
2003-01-01
This report presents work performed under a Cooperative Research Agreement between Virginia Tech and the NASA Langley Research Center. The work involved development of computational techniques for modeling helicopter rotor/airframe aerodynamic interaction. A brief overview of the problem is presented, the modeling techniques are described, and selected example calculations are briefly discussed.
Remote sensing as a source of land cover information utilized in the universal soil loss equation
NASA Technical Reports Server (NTRS)
Morris-Jones, D. R.; Morgan, K. M.; Kiefer, R. W.; Scarpace, F. L.
1979-01-01
In this study, methods for gathering the land use/land cover information required by the USLE were investigated with medium altitude, multi-date color and color infrared 70-mm positive transparencies using human and computer-based interpretation techniques. Successful results, which compare favorably with traditional field study methods, were obtained within the test site watershed with airphoto data sources and human airphoto interpretation techniques. Computer-based interpretation techniques were not capable of identifying soil conservation practices but were successful to varying degrees in gathering other types of desired land use/land cover information.
Watch what you say, your computer might be listening: A review of automated speech recognition
NASA Technical Reports Server (NTRS)
Degennaro, Stephen V.
1991-01-01
Spoken language is the most convenient and natural means by which people interact with each other and is, therefore, a promising candidate for human-machine interactions. Speech also offers an additional channel for hands-busy applications, complementing the use of motor output channels for control. Current speech recognition systems vary considerably across a number of important characteristics, including vocabulary size, speaking mode, training requirements for new speakers, robustness to acoustic environments, and accuracy. Algorithmically, these systems range from rule-based techniques through more probabilistic or self-learning approaches such as hidden Markov modeling and neural networks. This tutorial begins with a brief summary of the relevant features of current speech recognition systems and the strengths and weaknesses of the various algorithmic approaches.
NASA Technical Reports Server (NTRS)
Bartels, Robert E.
1998-01-01
Flow and turbulence models applied to the problem of shock buffet onset are studied. The accuracy of the interactive boundary layer and the thin-layer Navier-Stokes equations solved with recent upwind techniques using similar transport field equation turbulence models is assessed for standard steady test cases, including conditions having significant shock separation. The two methods are found to compare well in the shock buffet onset region of a supercritical airfoil that involves strong trailing-edge separation. A computational analysis using the interactive-boundary layer has revealed a Reynolds scaling effect in the shock buffet onset of the supercritical airfoil, which compares well with experiment. The methods are next applied to a conventional airfoil. Steady shock-separated computations of the conventional airfoil with the two methods compare well with experiment. Although the interactive boundary layer computations in the shock buffet region compare well with experiment for the conventional airfoil, the thin-layer Navier-Stokes computations do not. These findings are discussed in connection with possible mechanisms important in the onset of shock buffet and the constraints imposed by current numerical modeling techniques.
Image analysis in cytology: DNA-histogramming versus cervical smear prescreening.
Bengtsson, E W; Nordin, B
1993-01-01
The visual inspection of cellular specimens and histological sections through a light microscope plays an important role in clinical medicine and biomedical research. The human visual system is very good at the recognition of various patterns but less efficient at quantitative assessment of these patterns. Some samples are prepared in great numbers, most notably the screening for cervical cancer, the so-called PAP-smears, which results in hundreds of millions of samples each year, creating a tedious mass inspection task. Numerous attempts have been made over the last 40 years to create systems that solve these two tasks, the quantitative supplement to the human visual system and the automation of mass screening. The most difficult task, the total automation, has received the greatest attention with many large scale projects over the decades. In spite of all these efforts, still no generally accepted automated prescreening device exists on the market. The main reason for this failure is the great pattern recognition capabilities needed to distinguish between cancer cells and all other kinds of objects found in the specimens: cellular clusters, debris, degenerate cells, etc. Improved algorithms, the ever-increasing processing power of computers and progress in biochemical specimen preparation techniques make it likely that eventually useful automated prescreening systems will become available. Meanwhile, much less effort has been put into the development of interactive cell image analysis systems. Still, some such systems have been developed and put into use at thousands of laboratories worldwide. In these the human pattern recognition capability is used to select the fields and objects that are to be analysed while the computational power of the computer is used for the quantitative analysis of cellular DNA content or other relevant markers. Numerous studies have shown that the quantitative information about the distribution of cellular DNA content is of prognostic significance in many types of cancer. Several laboratories are therefore putting these techniques into routine clinical use. The more advanced systems can also study many other markers and cellular features, some known to be of clinical interest, others useful in research. The advances in computer technology are making these systems more generally available through decreasing cost, increasing computational power and improved user interfaces. We have been involved in research and development of both automated and interactive cell analysis systems during the last 20 years. Here some experiences and conclusions from this work will be presented as well as some predictions about what can be expected in the near future.
NASA Technical Reports Server (NTRS)
Dominick, Wayne D. (Editor); Kavi, Srinu
1984-01-01
This Working Paper Series entry presents a detailed survey of knowledge based systems. After being in a relatively dormant state for many years, only recently is Artificial Intelligence (AI) - that branch of computer science that attempts to have machines emulate intelligent behavior - accomplishing practical results. Most of these results can be attributed to the design and use of Knowledge-Based Systems, KBSs (or ecpert systems) - problem solving computer programs that can reach a level of performance comparable to that of a human expert in some specialized problem domain. These systems can act as a consultant for various requirements like medical diagnosis, military threat analysis, project risk assessment, etc. These systems possess knowledge to enable them to make intelligent desisions. They are, however, not meant to replace the human specialists in any particular domain. A critical survey of recent work in interactive KBSs is reported. A case study (MYCIN) of a KBS, a list of existing KBSs, and an introduction to the Japanese Fifth Generation Computer Project are provided as appendices. Finally, an extensive set of KBS-related references is provided at the end of the report.
Human computer interface guide, revision A
NASA Technical Reports Server (NTRS)
1993-01-01
The Human Computer Interface Guide, SSP 30540, is a reference document for the information systems within the Space Station Freedom Program (SSFP). The Human Computer Interface Guide (HCIG) provides guidelines for the design of computer software that affects human performance, specifically, the human-computer interface. This document contains an introduction and subparagraphs on SSFP computer systems, users, and tasks; guidelines for interactions between users and the SSFP computer systems; human factors evaluation and testing of the user interface system; and example specifications. The contents of this document are intended to be consistent with the tasks and products to be prepared by NASA Work Package Centers and SSFP participants as defined in SSP 30000, Space Station Program Definition and Requirements Document. The Human Computer Interface Guide shall be implemented on all new SSFP contractual and internal activities and shall be included in any existing contracts through contract changes. This document is under the control of the Space Station Control Board, and any changes or revisions will be approved by the deputy director.
SIG -- The Role of Human-Computer Interaction in Next-Generation Control Rooms
DOE Office of Scientific and Technical Information (OSTI.GOV)
Ronald L. Boring; Jacques Hugo; Christian Richard
2005-04-01
The purpose of this CHI Special Interest Group (SIG) is to facilitate the convergence between human-computer interaction (HCI) and control room design. HCI researchers and practitioners actively need to infuse state-of-the-art interface technology into control rooms to meet usability, safety, and regulatory requirements. This SIG outlines potential HCI contributions to instrumentation and control (I&C) and automation in control rooms as well as to general control room design.
Interpersonal Biocybernetics: Connecting Through Social Psychophysiology
NASA Technical Reports Server (NTRS)
Pope, Alan T.; Stephens, Chad L.
2012-01-01
One embodiment of biocybernetic adaptation is a human-computer interaction system designed such that physiological signals modulate the effect that control of a task by other means, usually manual control, has on performance of the task. Such a modulation system enables a variety of human-human interactions based upon physiological self-regulation performance. These interpersonal interactions may be mixes of competition and cooperation for simulation training and/or videogame entertainment
Application of visual cryptography for learning in optics and photonics
NASA Astrophysics Data System (ADS)
Mandal, Avikarsha; Wozniak, Peter; Vauderwange, Oliver; Curticapean, Dan
2016-09-01
In the age data digitalization, important applications of optics and photonics based sensors and technology lie in the field of biometrics and image processing. Protecting user data in a safe and secure way is an essential task in this area. However, traditional cryptographic protocols rely heavily on computer aided computation. Secure protocols which rely only on human interactions are usually simpler to understand. In many scenarios development of such protocols are also important for ease of implementation and deployment. Visual cryptography (VC) is an encryption technique on images (or text) in which decryption is done by human visual system. In this technique, an image is encrypted into number of pieces (known as shares). When the printed shares are physically superimposed together, the image can be decrypted with human vision. Modern digital watermarking technologies can be combined with VC for image copyright protection where the shares can be watermarks (small identification) embedded in the image. Similarly, VC can be used for improving security of biometric authentication. This paper presents about design and implementation of a practical laboratory experiment based on the concept of VC for a course in media engineering. Specifically, our contribution deals with integration of VC in different schemes for applications like digital watermarking and biometric authentication in the field of optics and photonics. We describe theoretical concepts and propose our infrastructure for the experiment. Finally, we will evaluate the learning outcome of the experiment, performed by the students.
An Empirical Study of User Experience on Touch Mice
ERIC Educational Resources Information Center
Chou, Jyh Rong
2016-01-01
The touch mouse is a new type of computer mouse that provides users with a new way of touch-based environment to interact with computers. For more than a decade, user experience (UX) has grown into a core concept of human-computer interaction (HCI), describing a user's perceptions and responses that result from the use of a product in a particular…
Getting seamless care right from the beginning - integrating computers into the human interaction.
Pearce, Christopher; Kumarpeli, Pushpa; de Lusignan, Simon
2010-01-01
The digital age is coming to the health space, behind many other fields of society. In part this is because health remains heavily reliant on human interaction. The doctor-patient relationship remains a significant factor in determining patient outcomes. Whilst there are many benefits to E-Health, there are also significant risks if computers are not adequately integrated into this interaction and accurate data are consequently not available on the patient's journey through the health system. Video analysis of routine clinical consultations in Australian and UK primary care. We analyzed 308 consultations (141+167 respectively) from these systems, with an emphasis on how the consultation starts. Australian consultations have a mean duration of 12.7 mins, UK 11.8 mins. In both countries around 7% of consultations are computer initiated. Where doctors engaged with computer use the patient observed the computer screen much more and better records were produced. However, there was suboptimal engagement and poor records and no coding in around 20% of consultations. How the computer is used at the start of the consultation can set the scene for an effective interaction or reflect disengagement from technology and creation of poor records.
A roadmap to computational social neuroscience.
Tognoli, Emmanuelle; Dumas, Guillaume; Kelso, J A Scott
2018-02-01
To complement experimental efforts toward understanding human social interactions at both neural and behavioral levels, two computational approaches are presented: (1) a fully parameterizable mathematical model of a social partner, the Human Dynamic Clamp which, by virtue of experimentally controlled interactions between Virtual Partners and real people, allows for emergent behaviors to be studied; and (2) a multiscale neurocomputational model of social coordination that enables exploration of social self-organization at all levels-from neuronal patterns to people interacting with each other. These complementary frameworks and the cross product of their analysis aim at understanding the fundamental principles governing social behavior.
A Model-based Framework for Risk Assessment in Human-Computer Controlled Systems
NASA Technical Reports Server (NTRS)
Hatanaka, Iwao
2000-01-01
The rapid growth of computer technology and innovation has played a significant role in the rise of computer automation of human tasks in modem production systems across all industries. Although the rationale for automation has been to eliminate "human error" or to relieve humans from manual repetitive tasks, various computer-related hazards and accidents have emerged as a direct result of increased system complexity attributed to computer automation. The risk assessment techniques utilized for electromechanical systems are not suitable for today's software-intensive systems or complex human-computer controlled systems. This thesis will propose a new systemic model-based framework for analyzing risk in safety-critical systems where both computers and humans are controlling safety-critical functions. A new systems accident model will be developed based upon modem systems theory and human cognitive processes to better characterize system accidents, the role of human operators, and the influence of software in its direct control of significant system functions. Better risk assessments will then be achievable through the application of this new framework to complex human-computer controlled systems.
Safety Metrics for Human-Computer Controlled Systems
NASA Technical Reports Server (NTRS)
Leveson, Nancy G; Hatanaka, Iwao
2000-01-01
The rapid growth of computer technology and innovation has played a significant role in the rise of computer automation of human tasks in modem production systems across all industries. Although the rationale for automation has been to eliminate "human error" or to relieve humans from manual repetitive tasks, various computer-related hazards and accidents have emerged as a direct result of increased system complexity attributed to computer automation. The risk assessment techniques utilized for electromechanical systems are not suitable for today's software-intensive systems or complex human-computer controlled systems.This thesis will propose a new systemic model-based framework for analyzing risk in safety-critical systems where both computers and humans are controlling safety-critical functions. A new systems accident model will be developed based upon modem systems theory and human cognitive processes to better characterize system accidents, the role of human operators, and the influence of software in its direct control of significant system functions Better risk assessments will then be achievable through the application of this new framework to complex human-computer controlled systems.
ERIC Educational Resources Information Center
Jeong, Allan
2005-01-01
This paper proposes a set of methods and a framework for evaluating, modeling, and predicting group interactions in computer-mediated communication. The method of sequential analysis is described along with specific software tools and techniques to facilitate the analysis of message-response sequences. In addition, the Dialogic Theory and its…
Evolving technologies for Space Station Freedom computer-based workstations
NASA Technical Reports Server (NTRS)
Jensen, Dean G.; Rudisill, Marianne
1990-01-01
Viewgraphs on evolving technologies for Space Station Freedom computer-based workstations are presented. The human-computer computer software environment modules are described. The following topics are addressed: command and control workstation concept; cupola workstation concept; Japanese experiment module RMS workstation concept; remote devices controlled from workstations; orbital maneuvering vehicle free flyer; remote manipulator system; Japanese experiment module exposed facility; Japanese experiment module small fine arm; flight telerobotic servicer; human-computer interaction; and workstation/robotics related activities.
NASA Astrophysics Data System (ADS)
Zou, Jie; Gattani, Abhishek
2005-01-01
When completely automated systems don't yield acceptable accuracy, many practical pattern recognition systems involve the human either at the beginning (pre-processing) or towards the end (handling rejects). We believe that it may be more useful to involve the human throughout the recognition process rather than just at the beginning or end. We describe a methodology of interactive visual recognition for human-centered low-throughput applications, Computer Assisted Visual InterActive Recognition (CAVIAR), and discuss the prospects of implementing CAVIAR over the Internet. The novelty of CAVIAR is image-based interaction through a domain-specific parameterized geometrical model, which reduces the semantic gap between humans and computers. The user may interact with the computer anytime that she considers its response unsatisfactory. The interaction improves the accuracy of the classification features by improving the fit of the computer-proposed model. The computer makes subsequent use of the parameters of the improved model to refine not only its own statistical model-fitting process, but also its internal classifier. The CAVIAR methodology was applied to implement a flower recognition system. The principal conclusions from the evaluation of the system include: 1) the average recognition time of the CAVIAR system is significantly shorter than that of the unaided human; 2) its accuracy is significantly higher than that of the unaided machine; 3) it can be initialized with as few as one training sample per class and still achieve high accuracy; and 4) it demonstrates a self-learning ability. We have also implemented a Mobile CAVIAR system, where a pocket PC, as a client, connects to a server through wireless communication. The motivation behind a mobile platform for CAVIAR is to apply the methodology in a human-centered pervasive environment, where the user can seamlessly interact with the system for classifying field-data. Deploying CAVIAR to a networked mobile platform poses the challenge of classifying field images and programming under constraints of display size, network bandwidth, processor speed, and memory size. Editing of the computer-proposed model is performed on the handheld while statistical model fitting and classification take place on the server. The possibility that the user can easily take several photos of the object poses an interesting information fusion problem. The advantage of the Internet is that the patterns identified by different users can be pooled together to benefit all peer users. When users identify patterns with CAVIAR in a networked setting, they also collect training samples and provide opportunities for machine learning from their intervention. CAVIAR implemented over the Internet provides a perfect test bed for, and extends, the concept of Open Mind Initiative proposed by David Stork. Our experimental evaluation focuses on human time, machine and human accuracy, and machine learning. We devoted much effort to evaluating the use of our image-based user interface and on developing principles for the evaluation of interactive pattern recognition system. The Internet architecture and Mobile CAVIAR methodology have many applications. We are exploring in the directions of teledermatology, face recognition, and education.
Fischbach, Martin; Wiebusch, Dennis; Latoschik, Marc Erich
2017-04-01
Modularity, modifiability, reusability, and API usability are important software qualities that determine the maintainability of software architectures. Virtual, Augmented, and Mixed Reality (VR, AR, MR) systems, modern computer games, as well as interactive human-robot systems often include various dedicated input-, output-, and processing subsystems. These subsystems collectively maintain a real-time simulation of a coherent application state. The resulting interdependencies between individual state representations, mutual state access, overall synchronization, and flow of control implies a conceptual close coupling whereas software quality asks for a decoupling to develop maintainable solutions. This article presents five semantics-based software techniques that address this contradiction: Semantic grounding, code from semantics, grounded actions, semantic queries, and decoupling by semantics. These techniques are applied to extend the well-established entity-component-system (ECS) pattern to overcome some of this pattern's deficits with respect to the implied state access. A walk-through of central implementation aspects of a multimodal (speech and gesture) VR-interface is used to highlight the techniques' benefits. This use-case is chosen as a prototypical example of complex architectures with multiple interacting subsystems found in many VR, AR and MR architectures. Finally, implementation hints are given, lessons learned regarding maintainability pointed-out, and performance implications discussed.
A Human Factors Framework for Payload Display Design
NASA Technical Reports Server (NTRS)
Dunn, Mariea C.; Hutchinson, Sonya L.
1998-01-01
During missions to space, one charge of the astronaut crew is to conduct research experiments. These experiments, referred to as payloads, typically are controlled by computers. Crewmembers interact with payload computers by using visual interfaces or displays. To enhance the safety, productivity, and efficiency of crewmember interaction with payload displays, particular attention must be paid to the usability of these displays. Enhancing display usability requires adoption of a design process that incorporates human factors engineering principles at each stage. This paper presents a proposed framework for incorporating human factors engineering principles into the payload display design process.
The Design of Hand Gestures for Human-Computer Interaction: Lessons from Sign Language Interpreters
Rempel, David; Camilleri, Matt J.; Lee, David L.
2015-01-01
The design and selection of 3D modeled hand gestures for human-computer interaction should follow principles of natural language combined with the need to optimize gesture contrast and recognition. The selection should also consider the discomfort and fatigue associated with distinct hand postures and motions, especially for common commands. Sign language interpreters have extensive and unique experience forming hand gestures and many suffer from hand pain while gesturing. Professional sign language interpreters (N=24) rated discomfort for hand gestures associated with 47 characters and words and 33 hand postures. Clear associations of discomfort with hand postures were identified. In a nominal logistic regression model, high discomfort was associated with gestures requiring a flexed wrist, discordant adjacent fingers, or extended fingers. These and other findings should be considered in the design of hand gestures to optimize the relationship between human cognitive and physical processes and computer gesture recognition systems for human-computer input. PMID:26028955
Some computational techniques for estimating human operator describing functions
NASA Technical Reports Server (NTRS)
Levison, W. H.
1986-01-01
Computational procedures for improving the reliability of human operator describing functions are described. Special attention is given to the estimation of standard errors associated with mean operator gain and phase shift as computed from an ensemble of experimental trials. This analysis pertains to experiments using sum-of-sines forcing functions. Both open-loop and closed-loop measurement environments are considered.
NASA Technical Reports Server (NTRS)
Schulte, Erin
2017-01-01
As augmented and virtual reality grows in popularity, and more researchers focus on its development, other fields of technology have grown in the hopes of integrating with the up-and-coming hardware currently on the market. Namely, there has been a focus on how to make an intuitive, hands-free human-computer interaction (HCI) utilizing AR and VR that allows users to control their technology with little to no physical interaction with hardware. Computer vision, which is utilized in devices such as the Microsoft Kinect, webcams and other similar hardware has shown potential in assisting with the development of a HCI system that requires next to no human interaction with computing hardware and software. Object and facial recognition are two subsets of computer vision, both of which can be applied to HCI systems in the fields of medicine, security, industrial development and other similar areas.
ERIC Educational Resources Information Center
Sayre, Scott Alan
The purpose of this study was to develop and validate a computer-based system that would allow interactive video developers to integrate and manage the design components prior to production. These components of an interactive video (IVD) program include visual information in a variety of formats, audio information, and instructional techniques,…
Regional agriculture surveys using ERTS-1 data
NASA Technical Reports Server (NTRS)
Draeger, W. C.; Nichols, J. D.; Benson, A. S.; Larrabee, D. G.; Jenkus, W. M.; Hay, C. M.
1974-01-01
The Center for Remote Sensing Research has conducted studies designed to evaluate the potential application of ERTS data in performing agricultural inventories, and to develop efficient methods of data handling and analysis useful in the operational context for performing large area surveys. This work has resulted in the development of an integrated system utilizing both human and computer analysis of ground, aerial, and space imagery, which has been shown to be very efficient for regional crop acreage inventories. The technique involves: (1) the delineation of ERTS images into relatively homogeneous strata by human interpreters, (2) the point-by-point classification of the area within each strata on the basis of crop type using a human/machine interactive digital image processing system; and (3) a multistage sampling procedure for the collection of supporting aerial and ground data used in the adjustment and verification of the classification results.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Ronald L. Boring; David I. Gertman; Jeffrey C. Joe
2005-09-01
An ongoing issue within human-computer interaction (HCI) is the need for simplified or “discount” methods. The current economic slowdown has necessitated innovative methods that are results driven and cost effective. The myriad methods of design and usability are currently being cost-justified, and new techniques are actively being explored that meet current budgets and needs. Recent efforts in human reliability analysis (HRA) are highlighted by the ten-year development of the Standardized Plant Analysis Risk HRA (SPAR-H) method. The SPAR-H method has been used primarily for determining humancentered risk at nuclear power plants. The SPAR-H method, however, shares task analysis underpinnings withmore » HCI. Despite this methodological overlap, there is currently no HRA approach deployed in heuristic usability evaluation. This paper presents an extension of the existing SPAR-H method to be used as part of heuristic usability evaluation in HCI.« less
Protein-membrane electrostatic interactions: Application of the Lekner summation technique
NASA Astrophysics Data System (ADS)
Juffer, André H.; Shepherd, Craig M.; Vogel, Hans J.
2001-01-01
A model has been developed to calculate the electrostatic interaction between biomolecules and lipid bilayers. The effect of ionic strength is included by means of explicit ions, while water is described as a background continuum. The bilayer is considered at the atomic level. The Lekner summation technique is employed to calculate the long-range electrostatic interactions. The new method is employed to estimate the electrostatic contribution to the free energy of binding of sandostatin, a cyclic eight-residue analogue of the peptide hormone somatostatin, to lipid bilayers with thermodynamic integration. Monte Carlo simulation techniques were employed to determine ion distributions and peptide orientations. Both neutral as well as negatively charged lipid bilayers were used. An error analysis to judge the quality of the computation is also presented. The applicability of the Lekner summation technique to combine it with computer simulation models that simulate the adsorption of peptides (and proteins) into the interfacial region of lipid bilayers is discussed.
NASA Astrophysics Data System (ADS)
Makarska-Bialokoz, Magdalena
2017-05-01
The binding interaction between human hemoglobin and uric acid has been studied for the first time, by UV-vis absorption and steady-state, synchronous and three-dimensional fluorescence techniques. Characteristic effects observed for human hemoglobin intrinsic fluorescence during interaction with uric acid at neutral pH point at the formation of stacking non-covalent and non-fluorescent complexes. All the calculated parameters, the binding, fluorescence quenching and bimolecular quenching rate constants, as well as Förster resonance energy transfer parameters confirm the existence of static quenching. The results of synchronous fluorescence measurements indicate that the fluorescence quenching of human hemoglobin originates both from Trp and Tyr residues and that the addition of uric acid could significantly hinder the physiological functions of human hemoglobin.
A computational visual saliency model based on statistics and machine learning.
Lin, Ru-Je; Lin, Wei-Song
2014-08-01
Identifying the type of stimuli that attracts human visual attention has been an appealing topic for scientists for many years. In particular, marking the salient regions in images is useful for both psychologists and many computer vision applications. In this paper, we propose a computational approach for producing saliency maps using statistics and machine learning methods. Based on four assumptions, three properties (Feature-Prior, Position-Prior, and Feature-Distribution) can be derived and combined by a simple intersection operation to obtain a saliency map. These properties are implemented by a similarity computation, support vector regression (SVR) technique, statistical analysis of training samples, and information theory using low-level features. This technique is able to learn the preferences of human visual behavior while simultaneously considering feature uniqueness. Experimental results show that our approach performs better in predicting human visual attention regions than 12 other models in two test databases. © 2014 ARVO.
Yamada, Shigehito; Uwabe, Chigako; Nakatsu-Komatsu, Tomoko; Minekura, Yutaka; Iwakura, Masaji; Motoki, Tamaki; Nishimiya, Kazuhiko; Iiyama, Masaaki; Kakusho, Koh; Minoh, Michihiko; Mizuta, Shinobu; Matsuda, Tetsuya; Matsuda, Yoshimasa; Haishi, Tomoyuki; Kose, Katsumi; Fujii, Shingo; Shiota, Kohei
2006-02-01
Morphogenesis in the developing embryo takes place in three dimensions, and in addition, the dimension of time is another important factor in development. Therefore, the presentation of sequential morphological changes occurring in the embryo (4D visualization) is essential for understanding the complex morphogenetic events and the underlying mechanisms. Until recently, 3D visualization of embryonic structures was possible only by reconstruction from serial histological sections, which was tedious and time-consuming. During the past two decades, 3D imaging techniques have made significant advances thanks to the progress in imaging and computer technologies, computer graphics, and other related techniques. Such novel tools have enabled precise visualization of the 3D topology of embryonic structures and to demonstrate spatiotemporal 4D sequences of organogenesis. Here, we describe a project in which staged human embryos are imaged by the magnetic resonance (MR) microscope, and 3D images of embryos and their organs at each developmental stage were reconstructed based on the MR data, with the aid of computer graphics techniques. On the basis of the 3D models of staged human embryos, we constructed a data set of 3D images of human embryos and made movies to illustrate the sequential process of human morphogenesis. Furthermore, a computer-based self-learning program of human embryology is being developed for educational purposes, using the photographs, histological sections, MR images, and 3D models of staged human embryos. Copyright 2005 Wiley-Liss, Inc.
Investigations in Computer-Aided Instruction and Computer-Aided Controls. Final Report.
ERIC Educational Resources Information Center
Rosenberg, R.C.; And Others
These research projects, designed to delve into certain relationships between humans and computers, are focused on computer-assisted instruction and on man-computer interaction. One study demonstrates that within the limits of formal engineering theory, a computer simulated laboratory (Dynamic Systems Laboratory) can be built in which freshmen…
Reproducible research in palaeomagnetism
NASA Astrophysics Data System (ADS)
Lurcock, Pontus; Florindo, Fabio
2015-04-01
The reproducibility of research findings is attracting increasing attention across all scientific disciplines. In palaeomagnetism as elsewhere, computer-based analysis techniques are becoming more commonplace, complex, and diverse. Analyses can often be difficult to reproduce from scratch, both for the original researchers and for others seeking to build on the work. We present a palaeomagnetic plotting and analysis program designed to make reproducibility easier. Part of the problem is the divide between interactive and scripted (batch) analysis programs. An interactive desktop program with a graphical interface is a powerful tool for exploring data and iteratively refining analyses, but usually cannot operate without human interaction. This makes it impossible to re-run an analysis automatically, or to integrate it into a larger automated scientific workflow - for example, a script to generate figures and tables for a paper. In some cases the parameters of the analysis process itself are not saved explicitly, making it hard to repeat or improve the analysis even with human interaction. Conversely, non-interactive batch tools can be controlled by pre-written scripts and configuration files, allowing an analysis to be 'replayed' automatically from the raw data. However, this advantage comes at the expense of exploratory capability: iteratively improving an analysis entails a time-consuming cycle of editing scripts, running them, and viewing the output. Batch tools also tend to require more computer expertise from their users. PuffinPlot is a palaeomagnetic plotting and analysis program which aims to bridge this gap. First released in 2012, it offers both an interactive, user-friendly desktop interface and a batch scripting interface, both making use of the same core library of palaeomagnetic functions. We present new improvements to the program that help to integrate the interactive and batch approaches, allowing an analysis to be interactively explored and refined, then saved as a self-contained configuration which can be re-run without human interaction. PuffinPlot can thus be used as a component of a larger scientific workflow, integrated with workflow management tools such as Kepler, without compromising its capabilities as an exploratory tool. Since both PuffinPlot and the platform it runs on (Java) are Free/Open Source software, even the most fundamental components of an analysis can be verified and reproduced.
Virtual reality in the operating room of the future.
Müller, W; Grosskopf, S; Hildebrand, A; Malkewitz, R; Ziegler, R
1997-01-01
In cooperation with the Max-Delbrück-Centrum/Robert-Rössle-Klinik (MDC/RRK) in Berlin, the Fraunhofer Institute for Computer Graphics is currently designing and developing a scenario for the operating room of the future. The goal of this project is to integrate new analysis, visualization and interaction tools in order to optimize and refine tumor diagnostics and therapy in combination with laser technology and remote stereoscopic video transfer. Hence, a human 3-D reference model is reconstructed using CT, MR, and anatomical cryosection images from the National Library of Medicine's Visible Human Project. Applying segmentation algorithms and surface-polygonization methods a 3-D representation is obtained. In addition, a "fly-through" the virtual patient is realized using 3-D input devices (data glove, tracking system, 6-DOF mouse). In this way, the surgeon can experience really new perspectives of the human anatomy. Moreover, using a virtual cutting plane any cut of the CT volume can be interactively placed and visualized in realtime. In conclusion, this project delivers visions for the application of effective visualization and VR systems. Commonly known as Virtual Prototyping and applied by the automotive industry long ago, this project shows, that the use of VR techniques can also prototype an operating room. After evaluating design and functionality of the virtual operating room, MDC plans to build real ORs in the near future. The use of VR techniques provides a more natural interface for the surgeon in the OR (e.g., controlling interactions by voice input). Besides preoperative planning future work will focus on supporting the surgeon in performing surgical interventions. An optimal synthesis of real and synthetic data, and the inclusion of visual, aural, and tactile senses in virtual environments can meet these requirements. This Augmented Reality could represent the environment for the surgeons of tomorrow.
Using Remotely Sensed Data to Automate and Improve Census Bureau Update Activities
NASA Astrophysics Data System (ADS)
Desch, A., IV
2017-12-01
Location of established and new housing structures is fundamental in the Census Bureau's planning and execution of each decennial census. Past Census address list compilation and update programs have involved sending more than 100,000 workers into the field to find and verify housing units. The 2020 Census program has introduced an imagery based In-Office Address Canvassing Interactive Review (IOAC-IR) program in an attempt to reduce the in-field workload. The human analyst driven, aerial image based IOAC-IR operation has proven to be a cost effective and accurate substitute for a large portion of the expensive in-field address canvassing operations. However, the IOAC-IR still required more than a year to complete and over 100 full-time dedicated employees. Much of the basic image analysis work done in IOAC-IR can be handled with established remote sensing and computer vision techniques. The experience gained from the Interactive Review phase of In-Office Address Canvassing has led to the development of a prototype geo-processing tool to automate much of this process for future and ongoing Address Canvassing operations. This prototype utilizes high-resolution aerial imagery and LiDAR to identify structures and compare their location to existing Census geographic information. In this presentation, we report on the comparison of this exploratory system's results to the human based IOAC-IR. The experimental image and LiDAR based change detection approach has itself led to very promising follow-on experiments utilizing very current, high repeat datasets and scalable cloud computing. We will discuss how these new techniques can be used to both aid the US Census Bureau meet its goals of identify all the housing units in the US as well as aid developing countries better identify where there population is currently distributed.
APPLICATION OF A FINITE-DIFFERENCE TECHNIQUE TO THE HUMAN RADIOFREQUENCY DOSIMETRY PROBLEM
A powerful finite difference numerical technique has been applied to the human radiofrequency dosimetry problem. The method possesses inherent advantages over the method of moments approach in that its implementation requires much less computer memory. Consequently, it has the ca...
NASA Astrophysics Data System (ADS)
Morse, P. E.; Reading, A. M.; Lueg, C.
2014-12-01
Pattern-recognition in scientific data is not only a computational problem but a human-observer problem as well. Human observation of - and interaction with - data visualization software can augment, select, interrupt and modify computational routines and facilitate processes of pattern and significant feature recognition for subsequent human analysis, machine learning, expert and artificial intelligence systems.'Tagger' is a Mac OS X interactive data visualisation tool that facilitates Human-Computer interaction for the recognition of patterns and significant structures. It is a graphical application developed using the Quartz Composer framework. 'Tagger' follows a Model-View-Controller (MVC) software architecture: the application problem domain (the model) is to facilitate novel ways of abstractly representing data to a human interlocutor, presenting these via different viewer modalities (e.g. chart representations, particle systems, parametric geometry) to the user (View) and enabling interaction with the data (Controller) via a variety of Human Interface Devices (HID). The software enables the user to create an arbitrary array of tags that may be appended to the visualised data, which are then saved into output files as forms of semantic metadata. Three fundamental problems that are not strongly supported by conventional scientific visualisation software are addressed:1] How to visually animate data over time, 2] How to rapidly deploy unconventional parametrically driven data visualisations, 3] How to construct and explore novel interaction models that capture the activity of the end-user as semantic metadata that can be used to computationally enhance subsequent interrogation. Saved tagged data files may be loaded into Tagger, so that tags may be tagged, if desired. Recursion opens up the possibility of refining or overlapping different types of tags, tagging a variety of different POIs or types of events, and of capturing different types of specialist observations of important or noticeable events. Other visualisations and modes of interaction will also be demonstrated, with the aim of discovering knowledge in large datasets in the natural, physical sciences. Fig.1 Wave height data from an oceanographic Wave Rider Buoy. Colors/radii are driven by wave height data.
SPH Numerical Modeling for the Wave-Thin Structure Interaction
NASA Astrophysics Data System (ADS)
Ren, Xi-feng; Sun, Zhao-chen; Wang, Xing-gang; Liang, Shu-xiu
2018-04-01
In this paper, a numerical model of 2D weakly compressible smoothed particle hydrodynamics (WCSPH) is developed to simulate the interaction between waves and thin structures. A new color domain particle (CDP) technique is proposed to overcome difficulties of applying the ghost particle method to thin structures in dealing with solid boundaries. The new technique can deal with zero-thickness structures. To apply this enforcing technique, the computational fluid domain is divided into sub domains, i.e., boundary domains and internal domains. A color value is assigned to each particle, and contains the information of the domains in which the particle belongs to and the particles can interact with. A particle, nearby a thin boundary, is prevented from interacting with particles, which should not interact with on the other side of the structure. It is possible to model thin structures, or the structures with the thickness negligible with this technique. The proposed WCSPH module is validated for a still water tank, divided by a thin plate at the middle section, with different water levels in the subdomains, and is applied to simulate the interaction between regular waves and a perforated vertical plate. Finally, the computation is carried out for waves and submerged twin-horizontal plate interaction. It is shown that the numerical results agree well with experimental data in terms of the pressure distribution, pressure time series and wave transmission.
Nontrivial, Nonintelligent, Computer-Based Learning.
ERIC Educational Resources Information Center
Bork, Alfred
1987-01-01
This paper describes three interactive computer programs used with personal computers to present science learning modules for all ages. Developed by groups of teachers at the Educational Technology Center at the University of California, Irvine, these instructional materials do not use the techniques of contemporary artificial intelligence. (GDC)
Lopez, Richard B; Stillman, Paul E; Heatherton, Todd F; Freeman, Jonathan B
2018-01-01
In this review, we present the case for using computer mouse-tracking techniques to examine psychological processes that support (and hinder) self-regulation of eating. We first argue that computer mouse-tracking is suitable for studying the simultaneous engagement of-and dynamic interactions between-multiple perceptual and cognitive processes as they unfold and interact over a fine temporal scale (i.e., hundreds of milliseconds). Next, we review recent work that implemented mouse-tracking techniques by measuring mouse movements as participants chose between various food items (of varying nutritional content). Lastly, we propose next steps for future investigations to link behavioral features from mouse-tracking paradigms, corresponding neural correlates, and downstream eating behaviors.
On the Solution of the Three-Dimensional Flowfield About a Flow-Through Nacelle. Ph.D. Thesis
NASA Technical Reports Server (NTRS)
Compton, William Bernard
1985-01-01
The solution of the three dimensional flow field for a flow through nacelle was studied. Both inviscid and viscous inviscid interacting solutions were examined. Inviscid solutions were obtained with two different computational procedures for solving the three dimensional Euler equations. The first procedure employs an alternating direction implicit numerical algorithm, and required the development of a complete computational model for the nacelle problem. The second computational technique employs a fourth order Runge-Kutta numerical algorithm which was modified to fit the nacelle problem. Viscous effects on the flow field were evaluated with a viscous inviscid interacting computational model. This model was constructed by coupling the explicit Euler solution procedure with a flag entrainment boundary layer solution procedure in a global iteration scheme. The computational techniques were used to compute the flow field for a long duct turbofan engine nacelle at free stream Mach numbers of 0.80 and 0.94 and angles of attack of 0 and 4 deg.
HU, TING; DARABOS, CHRISTIAN; CRICCO, MARIA E.; KONG, EMILY; MOORE, JASON H.
2014-01-01
The large volume of GWAS data poses great computational challenges for analyzing genetic interactions associated with common human diseases. We propose a computational framework for characterizing epistatic interactions among large sets of genetic attributes in GWAS data. We build the human phenotype network (HPN) and focus around a disease of interest. In this study, we use the GLAUGEN glaucoma GWAS dataset and apply the HPN as a biological knowledge-based filter to prioritize genetic variants. Then, we use the statistical epistasis network (SEN) to identify a significant connected network of pairwise epistatic interactions among the prioritized SNPs. These clearly highlight the complex genetic basis of glaucoma. Furthermore, we identify key SNPs by quantifying structural network characteristics. Through functional annotation of these key SNPs using Biofilter, a software accessing multiple publicly available human genetic data sources, we find supporting biomedical evidences linking glaucoma to an array of genetic diseases, proving our concept. We conclude by suggesting hypotheses for a better understanding of the disease. PMID:25592582
Improving Demonstration Using Better Interaction Techniques
1997-01-14
Programming by demonstration (PBD) can be used to create tools and methods that eliminate the need to learn difficult computer languages. Gamut is a...do this, Gamut uses advanced interaction techniques that make it easier for a software author to express all needed aspects of one’s program. These...techniques include a simplified way to demonstrate new examples, called nudges, and a way to highlight objects to show they are important. Also, Gamut
Designing Ubiquitous Computing to Enhance Children's Learning in Museums
ERIC Educational Resources Information Center
Hall, T.; Bannon, L.
2006-01-01
In recent years, novel paradigms of computing have emerged, which enable computational power to be embedded in artefacts and in environments in novel ways. These developments may create new possibilities for using computing to enhance learning. This paper presents the results of a design process that set out to explore interactive techniques,…
NASA Astrophysics Data System (ADS)
Setscheny, Stephan
The interaction between human beings and technology builds a central aspect in human life. The most common form of this human-technology interface is the graphical user interface which is controlled through the mouse and the keyboard. In consequence of continuous miniaturization and the increasing performance of microcontrollers and sensors for the detection of human interactions, developers receive new possibilities for realising innovative interfaces. As far as this movement is concerned, the relevance of computers in the common sense and graphical user interfaces is decreasing. Especially in the area of ubiquitous computing and the interaction through tangible user interfaces a highly impact of this technical evolution can be seen. Apart from this, tangible and experience able interaction offers users the possibility of an interactive and intuitive method for controlling technical objects. The implementation of microcontrollers for control functions and sensors enables the realisation of these experience able interfaces. Besides the theories about tangible user interfaces, the consideration about sensors and the Arduino platform builds a main aspect of this work.
Corti, Kevin; Gillespie, Alex
2015-01-01
We use speech shadowing to create situations wherein people converse in person with a human whose words are determined by a conversational agent computer program. Speech shadowing involves a person (the shadower) repeating vocal stimuli originating from a separate communication source in real-time. Humans shadowing for conversational agent sources (e.g., chat bots) become hybrid agents (“echoborgs”) capable of face-to-face interlocution. We report three studies that investigated people’s experiences interacting with echoborgs and the extent to which echoborgs pass as autonomous humans. First, participants in a Turing Test spoke with a chat bot via either a text interface or an echoborg. Human shadowing did not improve the chat bot’s chance of passing but did increase interrogators’ ratings of how human-like the chat bot seemed. In our second study, participants had to decide whether their interlocutor produced words generated by a chat bot or simply pretended to be one. Compared to those who engaged a text interface, participants who engaged an echoborg were more likely to perceive their interlocutor as pretending to be a chat bot. In our third study, participants were naïve to the fact that their interlocutor produced words generated by a chat bot. Unlike those who engaged a text interface, the vast majority of participants who engaged an echoborg did not sense a robotic interaction. These findings have implications for android science, the Turing Test paradigm, and human–computer interaction. The human body, as the delivery mechanism of communication, fundamentally alters the social psychological dynamics of interactions with machine intelligence. PMID:26042066
Formalisms for user interface specification and design
NASA Technical Reports Server (NTRS)
Auernheimer, Brent J.
1989-01-01
The application of formal methods to the specification and design of human-computer interfaces is described. A broad outline of human-computer interface problems, a description of the field of cognitive engineering and two relevant research results, the appropriateness of formal specification techniques, and potential NASA application areas are described.
ERIC Educational Resources Information Center
Snyder, Herbert; Kurtze, Douglas
1992-01-01
Discusses the use of chaos, or nonlinear dynamics, for investigating computer-mediated communication. A comparison between real, human-generated data from a computer network and similarly constructed random-generated data is made, and mathematical procedures for determining chaos are described. (seven references) (LRW)
NASA Astrophysics Data System (ADS)
Gama Goicochea, A.; Balderas Altamirano, M. A.; Lopez-Esparza, R.; Waldo-Mendoza, Miguel A.; Perez, E.
2015-09-01
The connection between fundamental interactions acting in molecules in a fluid and macroscopically measured properties, such as the viscosity between colloidal particles coated with polymers, is studied here. The role that hydrodynamic and Brownian forces play in colloidal dispersions is also discussed. It is argued that many-body systems in which all these interactions take place can be accurately solved using computational simulation tools. One of those modern tools is the technique known as dissipative particle dynamics, which incorporates Brownian and hydrodynamic forces, as well as basic conservative interactions. A case study is reported, as an example of the applications of this technique, which consists of the prediction of the viscosity and friction between two opposing parallel surfaces covered with polymer chains, under the influence of a steady flow. This work is intended to serve as an introduction to the subject of colloidal dispersions and computer simulations, for final-year undergraduate students and beginning graduate students who are interested in beginning research in soft matter systems. To that end, a computational code is included that students can use right away to study complex fluids in equilibrium.
feature extraction, human-computer interaction, and physics-based modeling. Professional Experience 2009 ., computer science, University of Colorado at Boulder M.S., computer science, University of Colorado at Boulder B.S., computer science, New Mexico Institute of Mining and Technology
Wozney, Lori M; Baxter, Pamela; Fast, Hilary; Cleghorn, Laura; Hundert, Amos S; Newton, Amanda S
2016-02-03
Research in the fields of human performance technology and human computer interaction are challenging the traditional macro focus of usability testing arguing for methods that help test moderators assess "use in context" (ie, cognitive skills, usability understood over time) and in authentic "real world" settings. Human factors in these complex test scenarios may impact on the quality of usability results being derived yet there is a lack of research detailing moderator experiences in these test environments. Most comparative research has focused on the impact of the physical environment on results, and rarely on how the sociotechnical elements of the test environment affect moderator and test user performance. Improving our understanding of moderator roles and experiences with conducting "real world" usability testing can lead to improved techniques and strategies To understand moderator experiences of using Web-conferencing software to conduct remote usability testing of 2 eHealth interventions. An exploratory case study approach was used to study 4 moderators' experiences using Blackboard Collaborate for remote testing sessions of 2 different eHealth interventions. Data collection involved audio-recording iterative cycles of test sessions, collecting summary notes taken by moderators, and conducting 2 90-minute focus groups via teleconference. A direct content analysis with an inductive coding approach was used to explore personal accounts, assess the credibility of data interpretation, and generate consensus on the thematic structure of the results. Following the convergence of data from the various sources, 3 major themes were identified: (1) moderators experienced and adapted to unpredictable changes in cognitive load during testing; (2) moderators experienced challenges in creating and sustaining social presence and untangling dialogue; and (3) moderators experienced diverse technical demands, but were able to collaboratively troubleshoot with test users. Results highlight important human-computer interactions and human factor qualities that impact usability testing processes. Moderators need an advanced skill and knowledge set to address the social interaction aspects of Web-based usability testing and technical aspects of conferencing software during test sessions. Findings from moderator-focused studies can inform the design of remote testing platforms and real-time usability evaluation processes that place less cognitive burden on moderators and test users.
Can Machines Think? Interaction and Perspective Taking with Robots Investigated via fMRI
Krach, Sören; Hegel, Frank; Wrede, Britta; Sagerer, Gerhard; Binkofski, Ferdinand; Kircher, Tilo
2008-01-01
Background When our PC goes on strike again we tend to curse it as if it were a human being. Why and under which circumstances do we attribute human-like properties to machines? Although humans increasingly interact directly with machines it remains unclear whether humans implicitly attribute intentions to them and, if so, whether such interactions resemble human-human interactions on a neural level. In social cognitive neuroscience the ability to attribute intentions and desires to others is being referred to as having a Theory of Mind (ToM). With the present study we investigated whether an increase of human-likeness of interaction partners modulates the participants' ToM associated cortical activity. Methodology/Principal Findings By means of functional magnetic resonance imaging (subjects n = 20) we investigated cortical activity modulation during highly interactive human-robot game. Increasing degrees of human-likeness for the game partner were introduced by means of a computer partner, a functional robot, an anthropomorphic robot and a human partner. The classical iterated prisoner's dilemma game was applied as experimental task which allowed for an implicit detection of ToM associated cortical activity. During the experiment participants always played against a random sequence unknowingly to them. Irrespective of the surmised interaction partners' responses participants indicated having experienced more fun and competition in the interaction with increasing human-like features of their partners. Parametric modulation of the functional imaging data revealed a highly significant linear increase of cortical activity in the medial frontal cortex as well as in the right temporo-parietal junction in correspondence with the increase of human-likeness of the interaction partner (computer
Can machines think? Interaction and perspective taking with robots investigated via fMRI.
Krach, Sören; Hegel, Frank; Wrede, Britta; Sagerer, Gerhard; Binkofski, Ferdinand; Kircher, Tilo
2008-07-09
When our PC goes on strike again we tend to curse it as if it were a human being. Why and under which circumstances do we attribute human-like properties to machines? Although humans increasingly interact directly with machines it remains unclear whether humans implicitly attribute intentions to them and, if so, whether such interactions resemble human-human interactions on a neural level. In social cognitive neuroscience the ability to attribute intentions and desires to others is being referred to as having a Theory of Mind (ToM). With the present study we investigated whether an increase of human-likeness of interaction partners modulates the participants' ToM associated cortical activity. By means of functional magnetic resonance imaging (subjects n = 20) we investigated cortical activity modulation during highly interactive human-robot game. Increasing degrees of human-likeness for the game partner were introduced by means of a computer partner, a functional robot, an anthropomorphic robot and a human partner. The classical iterated prisoner's dilemma game was applied as experimental task which allowed for an implicit detection of ToM associated cortical activity. During the experiment participants always played against a random sequence unknowingly to them. Irrespective of the surmised interaction partners' responses participants indicated having experienced more fun and competition in the interaction with increasing human-like features of their partners. Parametric modulation of the functional imaging data revealed a highly significant linear increase of cortical activity in the medial frontal cortex as well as in the right temporo-parietal junction in correspondence with the increase of human-likeness of the interaction partner (computer
Suggested Approaches to the Measurement of Computer Anxiety.
ERIC Educational Resources Information Center
Toris, Carol
Psychologists can gain insight into human behavior by examining what people feel about, know about, and do with, computers. Two extreme reactions to computers are computer phobia, or anxiety, and computer addiction, or "hacking". A four-part questionnaire was developed to measure computer anxiety. The first part is a projective technique which…
The interaction of representation and reasoning.
Bundy, Alan
2013-09-08
Automated reasoning is an enabling technology for many applications of informatics. These applications include verifying that a computer program meets its specification; enabling a robot to form a plan to achieve a task and answering questions by combining information from diverse sources, e.g. on the Internet, etc. How is automated reasoning possible? Firstly, knowledge of a domain must be stored in a computer, usually in the form of logical formulae. This knowledge might, for instance, have been entered manually, retrieved from the Internet or perceived in the environment via sensors, such as cameras. Secondly, rules of inference are applied to old knowledge to derive new knowledge. Automated reasoning techniques have been adapted from logic, a branch of mathematics that was originally designed to formalize the reasoning of humans, especially mathematicians. My special interest is in the way that representation and reasoning interact. Successful reasoning is dependent on appropriate representation of both knowledge and successful methods of reasoning. Failures of reasoning can suggest changes of representation. This process of representational change can also be automated. We will illustrate the automation of representational change by drawing on recent work in my research group.
Implicit prosody mining based on the human eye image capture technology
NASA Astrophysics Data System (ADS)
Gao, Pei-pei; Liu, Feng
2013-08-01
The technology of eye tracker has become the main methods of analyzing the recognition issues in human-computer interaction. Human eye image capture is the key problem of the eye tracking. Based on further research, a new human-computer interaction method introduced to enrich the form of speech synthetic. We propose a method of Implicit Prosody mining based on the human eye image capture technology to extract the parameters from the image of human eyes when reading, control and drive prosody generation in speech synthesis, and establish prosodic model with high simulation accuracy. Duration model is key issues for prosody generation. For the duration model, this paper put forward a new idea for obtaining gaze duration of eyes when reading based on the eye image capture technology, and synchronous controlling this duration and pronunciation duration in speech synthesis. The movement of human eyes during reading is a comprehensive multi-factor interactive process, such as gaze, twitching and backsight. Therefore, how to extract the appropriate information from the image of human eyes need to be considered and the gaze regularity of eyes need to be obtained as references of modeling. Based on the analysis of current three kinds of eye movement control model and the characteristics of the Implicit Prosody reading, relative independence between speech processing system of text and eye movement control system was discussed. It was proved that under the same text familiarity condition, gaze duration of eyes when reading and internal voice pronunciation duration are synchronous. The eye gaze duration model based on the Chinese language level prosodic structure was presented to change previous methods of machine learning and probability forecasting, obtain readers' real internal reading rhythm and to synthesize voice with personalized rhythm. This research will enrich human-computer interactive form, and will be practical significance and application prospect in terms of disabled assisted speech interaction. Experiments show that Implicit Prosody mining based on the human eye image capture technology makes the synthesized speech has more flexible expressions.
Making intelligent systems team players: Additional case studies
NASA Technical Reports Server (NTRS)
Malin, Jane T.; Schreckenghost, Debra L.; Rhoads, Ron W.
1993-01-01
Observations from a case study of intelligent systems are reported as part of a multi-year interdisciplinary effort to provide guidance and assistance for designers of intelligent systems and their user interfaces. A series of studies were conducted to investigate issues in designing intelligent fault management systems in aerospace applications for effective human-computer interaction. The results of the initial study are documented in two NASA technical memoranda: TM 104738 Making Intelligent Systems Team Players: Case Studies and Design Issues, Volumes 1 and 2; and TM 104751, Making Intelligent Systems Team Players: Overview for Designers. The objective of this additional study was to broaden the investigation of human-computer interaction design issues beyond the focus on monitoring and fault detection in the initial study. The results of this second study are documented which is intended as a supplement to the original design guidance documents. These results should be of interest to designers of intelligent systems for use in real-time operations, and to researchers in the areas of human-computer interaction and artificial intelligence.
Allen, Edwin B; Walls, Richard T; Reilly, Frank D
2008-02-01
This study investigated the effects of interactive instructional techniques in a web-based peripheral nervous system (PNS) component of a first year medical school human anatomy course. Existing data from 9 years of instruction involving 856 students were used to determine (1) the effect of web-based interactive instructional techniques on written exam item performance and (2) differences between student opinions of the benefit level of five different types of interactive learning objects used. The interactive learning objects included Patient Case studies, review Games, Simulated Interactive Patients (SIP), Flashcards, and unit Quizzes. Exam item analysis scores were found to be significantly higher (p < 0.05) for students receiving the instructional treatment incorporating the web-based interactive learning objects than for students not receiving this treatment. Questionnaires using a five-point Likert scale were analysed to determine student opinion ratings of the interactive learning objects. Students reported favorably on the benefit level of all learning objects. Students rated the benefit level of the Simulated Interactive Patients (SIP) highest, and this rating was significantly higher (p < 0.05) than all other learning objects. This study suggests that web-based interactive instructional techniques improve student exam performance. Students indicated a strong acceptance of Simulated Interactive Patient learning objects.
Human/computer control of undersea teleoperators
NASA Technical Reports Server (NTRS)
Sheridan, T. B.; Verplank, W. L.; Brooks, T. L.
1978-01-01
The potential of supervisory controlled teleoperators for accomplishment of manipulation and sensory tasks in deep ocean environments is discussed. Teleoperators and supervisory control are defined, the current problems of human divers are reviewed, and some assertions are made about why supervisory control has potential use to replace and extend human diver capabilities. The relative roles of man and computer and the variables involved in man-computer interaction are next discussed. Finally, a detailed description of a supervisory controlled teleoperator system, SUPERMAN, is presented.
An Overview of Computer-Based Natural Language Processing.
ERIC Educational Resources Information Center
Gevarter, William B.
Computer-based Natural Language Processing (NLP) is the key to enabling humans and their computer-based creations to interact with machines using natural languages (English, Japanese, German, etc.) rather than formal computer languages. NLP is a major research area in the fields of artificial intelligence and computational linguistics. Commercial…
Introduction to This Special Issue on Context-Aware Computing.
ERIC Educational Resources Information Center
Moran, Thomas P.; Dourish, Paul
2001-01-01
Discusses pervasive, or ubiquitous, computing; explains the notion of context; and defines context-aware computing as the key to disperse and enmesh computation into our lives. Considers context awareness in human-computer interaction and describes the broad topic areas of the essays included in this special issue. (LRW)
Examples of challenges and opportunities in visual analysis in the digital humanities
NASA Astrophysics Data System (ADS)
Rushmeier, Holly; Pintus, Ruggero; Yang, Ying; Wong, Christiana; Li, David
2015-03-01
The massive digitization of books and manuscripts has converted millions of works that were once only physical into electronic documents. This conversion has made it possible for scholars to study large bodies of work, rather than just individual texts. This has offered new opportunities for scholarship in the humanities. Much previous work on digital collections has relied on optical character recognition and focused on the textual content of books. New work is emerging that is analyzing the visual layout and content of books and manuscripts. We present two different digital humanities projects in progress that present new opportunities for extracting data about the past, with new challenges for designing systems for scholars to interact with this data. The first project we consider is the layout and spectral content of thousands of pages from medieval manuscripts. We present the techniques used to study content variations in sets of similar manuscripts, and to study material variations that may indicate the location of manuscript production. The second project is the analysis of representations in the complete archive of Vogue magazine over 120 years. We present samples of applying computer vision techniques to understanding the changes in representation of women over time.
Developing the human-computer interface for Space Station Freedom
NASA Technical Reports Server (NTRS)
Holden, Kritina L.
1991-01-01
For the past two years, the Human-Computer Interaction Laboratory (HCIL) at the Johnson Space Center has been involved in prototyping and prototype reviews of in support of the definition phase of the Space Station Freedom program. On the Space Station, crew members will be interacting with multi-monitor workstations where interaction with several displays at one time will be common. The HCIL has conducted several experiments to begin to address design issues for this complex system. Experiments have dealt with design of ON/OFF indicators, the movement of the cursor across multiple monitors, and the importance of various windowing capabilities for users performing multiple tasks simultaneously.
Novel 3-D Computer Model Can Help Predict Pathogens’ Roles in Cancer | Poster
To understand how bacterial and viral infections contribute to human cancers, four NCI at Frederick scientists turned not to the lab bench, but to a computer. The team has created the world’s first—and currently, only—3-D computational approach for studying interactions between pathogen proteins and human proteins based on a molecular adaptation known as interface mimicry.
ERIC Educational Resources Information Center
Tardif-Williams, Christine Y.; Owen, Frances; Feldman, Maurice; Tarulli, Donato; Griffiths, Dorothy; Sales, Carol; McQueen-Fuentes, Glenys; Stoner, Karen
2007-01-01
We tested the effectiveness of an interactive, video CD-ROM in teaching persons with intellectual disabilities (ID) about their human rights. Thirty-nine participants with ID were trained using both a classroom activity-based version of the training program and the interactive CD-ROM in a counterbalanced presentation. All individuals were pre- and…
[Characteristics of autonomic status in employees working with computers].
Vlasova, E M; Zaĭtseva, N V; Maliutina, N N
2011-01-01
Human evolution is accompanied by "sensible thoughts" spread to all spheres of occupational activities. One can hardly find an industrial enterprise without computers. In contemporary industry, health care in conditions of humans and computers interaction and evaluation of harm in computer users remain topical. Social and occupational environment is not always comfortable for human body. Changes is occupational conditions, with wide use of computer technologies, decrease role of manual labour and increase role of intellectual work from the one hand, but from the other hand, chasing economic profit alters individual "comfort zone" due to constant psychoemotional stress and causes "burnout". Being healthy in constant stress is impossible.
NASA Astrophysics Data System (ADS)
Zhao, Yang; Dai, Rui-Na; Xiao, Xiang; Zhang, Zong; Duan, Lian; Li, Zheng; Zhu, Chao-Zhe
2017-02-01
Two-person neuroscience, a perspective in understanding human social cognition and interaction, involves designing immersive social interaction experiments as well as simultaneously recording brain activity of two or more subjects, a process termed "hyperscanning." Using newly developed imaging techniques, the interbrain connectivity or hyperlink of various types of social interaction has been revealed. Functional near-infrared spectroscopy (fNIRS)-hyperscanning provides a more naturalistic environment for experimental paradigms of social interaction and has recently drawn much attention. However, most fNIRS-hyperscanning studies have computed hyperlinks using sensor data directly while ignoring the fact that the sensor-level signals contain confounding noises, which may lead to a loss of sensitivity and specificity in hyperlink analysis. In this study, on the basis of independent component analysis (ICA), a source-level analysis framework is proposed to investigate the hyperlinks in a fNIRS two-person neuroscience study. The performance of five widely used ICA algorithms in extracting sources of interaction was compared in simulative datasets, and increased sensitivity and specificity of hyperlink analysis by our proposed method were demonstrated in both simulative and real two-person experiments.
NASA Technical Reports Server (NTRS)
1990-01-01
While a new technology called 'virtual reality' is still at the 'ground floor' level, one of its basic components, 3D computer graphics is already in wide commercial use and expanding. Other components that permit a human operator to 'virtually' explore an artificial environment and to interact with it are being demonstrated routinely at Ames and elsewhere. Virtual reality might be defined as an environment capable of being virtually entered - telepresence, it is called - or interacted with by a human. The Virtual Interface Environment Workstation (VIEW) is a head-mounted stereoscopic display system in which the display may be an artificial computer-generated environment or a real environment relayed from remote video cameras. Operator can 'step into' this environment and interact with it. The DataGlove has a series of fiber optic cables and sensors that detect any movement of the wearer's fingers and transmit the information to a host computer; a computer generated image of the hand will move exactly as the operator is moving his gloved hand. With appropriate software, the operator can use the glove to interact with the computer scene by grasping an object. The DataSuit is a sensor equipped full body garment that greatly increases the sphere of performance for virtual reality simulations.
A prisoner's dilemma experiment on cooperation with people and human-like computers.
Kiesler, S; Sproull, L; Waters, K
1996-01-01
The authors investigated basic properties of social exchange and interaction with technology in an experiment on cooperation with a human-like computer partner or a real human partner. Talking with a computer partner may trigger social identity feelings or commitment norms. Participants played a prisoner's dilemma game with a confederate or a computer partner. Discussion, inducements to make promises, and partner cooperation varied across trials. On Trial 1, after discussion, most participants proposed cooperation. They kept their promises as much with a text-only computer as with a person, but less with a more human-like computer. Cooperation dropped sharply when any partner avoided discussion. The strong impact of discussion fits a social contract explanation of cooperation following discussion. Participants broke their promises to a computer more than to a person, however, indicating that people make heterogeneous commitments.
ERIC Educational Resources Information Center
McCartney, Robert; Tenenberg, Josh
2008-01-01
Some have proposed that realistic problem situations are better for learning. This issue contains two articles that examine the effects of "making it real" in computer architecture and human-computer interaction.
Simulation training tools for nonlethal weapons using gaming environments
NASA Astrophysics Data System (ADS)
Donne, Alexsana; Eagan, Justin; Tse, Gabriel; Vanderslice, Tom; Woods, Jerry
2006-05-01
Modern simulation techniques have a growing role for evaluating new technologies and for developing cost-effective training programs. A mission simulator facilitates the productive exchange of ideas by demonstration of concepts through compellingly realistic computer simulation. Revolutionary advances in 3D simulation technology have made it possible for desktop computers to process strikingly realistic and complex interactions with results depicted in real-time. Computer games now allow for multiple real human players and "artificially intelligent" (AI) simulated robots to play together. Advances in computer processing power have compensated for the inherent intensive calculations required for complex simulation scenarios. The main components of the leading game-engines have been released for user modifications, enabling game enthusiasts and amateur programmers to advance the state-of-the-art in AI and computer simulation technologies. It is now possible to simulate sophisticated and realistic conflict situations in order to evaluate the impact of non-lethal devices as well as conflict resolution procedures using such devices. Simulations can reduce training costs as end users: learn what a device does and doesn't do prior to use, understand responses to the device prior to deployment, determine if the device is appropriate for their situational responses, and train with new devices and techniques before purchasing hardware. This paper will present the status of SARA's mission simulation development activities, based on the Half-Life gameengine, for the purpose of evaluating the latest non-lethal weapon devices, and for developing training tools for such devices.
ERIC Educational Resources Information Center
Tung, Fang-Wu; Deng, Yi-Shin
2006-01-01
The "computers are social actors" paradigm asserts that human-to-computer interactions are fundamentally social responses. Earlier research has shown that effective management of the social presence in user interface design can improve user engagement and motivation. Much of this research has focused on adult subjects. This study…
A Kinect-Based Assessment System for Smart Classroom
ERIC Educational Resources Information Center
Kumara, W. G. C. W.; Wattanachote, Kanoksak; Battulga, Batbaatar; Shih, Timothy K.; Hwang, Wu-Yuin
2015-01-01
With the advancements of the human computer interaction field, nowadays it is possible for the users to use their body motions, such as swiping, pushing and moving, to interact with the content of computers or smart phones without traditional input devices like mouse and keyboard. With the introduction of gesture-based interface Kinect from…
Exploring Biomolecular Recognition by Modeling and Simulation
NASA Astrophysics Data System (ADS)
Wade, Rebecca
2007-12-01
Biomolecular recognition is complex. The balance between the different molecular properties that contribute to molecular recognition, such as shape, electrostatics, dynamics and entropy, varies from case to case. This, along with the extent of experimental characterization, influences the choice of appropriate computational approaches to study biomolecular interactions. I will present computational studies in which we aim to make concerted use of bioinformatics, biochemical network modeling and molecular simulation techniques to study protein-protein and protein-small molecule interactions and to facilitate computer-aided drug design.
Bridges, N.J.; McCammon, R.B.
1980-01-01
DISCRIM is an interactive computer graphics program that dissects mixtures of normal or lognormal distributions. The program was written in an effort to obtain a more satisfactory solution to the dissection problem than that offered by a graphical or numerical approach alone. It combines graphic and analytic techniques using a Tektronix1 terminal in a time-share computing environment. The main program and subroutines were written in the FORTRAN language. ?? 1980.
Enrichment of Human-Computer Interaction in Brain-Computer Interfaces via Virtual Environments
Víctor Rodrigo, Mercado-García
2017-01-01
Tridimensional representations stimulate cognitive processes that are the core and foundation of human-computer interaction (HCI). Those cognitive processes take place while a user navigates and explores a virtual environment (VE) and are mainly related to spatial memory storage, attention, and perception. VEs have many distinctive features (e.g., involvement, immersion, and presence) that can significantly improve HCI in highly demanding and interactive systems such as brain-computer interfaces (BCI). BCI is as a nonmuscular communication channel that attempts to reestablish the interaction between an individual and his/her environment. Although BCI research started in the sixties, this technology is not efficient or reliable yet for everyone at any time. Over the past few years, researchers have argued that main BCI flaws could be associated with HCI issues. The evidence presented thus far shows that VEs can (1) set out working environmental conditions, (2) maximize the efficiency of BCI control panels, (3) implement navigation systems based not only on user intentions but also on user emotions, and (4) regulate user mental state to increase the differentiation between control and noncontrol modalities. PMID:29317861
Cynicism, anger and cardiovascular reactivity during anger recall and human-computer interaction.
Why, Yong Peng; Johnston, Derek W
2008-06-01
Cynicism moderated by interpersonal anger has been found to be related to cardiovascular reactivity. This paper reports two studies; Study 1 used an Anger Recall task, which aroused interpersonal anger, while participants in Study 2 engaged in a multitasking computer task, which aroused non-interpersonal anger via systematic manipulation of the functioning of the computer mouse. The Cynicism by State Anger interaction was significant for blood pressure arousal in Study 2 but not for Study 1: in Study 2, when State Anger was high, cynicism was positively related to blood pressure arousal but when State Anger was low, cynicism was negatively related to blood pressure arousal. For both studies, when State Anger was low, cynicism was positively related to cardiac output arousal and negatively related to vascular arousal. The results suggest that Cynicism-State Anger interaction can be generalised to non-social anger-arousing situations for hemodynamic processes but blood pressure reactivity is task-dependent. The implication for the role of job control and cardiovascular health during human-computer interactions is discussed.
Natural language from artificial life.
Kirby, Simon
2002-01-01
This article aims to show that linguistics, in particular the study of the lexico-syntactic aspects of language, provides fertile ground for artificial life modeling. A survey of the models that have been developed over the last decade and a half is presented to demonstrate that ALife techniques have a lot to offer an explanatory theory of language. It is argued that this is because much of the structure of language is determined by the interaction of three complex adaptive systems: learning, culture, and biological evolution. Computational simulation, informed by theoretical linguistics, is an appropriate response to the challenge of explaining real linguistic data in terms of the processes that underpin human language.
Learning by Communicating in Natural Language with Conversational Agents
ERIC Educational Resources Information Center
Graesser, Arthur; Li, Haiying; Forsyth, Carol
2014-01-01
Learning is facilitated by conversational interactions both with human tutors and with computer agents that simulate human tutoring and ideal pedagogical strategies. In this article, we describe some intelligent tutoring systems (e.g., AutoTutor) in which agents interact with students in natural language while being sensitive to their cognitive…
Estimation of conformational entropy in protein-ligand interactions: a computational perspective.
Polyansky, Anton A; Zubac, Ruben; Zagrovic, Bojan
2012-01-01
Conformational entropy is an important component of the change in free energy upon binding of a ligand to its target protein. As a consequence, development of computational techniques for reliable estimation of conformational entropies is currently receiving an increased level of attention in the context of computational drug design. Here, we review the most commonly used techniques for conformational entropy estimation from classical molecular dynamics simulations. Although by-and-large still not directly used in practical drug design, these techniques provide a golden standard for developing other, computationally less-demanding methods for such applications, in addition to furthering our understanding of protein-ligand interactions in general. In particular, we focus on the quasi-harmonic approximation and discuss different approaches that can be used to go beyond it, most notably, when it comes to treating anharmonic and/or correlated motions. In addition to reviewing basic theoretical formalisms, we provide a concrete set of steps required to successfully calculate conformational entropy from molecular dynamics simulations, as well as discuss a number of practical issues that may arise in such calculations.
Cloud Computing Techniques for Space Mission Design
NASA Technical Reports Server (NTRS)
Arrieta, Juan; Senent, Juan
2014-01-01
The overarching objective of space mission design is to tackle complex problems producing better results, and faster. In developing the methods and tools to fulfill this objective, the user interacts with the different layers of a computing system.
Artificial Intelligence and the Teaching of Reading and Writing by Computers.
ERIC Educational Resources Information Center
Balajthy, Ernest
1985-01-01
Discusses how computers can "converse" with students for teaching purposes, demonstrates how these interactions are becoming more complex, and explains how the computer's role is becoming more "human" in giving intelligent responses to students. (HOD)
NASA Astrophysics Data System (ADS)
Shao, Meiyue; Aktulga, H. Metin; Yang, Chao; Ng, Esmond G.; Maris, Pieter; Vary, James P.
2018-01-01
We describe a number of recently developed techniques for improving the performance of large-scale nuclear configuration interaction calculations on high performance parallel computers. We show the benefit of using a preconditioned block iterative method to replace the Lanczos algorithm that has traditionally been used to perform this type of computation. The rapid convergence of the block iterative method is achieved by a proper choice of starting guesses of the eigenvectors and the construction of an effective preconditioner. These acceleration techniques take advantage of special structure of the nuclear configuration interaction problem which we discuss in detail. The use of a block method also allows us to improve the concurrency of the computation, and take advantage of the memory hierarchy of modern microprocessors to increase the arithmetic intensity of the computation relative to data movement. We also discuss the implementation details that are critical to achieving high performance on massively parallel multi-core supercomputers, and demonstrate that the new block iterative solver is two to three times faster than the Lanczos based algorithm for problems of moderate sizes on a Cray XC30 system.
1991-07-01
authoring systems. Concurrently, great strides in computer-aided design and computer-aided maintenance have contributed to this capability. 12 Junod ...J.; William A. Nugent; and L. John Junod . Plan for the Navy/Air Force Test of the Interactive Electronic Technical Manual (IETM) at Cecil Field...AFHRL Logistics and Human Factors Division, WPAFB. Aug 1990. 12. Junod , John L. PY90 Interactive Electronic Technical Manual (IETM) Portable Delivery
ERIC Educational Resources Information Center
Ramsay, Judith; Terras, Melody M.
2015-01-01
The use of technology to support learning is well recognised. One generation ago a major strand of human--computer interaction research focussed on the development of forms of instruction in how to interact with computers. Today, however, the advanced usability of modern technologies has all but removed the presence of many user manuals. Learners,…
ERIC Educational Resources Information Center
Humphreys, Patrick; Wisudha, Ayleen
As a demonstration of the application of heuristic devices to decision-theoretical techniques, an interactive computer program known as MAUD (Multiattribute Utility Decomposition) has been designed to support decision or choice problems that can be decomposed into component factors, or to act as a tool for investigating the microstructure of a…
2017-11-13
behavior . The International Journal of Human-Computer Studies , 108, 105-121. https://doi.org/10.1016/j.ijhcs.2017.06.006 A second journal article...documenting the erroneous behavior generation approach and the case study analyses is currently being written. Planned submission is Spring 2017. RPPR...Belvoir, 2010. [3] A task-based taxonomy of erroneous human behavior . International Journal of Human-Computer Studies , 108:105–121, 2017. [4] M. L
Tang, Dalin; Yang, Chun; Geva, Tal; del Nido, Pedro J.
2010-01-01
Recent advances in medical imaging technology and computational modeling techniques are making it possible that patient-specific computational ventricle models be constructed and used to test surgical hypotheses and replace empirical and often risky clinical experimentation to examine the efficiency and suitability of various reconstructive procedures in diseased hearts. In this paper, we provide a brief review on recent development in ventricle modeling and its potential application in surgical planning and management of tetralogy of Fallot (ToF) patients. Aspects of data acquisition, model selection and construction, tissue material properties, ventricle layer structure and tissue fiber orientations, pressure condition, model validation and virtual surgery procedures (changing patient-specific ventricle data and perform computer simulation) were reviewed. Results from a case study using patient-specific cardiac magnetic resonance (CMR) imaging and right/left ventricle and patch (RV/LV/Patch) combination model with fluid-structure interactions (FSI) were reported. The models were used to evaluate and optimize human pulmonary valve replacement/insertion (PVR) surgical procedure and patch design and test a surgical hypothesis that PVR with small patch and aggressive scar tissue trimming in PVR surgery may lead to improved recovery of RV function and reduced stress/strain conditions in the patch area. PMID:21344066
NASA Technical Reports Server (NTRS)
Pratt, D. T.
1984-01-01
An interactive computer code for simulation of a high-intensity turbulent combustor as a single point inhomogeneous stirred reactor was developed from an existing batch processing computer code CDPSR. The interactive CDPSR code was used as a guide for interpretation and direction of DOE-sponsored companion experiments utilizing Xenon tracer with optical laser diagnostic techniques to experimentally determine the appropriate mixing frequency, and for validation of CDPSR as a mixing-chemistry model for a laboratory jet-stirred reactor. The coalescence-dispersion model for finite rate mixing was incorporated into an existing interactive code AVCO-MARK I, to enable simulation of a combustor as a modular array of stirred flow and plug flow elements, each having a prescribed finite mixing frequency, or axial distribution of mixing frequency, as appropriate. Further increase the speed and reliability of the batch kinetics integrator code CREKID was increased by rewriting in vectorized form for execution on a vector or parallel processor, and by incorporating numerical techniques which enhance execution speed by permitting specification of a very low accuracy tolerance.
eHealth research from the user's perspective.
Hesse, Bradford W; Shneiderman, Ben
2007-05-01
The application of information technology (IT) to issues of healthcare delivery has had a long and tortuous history in the United States. Within the field of eHealth, vanguard applications of advanced computing techniques, such as applications in artificial intelligence or expert systems, have languished in spite of a track record of scholarly publication and decisional accuracy. The problem is one of purpose, of asking the right questions for the science to solve. Historically, many computer science pioneers have been tempted to ask "what can the computer do?" New advances in eHealth are prompting developers to ask "what can people do?" How can eHealth take part in national goals for healthcare reform to empower relationships between healthcare professionals and patients, healthcare teams and families, and hospitals and communities to improve health equitably throughout the population? To do this, eHealth researchers must combine best evidence from the user sciences (human factors engineering, human-computer interaction, psychology, and usability) with best evidence in medicine to create transformational improvements in the quality of care that medicine offers. These improvements should follow recommendations from the Institute of Medicine to create a healthcare system that is (1) safe, (2) effective (evidence based), (3) patient centered, and (4) timely. Relying on the eHealth researcher's intuitive grasp of systems issues, improvements should be made with considerations of users and beneficiaries at the individual (patient-physician), group (family-staff), community, and broad environmental levels.
Human-Computer Interaction and Information Management Research Needs
2003-10-01
Davis Highway, Suite 1204, Arlington VA 22202-4302. Respondents should be aware that notwithstanding any other provision of law, no person shall be...hand-held personal digital assistants, networked sensors and actuators, and low-power computers on satellites. 5 most complex tools that humans have...calculations using data on external media such as tapes evolved into our multi-functional 21st century systems. More ideas came as networks of computing
ERIC Educational Resources Information Center
VanLehn, Kurt
2011-01-01
This article is a review of experiments comparing the effectiveness of human tutoring, computer tutoring, and no tutoring. "No tutoring" refers to instruction that teaches the same content without tutoring. The computer tutoring systems were divided by their granularity of the user interface interaction into answer-based, step-based, and…
Mind, Brain, and Education in the Digital Era
ERIC Educational Resources Information Center
Battro, Antonio M.; Fischer, Kurt W.
2012-01-01
Computers are everywhere, and they are transforming the human world. The technology of computers and the Internet is radically changing the ways that people learn and communicate. In the midst of this technology-driven revolution people need to examine the changes to analyze how they are altering interaction and human culture. The changes have…
Interface projection techniques for fluid-structure interaction modeling with moving-mesh methods
NASA Astrophysics Data System (ADS)
Tezduyar, Tayfun E.; Sathe, Sunil; Pausewang, Jason; Schwaab, Matthew; Christopher, Jason; Crabtree, Jason
2008-12-01
The stabilized space-time fluid-structure interaction (SSTFSI) technique developed by the Team for Advanced Flow Simulation and Modeling (T★AFSM) was applied to a number of 3D examples, including arterial fluid mechanics and parachute aerodynamics. Here we focus on the interface projection techniques that were developed as supplementary methods targeting the computational challenges associated with the geometric complexities of the fluid-structure interface. Although these supplementary techniques were developed in conjunction with the SSTFSI method and in the context of air-fabric interactions, they can also be used in conjunction with other moving-mesh methods, such as the Arbitrary Lagrangian-Eulerian (ALE) method, and in the context of other classes of FSI applications. The supplementary techniques currently consist of using split nodal values for pressure at the edges of the fabric and incompatible meshes at the air-fabric interfaces, the FSI Geometric Smoothing Technique (FSI-GST), and the Homogenized Modeling of Geometric Porosity (HMGP). Using split nodal values for pressure at the edges and incompatible meshes at the interfaces stabilizes the structural response at the edges of the membrane used in modeling the fabric. With the FSI-GST, the fluid mechanics mesh is sheltered from the consequences of the geometric complexity of the structure. With the HMGP, we bypass the intractable complexities of the geometric porosity by approximating it with an “equivalent”, locally-varying fabric porosity. As test cases demonstrating how the interface projection techniques work, we compute the air-fabric interactions of windsocks, sails and ringsail parachutes.
Loyalty to Computer Terminals: Is it Anthropomorphism or Consistency?
ERIC Educational Resources Information Center
Sundar, S. Shyam
2004-01-01
The psychological tendency to behave socially with a computer is quite well documented in the literature. But does the short-term socialness of human-computer interaction extend over to long-term social relationships with computers? In particular, do we show loyalty to particular computer terminals over a period of time? An electronic observation…
Advances in Human-Computer Interaction: Graphics and Animation Components for Interface Design
NASA Astrophysics Data System (ADS)
Cipolla Ficarra, Francisco V.; Nicol, Emma; Cipolla-Ficarra, Miguel; Richardson, Lucy
We present an analysis of communicability methodology in graphics and animation components for interface design, called CAN (Communicability, Acceptability and Novelty). This methodology has been under development between 2005 and 2010, obtaining excellent results in cultural heritage, education and microcomputing contexts. In studies where there is a bi-directional interrelation between ergonomics, usability, user-centered design, software quality and the human-computer interaction. We also present the heuristic results about iconography and layout design in blogs and websites of the following countries: Spain, Italy, Portugal and France.
BaffleText: a Human Interactive Proof
NASA Astrophysics Data System (ADS)
Chew, Monica; Baird, Henry S.
2003-01-01
Internet services designed for human use are being abused by programs. We present a defense against such attacks in the form of a CAPTCHA (Completely Automatic Public Turing test to tell Computers and Humans Apart) that exploits the difference in ability between humans and machines in reading images of text. CAPTCHAs are a special case of 'human interactive proofs,' a broad class of security protocols that allow people to identify themselves over networks as members of given groups. We point out vulnerabilities of reading-based CAPTCHAs to dictionary and computer-vision attacks. We also draw on the literature on the psychophysics of human reading, which suggests fresh defenses available to CAPTCHAs. Motivated by these considerations, we propose BaffleText, a CAPTCHA which uses non-English pronounceable words to defend against dictionary attacks, and Gestalt-motivated image-masking degradations to defend against image restoration attacks. Experiments on human subjects confirm the human legibility and user acceptance of BaffleText images. We have found an image-complexity measure that correlates well with user acceptance and assists in engineering the generation of challenges to fit the ability gap. Recent computer-vision attacks, run independently by Mori and Jitendra, suggest that BaffleText is stronger than two existing CAPTCHAs.
Real-Time Hand Posture Recognition Using a Range Camera
NASA Astrophysics Data System (ADS)
Lahamy, Herve
The basic goal of human computer interaction is to improve the interaction between users and computers by making computers more usable and receptive to the user's needs. Within this context, the use of hand postures in replacement of traditional devices such as keyboards, mice and joysticks is being explored by many researchers. The goal is to interpret human postures via mathematical algorithms. Hand posture recognition has gained popularity in recent years, and could become the future tool for humans to interact with computers or virtual environments. An exhaustive description of the frequently used methods available in literature for hand posture recognition is provided. It focuses on the different types of sensors and data used, the segmentation and tracking methods, the features used to represent the hand postures as well as the classifiers considered in the recognition process. Those methods are usually presented as highly robust with a recognition rate close to 100%. However, a couple of critical points necessary for a successful real-time hand posture recognition system require major improvement. Those points include the features used to represent the hand segment, the number of postures simultaneously recognizable, the invariance of the features with respect to rotation, translation and scale and also the behavior of the classifiers against non-perfect hand segments for example segments including part of the arm or missing part of the palm. A 3D time-of-flight camera named SR4000 has been chosen to develop a new methodology because of its capability to provide in real-time and at high frame rate 3D information on the scene imaged. This sensor has been described and evaluated for its capability for capturing in real-time a moving hand. A new recognition method that uses the 3D information provided by the range camera to recognize hand postures has been proposed. The different steps of this methodology including the segmentation, the tracking, the hand modeling and finally the recognition process have been described and evaluated extensively. In addition, the performance of this method has been analyzed against several existing hand posture recognition techniques found in literature. The proposed system is able to recognize with an overall recognition rate of 98% and in real-time 18 out the 33 postures of the American sign language alphabet. This recognition is translation, rotation and scale invariant.
Visual Environments for CFD Research
NASA Technical Reports Server (NTRS)
Watson, Val; George, Michael W. (Technical Monitor)
1994-01-01
This viewgraph presentation gives an overview of the visual environments for computational fluid dynamics (CFD) research. It includes details on critical needs from the future computer environment, features needed to attain this environment, prospects for changes in and the impact of the visualization revolution on the human-computer interface, human processing capabilities, limits of personal environment and the extension of that environment with computers. Information is given on the need for more 'visual' thinking (including instances of visual thinking), an evaluation of the alternate approaches for and levels of interactive computer graphics, a visual analysis of computational fluid dynamics, and an analysis of visualization software.
A State Cyber Hub Operations Framework
2016-06-01
to communicate and sense or interact with their internal states or the external environment. Machine Learning: A type of artificial intelligence that... artificial intelligence , and computational linguistics concerned with the interactions between computers and human (natural) languages. Patching: A piece...formalizing a proof of concept for cyber initiatives and developed frameworks for operationalizing the data and intelligence produced across state
Visual Debugging of Object-Oriented Systems With the Unified Modeling Language
2004-03-01
to be “the systematic and imaginative use of the technology of interactive computer graphics and the disciplines of graphic design , typography ... Graphics volume 23 no 6, pp893-901, 1999. [SHN98] Shneiderman, B. Designing the User Interface. Strategies for Effective Human-Computer Interaction...System Design Objectives ................................................................................ 44 3.3 System Architecture
Using Apex To Construct CPM-GOMS Models
NASA Technical Reports Server (NTRS)
John, Bonnie; Vera, Alonso; Matessa, Michael; Freed, Michael; Remington, Roger
2006-01-01
process for automatically generating computational models of human/computer interactions as well as graphical and textual representations of the models has been built on the conceptual foundation of a method known in the art as CPM-GOMS. This method is so named because it combines (1) the task decomposition of analysis according to an underlying method known in the art as the goals, operators, methods, and selection (GOMS) method with (2) a model of human resource usage at the level of cognitive, perceptual, and motor (CPM) operations. CPM-GOMS models have made accurate predictions about behaviors of skilled computer users in routine tasks, but heretofore, such models have been generated in a tedious, error-prone manual process. In the present process, CPM-GOMS models are generated automatically from a hierarchical task decomposition expressed by use of a computer program, known as Apex, designed previously to be used to model human behavior in complex, dynamic tasks. An inherent capability of Apex for scheduling of resources automates the difficult task of interleaving the cognitive, perceptual, and motor resources that underlie common task operators (e.g., move and click mouse). The user interface of Apex automatically generates Program Evaluation Review Technique (PERT) charts, which enable modelers to visualize the complex parallel behavior represented by a model. Because interleaving and the generation of displays to aid visualization are automated, it is now feasible to construct arbitrarily long sequences of behaviors. The process was tested by using Apex to create a CPM-GOMS model of a relatively simple human/computer-interaction task and comparing the time predictions of the model and measurements of the times taken by human users in performing the various steps of the task. The task was to withdraw $80 in cash from an automated teller machine (ATM). For the test, a Visual Basic mockup of an ATM was created, with a provision for input from (and measurement of the performance of) the user via a mouse. The times predicted by the automatically generated model turned out to approximate the measured times fairly well (see figure). While these results are promising, there is need for further development of the process. Moreover, it will also be necessary to test other, more complex models: The actions required of the user in the ATM task are too sequential to involve substantial parallelism and interleaving and, hence, do not serve as an adequate test of the unique strength of CPM-GOMS models to accommodate parallelism and interleaving.
Potential of Cognitive Computing and Cognitive Systems
NASA Astrophysics Data System (ADS)
Noor, Ahmed K.
2015-01-01
Cognitive computing and cognitive technologies are game changers for future engineering systems, as well as for engineering practice and training. They are major drivers for knowledge automation work, and the creation of cognitive products with higher levels of intelligence than current smart products. This paper gives a brief review of cognitive computing and some of the cognitive engineering systems activities. The potential of cognitive technologies is outlined, along with a brief description of future cognitive environments, incorporating cognitive assistants - specialized proactive intelligent software agents designed to follow and interact with humans and other cognitive assistants across the environments. The cognitive assistants engage, individually or collectively, with humans through a combination of adaptive multimodal interfaces, and advanced visualization and navigation techniques. The realization of future cognitive environments requires the development of a cognitive innovation ecosystem for the engineering workforce. The continuously expanding major components of the ecosystem include integrated knowledge discovery and exploitation facilities (incorporating predictive and prescriptive big data analytics); novel cognitive modeling and visual simulation facilities; cognitive multimodal interfaces; and cognitive mobile and wearable devices. The ecosystem will provide timely, engaging, personalized / collaborative, learning and effective decision making. It will stimulate creativity and innovation, and prepare the participants to work in future cognitive enterprises and develop new cognitive products of increasing complexity. http://www.aee.odu.edu/cognitivecomp
Genes2Networks: connecting lists of gene symbols using mammalian protein interactions databases.
Berger, Seth I; Posner, Jeremy M; Ma'ayan, Avi
2007-10-04
In recent years, mammalian protein-protein interaction network databases have been developed. The interactions in these databases are either extracted manually from low-throughput experimental biomedical research literature, extracted automatically from literature using techniques such as natural language processing (NLP), generated experimentally using high-throughput methods such as yeast-2-hybrid screens, or interactions are predicted using an assortment of computational approaches. Genes or proteins identified as significantly changing in proteomic experiments, or identified as susceptibility disease genes in genomic studies, can be placed in the context of protein interaction networks in order to assign these genes and proteins to pathways and protein complexes. Genes2Networks is a software system that integrates the content of ten mammalian interaction network datasets. Filtering techniques to prune low-confidence interactions were implemented. Genes2Networks is delivered as a web-based service using AJAX. The system can be used to extract relevant subnetworks created from "seed" lists of human Entrez gene symbols. The output includes a dynamic linkable three color web-based network map, with a statistical analysis report that identifies significant intermediate nodes used to connect the seed list. Genes2Networks is powerful web-based software that can help experimental biologists to interpret lists of genes and proteins such as those commonly produced through genomic and proteomic experiments, as well as lists of genes and proteins associated with disease processes. This system can be used to find relationships between genes and proteins from seed lists, and predict additional genes or proteins that may play key roles in common pathways or protein complexes.
77 FR 62216 - Submission for OMB Review; Comment Request
Federal Register 2010, 2011, 2012, 2013, 2014
2012-10-12
... NIST researchers to study human-computer interactions and help establish guidelines and standards for more effective and efficient interactions. Affected Public: Individual or households; State, Local or...
NASA Technical Reports Server (NTRS)
Chu, Y.-Y.; Rouse, W. B.
1979-01-01
As human and computer come to have overlapping decisionmaking abilities, a dynamic or adaptive allocation of responsibilities may be the best mode of human-computer interaction. It is suggested that the computer serve as a backup decisionmaker, accepting responsibility when human workload becomes excessive and relinquishing responsibility when workload becomes acceptable. A queueing theory formulation of multitask decisionmaking is used and a threshold policy for turning the computer on/off is proposed. This policy minimizes event-waiting cost subject to human workload constraints. An experiment was conducted with a balanced design of several subject runs within a computer-aided multitask flight management situation with different task demand levels. It was found that computer aiding enhanced subsystem performance as well as subjective ratings. The queueing model appears to be an adequate representation of the multitask decisionmaking situation, and to be capable of predicting system performance in terms of average waiting time and server occupancy. Server occupancy was further found to correlate highly with the subjective effort ratings.
A Workflow for Global Sensitivity Analysis of PBPK Models
McNally, Kevin; Cotton, Richard; Loizou, George D.
2011-01-01
Physiologically based pharmacokinetic (PBPK) models have a potentially significant role in the development of a reliable predictive toxicity testing strategy. The structure of PBPK models are ideal frameworks into which disparate in vitro and in vivo data can be integrated and utilized to translate information generated, using alternative to animal measures of toxicity and human biological monitoring data, into plausible corresponding exposures. However, these models invariably include the description of well known non-linear biological processes such as, enzyme saturation and interactions between parameters such as, organ mass and body mass. Therefore, an appropriate sensitivity analysis (SA) technique is required which can quantify the influences associated with individual parameters, interactions between parameters and any non-linear processes. In this report we have defined the elements of a workflow for SA of PBPK models that is computationally feasible, accounts for interactions between parameters, and can be displayed in the form of a bar chart and cumulative sum line (Lowry plot), which we believe is intuitive and appropriate for toxicologists, risk assessors, and regulators. PMID:21772819
Game Design to Measure Reflexes and Attention Based on Biofeedback Multi-Sensor Interaction
Ortiz-Vigon Uriarte, Inigo de Loyola; Garcia-Zapirain, Begonya; Garcia-Chimeno, Yolanda
2015-01-01
This paper presents a multi-sensor system for implementing biofeedback as a human-computer interaction technique in a game involving driving cars in risky situations. The sensors used are: Eye Tracker, Kinect, pulsometer, respirometer, electromiography (EMG) and galvanic skin resistance (GSR). An algorithm has been designed which gives rise to an interaction logic with the game according to the set of physiological constants obtained from the sensors. The results reflect a 72.333 response to the System Usability Scale (SUS), a significant difference of p = 0.026 in GSR values in terms of the difference between the start and end of the game, and an r = 0.659 and p = 0.008 correlation while playing with the Kinect between the breathing level and the energy and joy factor. All the sensors used had an impact on the end results, whereby none of them should be disregarded in future lines of research, even though it would be interesting to obtain separate breathing values from that of the cardio. PMID:25789493
Thermodynamic Modeling and Analysis of Human Stress Response
NASA Technical Reports Server (NTRS)
Boregowda, S. C.; Tiwari, S. N.
1999-01-01
A novel approach based on the second law of thermodynamics is developed to investigate the psychophysiology and quantify human stress level. Two types of stresses (thermal and mental) are examined. A Unified Stress Response Theory (USRT) is developed under the new proposed field of study called Engineering Psychophysiology. The USRT is used to investigate both thermal and mental stresses from a holistic (human body as a whole) and thermodynamic viewpoint. The original concepts and definitions are established as postulates which form the basis for thermodynamic approach to quantify human stress level. An Objective Thermal Stress Index (OTSI) is developed by applying the second law of thermodynamics to the human thermal system to quantify thermal stress or dis- comfort in the human body. The human thermal model based on finite element method is implemented. It is utilized as a "Computational Environmental Chamber" to conduct series of simulations to examine the human thermal stress responses under different environmental conditions. An innovative hybrid technique is developed to analyze human thermal behavior based on series of human-environment interaction simulations. Continuous monitoring of thermal stress is demonstrated with the help of OTSI. It is well established that the human thermal system obeys the second law of thermodynamics. Further, the OTSI is validated against the experimental data. Regarding mental stress, an Objective Mental Stress Index (OMSI) is developed by applying the Maxwell relations of thermodynamics to the combined thermal and cardiovascular system in the human body. The OMSI is utilized to demonstrate the technique of monitoring mental stress continuously and is validated with the help of series of experimental studies. Although the OMSI indicates the level of mental stress, it provides a strong thermodynamic and mathematical relationship between activities of thermal and cardiovascular systems of the human body.
A Novel Computer-Based Set-Up to Study Movement Coordination in Human Ensembles
Alderisio, Francesco; Lombardi, Maria; Fiore, Gianfranco; di Bernardo, Mario
2017-01-01
Existing experimental works on movement coordination in human ensembles mostly investigate situations where each subject is connected to all the others through direct visual and auditory coupling, so that unavoidable social interaction affects their coordination level. Here, we present a novel computer-based set-up to study movement coordination in human groups so as to minimize the influence of social interaction among participants and implement different visual pairings between them. In so doing, players can only take into consideration the motion of a designated subset of the others. This allows the evaluation of the exclusive effects on coordination of the structure of interconnections among the players in the group and their own dynamics. In addition, our set-up enables the deployment of virtual computer players to investigate dyadic interaction between a human and a virtual agent, as well as group synchronization in mixed teams of human and virtual agents. We show how this novel set-up can be employed to study coordination both in dyads and in groups over different structures of interconnections, in the presence as well as in the absence of virtual agents acting as followers or leaders. Finally, in order to illustrate the capabilities of the architecture, we describe some preliminary results. The platform is available to any researcher who wishes to unfold the mechanisms underlying group synchronization in human ensembles and shed light on its socio-psychological aspects. PMID:28649217
Aerodynamic interaction between vortical wakes and lifting two-dimensional bodies
NASA Technical Reports Server (NTRS)
Stremel, Paul M.
1987-01-01
Unsteady rotor wake interactions with the empenage, tail boom, and other aerodynamic surfaces of a helicopter have a significant influence on its aerodynamic performance, the ride quality, and amount of vibration. A numerical method for computing the aerodynamic interaction between an interacting vortex wake and the viscous flow about arbitrary two-dimensional bodies has been developed to address this helicopter problem. The method solves for the flow field velocities on a body-fitted computational mesh using finite-difference techniques. The interaction of a rotor wake with the flow about a 4:1 elliptic cylinder at 45-deg incidence was calculated for a Reynolds number of 3000.
Graphic analysis of resources by numerical evaluation techniques (Garnet)
Olson, A.C.
1977-01-01
An interactive computer program for graphical analysis has been developed by the U.S. Geological Survey. The program embodies five goals, (1) economical use of computer resources, (2) simplicity for user applications, (3) interactive on-line use, (4) minimal core requirements, and (5) portability. It is designed to aid (1) the rapid analysis of point-located data, (2) structural mapping, and (3) estimation of area resources. ?? 1977.
NASA Astrophysics Data System (ADS)
Hunt, Gordon W.; Hemler, Paul F.; Vining, David J.
1997-05-01
Virtual colonscopy (VC) is a minimally invasive alternative to conventional fiberoptic endoscopy for colorectal cancer screening. The VC technique involves bowel cleansing, gas distension of the colon, spiral computed tomography (CT) scanning of a patient's abdomen and pelvis, and visual analysis of multiplanar 2D and 3D images created from the spiral CT data. Despite the ability of interactive computer graphics to assist a physician in visualizing 3D models of the colon, a correct diagnosis hinges upon a physician's ability to properly identify small and sometimes subtle polyps or masses within hundreds of multiplanar and 3D images. Human visual analysis is time-consuming, tedious, and often prone to error of interpretation.We have addressed the problem of visual analysis by creating a software system that automatically highlights potential lesions in the 2D and 3D images in order to expedite a physician's interpretation of the colon data.
Biosensor Technologies for Augmented Brain-Computer Interfaces in the Next Decades
2012-05-13
Research Triangle Park, NC 27709-2211 Augmented brain–computer interface (ABCI);biosensor; cognitive-state monitoring; electroencephalogram( EEG ); human...biosensor; cognitive-state monitoring; electroencephalogram ( EEG ); human brain imaging Manuscript received November 28, 2011; accepted December 20...magnetic reso- nance imaging (fMRI) [1], positron emission tomography (PET) [2], electroencephalograms ( EEGs ) and optical brain imaging techniques (i.e
1981-02-01
Continue on tevetee «Id* If necemtery mid Identify br black number) Battlefield automated systems Human- computer interaction. Design criteria System...Report (this report) In-Depth Analyses of Individual Systems A. Tactical Fire Direction System (TACFIRE) (RP 81-26) B. Tactical Computer Terminal...select the design features and operating procedures of the human- computer Interface which best match the require- ments and capabilities of anticipated
Connectionist Interaction Information Retrieval.
ERIC Educational Resources Information Center
Dominich, Sandor
2003-01-01
Discussion of connectionist views for adaptive clustering in information retrieval focuses on a connectionist clustering technique and activation spreading-based information retrieval model using the interaction information retrieval method. Presents theoretical as well as simulation results as regards computational complexity and includes…
INTERACTIONS BETWEEN ORGANIC COMPOUNDS AND CYCLODEXTRIN-CLAY SYSTEMS
Computational and experimental techniques are combined in order to better understand interactions involving organic compounds and cyclodextrin (CD)-clay systems. CD-clay systems may have great potential in the containment of organic contaminants in the environment. This study w...
Neural correlate of human reciprocity in social interactions
Sakaiya, Shiro; Shiraito, Yuki; Kato, Junko; Ide, Hiroko; Okada, Kensuke; Takano, Kouji; Kansaku, Kenji
2013-01-01
Reciprocity plays a key role maintaining cooperation in society. However, little is known about the neural process that underpins human reciprocity during social interactions. Our neuroimaging study manipulated partner identity (computer, human) and strategy (random, tit-for-tat) in repeated prisoner's dilemma games and investigated the neural correlate of reciprocal interaction with humans. Reciprocal cooperation with humans but exploitation of computers by defection was associated with activation in the left amygdala. Amygdala activation was also positively and negatively correlated with a preference change for human partners following tit-for-tat and random strategies, respectively. The correlated activation represented the intensity of positive feeling toward reciprocal and negative feeling toward non-reciprocal partners, and so reflected reciprocity in social interaction. Reciprocity in social interaction, however, might plausibly be misinterpreted and so we also examined the neural coding of insight into the reciprocity of partners. Those with and without insight revealed differential brain activation across the reward-related circuitry (i.e., the right middle dorsolateral prefrontal cortex and dorsal caudate) and theory of mind (ToM) regions [i.e., ventromedial prefrontal cortex (VMPFC) and precuneus]. Among differential activations, activation in the precuneus, which accompanied deactivation of the VMPFC, was specific to those without insight into human partners who were engaged in a tit-for-tat strategy. This asymmetric (de)activation might involve specific contributions of ToM regions to the human search for reciprocity. Consequently, the intensity of emotion attached to human reciprocity was represented in the amygdala, whereas insight into the reciprocity of others was reflected in activation across the reward-related and ToM regions. This suggests the critical role of mentalizing, which was not equated with reward expectation during social interactions. PMID:24381534
Neural correlate of human reciprocity in social interactions.
Sakaiya, Shiro; Shiraito, Yuki; Kato, Junko; Ide, Hiroko; Okada, Kensuke; Takano, Kouji; Kansaku, Kenji
2013-01-01
Reciprocity plays a key role maintaining cooperation in society. However, little is known about the neural process that underpins human reciprocity during social interactions. Our neuroimaging study manipulated partner identity (computer, human) and strategy (random, tit-for-tat) in repeated prisoner's dilemma games and investigated the neural correlate of reciprocal interaction with humans. Reciprocal cooperation with humans but exploitation of computers by defection was associated with activation in the left amygdala. Amygdala activation was also positively and negatively correlated with a preference change for human partners following tit-for-tat and random strategies, respectively. The correlated activation represented the intensity of positive feeling toward reciprocal and negative feeling toward non-reciprocal partners, and so reflected reciprocity in social interaction. Reciprocity in social interaction, however, might plausibly be misinterpreted and so we also examined the neural coding of insight into the reciprocity of partners. Those with and without insight revealed differential brain activation across the reward-related circuitry (i.e., the right middle dorsolateral prefrontal cortex and dorsal caudate) and theory of mind (ToM) regions [i.e., ventromedial prefrontal cortex (VMPFC) and precuneus]. Among differential activations, activation in the precuneus, which accompanied deactivation of the VMPFC, was specific to those without insight into human partners who were engaged in a tit-for-tat strategy. This asymmetric (de)activation might involve specific contributions of ToM regions to the human search for reciprocity. Consequently, the intensity of emotion attached to human reciprocity was represented in the amygdala, whereas insight into the reciprocity of others was reflected in activation across the reward-related and ToM regions. This suggests the critical role of mentalizing, which was not equated with reward expectation during social interactions.
Human motion planning based on recursive dynamics and optimal control techniques
NASA Technical Reports Server (NTRS)
Lo, Janzen; Huang, Gang; Metaxas, Dimitris
2002-01-01
This paper presents an efficient optimal control and recursive dynamics-based computer animation system for simulating and controlling the motion of articulated figures. A quasi-Newton nonlinear programming technique (super-linear convergence) is implemented to solve minimum torque-based human motion-planning problems. The explicit analytical gradients needed in the dynamics are derived using a matrix exponential formulation and Lie algebra. Cubic spline functions are used to make the search space for an optimal solution finite. Based on our formulations, our method is well conditioned and robust, in addition to being computationally efficient. To better illustrate the efficiency of our method, we present results of natural looking and physically correct human motions for a variety of human motion tasks involving open and closed loop kinematic chains.
Progress in EEG-Based Brain Robot Interaction Systems
Li, Mengfan; Niu, Linwei; Xian, Bin; Zeng, Ming; Chen, Genshe
2017-01-01
The most popular noninvasive Brain Robot Interaction (BRI) technology uses the electroencephalogram- (EEG-) based Brain Computer Interface (BCI), to serve as an additional communication channel, for robot control via brainwaves. This technology is promising for elderly or disabled patient assistance with daily life. The key issue of a BRI system is to identify human mental activities, by decoding brainwaves, acquired with an EEG device. Compared with other BCI applications, such as word speller, the development of these applications may be more challenging since control of robot systems via brainwaves must consider surrounding environment feedback in real-time, robot mechanical kinematics, and dynamics, as well as robot control architecture and behavior. This article reviews the major techniques needed for developing BRI systems. In this review article, we first briefly introduce the background and development of mind-controlled robot technologies. Second, we discuss the EEG-based brain signal models with respect to generating principles, evoking mechanisms, and experimental paradigms. Subsequently, we review in detail commonly used methods for decoding brain signals, namely, preprocessing, feature extraction, and feature classification, and summarize several typical application examples. Next, we describe a few BRI applications, including wheelchairs, manipulators, drones, and humanoid robots with respect to synchronous and asynchronous BCI-based techniques. Finally, we address some existing problems and challenges with future BRI techniques. PMID:28484488
ERIC Educational Resources Information Center
Codd, Anthony M.; Choudhury, Bipasha
2011-01-01
The use of cadavers to teach anatomy is well established, but limitations with this approach have led to the introduction of alternative teaching methods. One such method is the use of three-dimensional virtual reality computer models. An interactive, three-dimensional computer model of human forearm anterior compartment musculoskeletal anatomy…
Improved Interactive Medical-Imaging System
NASA Technical Reports Server (NTRS)
Ross, Muriel D.; Twombly, Ian A.; Senger, Steven
2003-01-01
An improved computational-simulation system for interactive medical imaging has been invented. The system displays high-resolution, three-dimensional-appearing images of anatomical objects based on data acquired by such techniques as computed tomography (CT) and magnetic-resonance imaging (MRI). The system enables users to manipulate the data to obtain a variety of views for example, to display cross sections in specified planes or to rotate images about specified axes. Relative to prior such systems, this system offers enhanced capabilities for synthesizing images of surgical cuts and for collaboration by users at multiple, remote computing sites.
Computer measurement of arterial disease
NASA Technical Reports Server (NTRS)
Armstrong, J.; Selzer, R. H.; Barndt, R.; Blankenhorn, D. H.; Brooks, S.
1980-01-01
Image processing technique quantifies human atherosclerosis by computer analysis of arterial angiograms. X-ray film images are scanned and digitized, arterial shadow is tracked, and several quantitative measures of lumen irregularity are computed. In other tests, excellent agreement was found between computer evaluation of femoral angiograms on living subjects and evaluation by teams of trained angiographers.
Computer assessment of atherosclerosis from angiographic images
NASA Technical Reports Server (NTRS)
Selzer, R. H.; Blankenhorn, D. H.; Brooks, S. H.; Crawford, D. W.; Cashin, W. L.
1982-01-01
A computer method for detection and quantification of atherosclerosis from angiograms has been developed and used to measure lesion change in human clinical trials. The technique involves tracking the vessel edges and measuring individual lesions as well as the overall irregularity of the arterial image. Application of the technique to conventional arterial-injection femoral and coronary angiograms is outlined and an experimental study to extend the technique to analysis of intravenous angiograms of the carotid and cornary arteries is described.
ERIC Educational Resources Information Center
Hoffman, Daniel L.
2013-01-01
The purpose of the study is to better understand the role of physicality, interactivity, and interface effects in learning with digital content. Drawing on work in cognitive science, human-computer interaction, and multimedia learning, the study argues that interfaces that promote physical interaction can provide "conceptual leverage"…
Automated social skills training with audiovisual information.
Tanaka, Hiroki; Sakti, Sakriani; Neubig, Graham; Negoro, Hideki; Iwasaka, Hidemi; Nakamura, Satoshi
2016-08-01
People with social communication difficulties tend to have superior skills using computers, and as a result computer-based social skills training systems are flourishing. Social skills training, performed by human trainers, is a well-established method to obtain appropriate skills in social interaction. Previous works have attempted to automate one or several parts of social skills training through human-computer interaction. However, while previous work on simulating social skills training considered only acoustic and linguistic features, human social skills trainers take into account visual features (e.g. facial expression, posture). In this paper, we create and evaluate a social skills training system that closes this gap by considering audiovisual features regarding ratio of smiling, yaw, and pitch. An experimental evaluation measures the difference in effectiveness of social skill training when using audio features and audiovisual features. Results showed that the visual features were effective to improve users' social skills.
An Intelligent Systems Approach to Automated Object Recognition: A Preliminary Study
Maddox, Brian G.; Swadley, Casey L.
2002-01-01
Attempts at fully automated object recognition systems have met with varying levels of success over the years. However, none of the systems have achieved high enough accuracy rates to be run unattended. One of the reasons for this may be that they are designed from the computer's point of view and rely mainly on image-processing methods. A better solution to this problem may be to make use of modern advances in computational intelligence and distributed processing to try to mimic how the human brain is thought to recognize objects. As humans combine cognitive processes with detection techniques, such a system would combine traditional image-processing techniques with computer-based intelligence to determine the identity of various objects in a scene.
Uddin, Reaz; Tariq, Syeda Sumayya; Azam, Syed Sikander; Wadood, Abdul; Moin, Syed Tarique
2017-08-30
Patently, Protein-Protein Interactions (PPIs) lie at the core of significant biological functions and make the foundation of host-pathogen relationships. Hence, the current study is aimed to use computational biology techniques to predict host-pathogen Protein-Protein Interactions (HP-PPIs) between MRSA and Humans as potential drug targets ultimately proposing new possible inhibitors against them. As a matter of fact this study is based on the Interolog method which implies that homologous proteins retain their ability to interact. A distant homolog approach based on Interolog method was employed to speculate MRSA protein homologs in Humans using PSI-BLAST. In addition the protein interaction partners of these homologs as listed in Database of Interacting Proteins (DIP) were predicted to interact with MRSA as well. Moreover, a direct approach using BLAST was also applied so as to attain further confidence in the strategy. Consequently, the common HP-PPIs predicted by both approaches are suggested as potential drug targets (22%) whereas, the unique HP-PPIs estimated only through distant homolog approach are presented as novel drug targets (12%). Furthermore, the most repeated entry in our results was found to be MRSA Histone Deacetylase (HDAC) which was then modeled using SWISS-MODEL. Eventually, small molecules from ZINC, selected randomly, were docked against HDAC using Auto Dock and are suggested as potential binders (inhibitors) based on their energetic profiles. Thus the current study provides basis for further in-depth analysis of such data which not only include MRSA but other deadly pathogens as well. Copyright © 2017 Elsevier B.V. All rights reserved.
Linguistic Analysis of Natural Language Communication with Computers.
ERIC Educational Resources Information Center
Thompson, Bozena Henisz
Interaction with computers in natural language requires a language that is flexible and suited to the task. This study of natural dialogue was undertaken to reveal those characteristics which can make computer English more natural. Experiments were made in three modes of communication: face-to-face, terminal-to-terminal, and human-to-computer,…
Fourth Annual Workshop on Space Operations Applications and Research (SOAR 90)
NASA Technical Reports Server (NTRS)
Savely, Robert T. (Editor)
1991-01-01
The papers from the symposium are presented. Emphasis is placed on human factors engineering and space environment interactions. The technical areas covered in the human factors section include: satellite monitoring and control, man-computer interfaces, expert systems, AI/robotics interfaces, crew system dynamics, and display devices. The space environment interactions section presents the following topics: space plasma interaction, spacecraft contamination, space debris, and atomic oxygen interaction with materials. Some of the above topics are discussed in relation to the space station and space shuttle.
Kohrs, Christin; Hrabal, David; Angenstein, Nicole; Brechmann, André
2014-11-01
System response time research is an important issue in human-computer interactions. Experience with technical devices and general rules of human-human interactions determine the user's expectation, and any delay in system response time may lead to immediate physiological, emotional, and behavioral consequences. We investigated such effects on a trial-by-trial basis during a human-computer interaction by measuring changes in skin conductance (SC), heart rate (HR), and the dynamics of button press responses. We found an increase in SC and a deceleration of HR for all three delayed system response times (0.5, 1, 2 s). Moreover, the data on button press dynamics was highly informative since subjects repeated a button press with more force in response to delayed system response times. Furthermore, the button press dynamics could distinguish between correct and incorrect decisions and may thus even be used to infer the uncertainty of a user's decision. Copyright © 2014 Society for Psychophysiological Research.
Situated Computing: The Next Frontier for HCI Research
2002-01-01
population works and lives with information. Most individuals interact with information through a single portal: a personal desktop or laptop...of single devices, nor will one person necessarily own each device. This leap of imagination requires that human-computer interaction (HCI...wireless technologies, including Bluetooth [16], IrDA [22] (Infrared Data Association- standards for infrared communications) and HomeRF TM [21
Studies of human dynamic space orientation using techniques of control theory
NASA Technical Reports Server (NTRS)
Young, L. R.
1974-01-01
Studies of human orientation and manual control in high order systems are summarized. Data cover techniques for measuring and altering orientation perception, role of non-visual motion sensors, particularly the vestibular and tactile sensors, use of motion cues in closed loop control of simple stable and unstable systems, and advanced computer controlled display systems.
Protecting genomic data analytics in the cloud: state of the art and opportunities.
Tang, Haixu; Jiang, Xiaoqian; Wang, Xiaofeng; Wang, Shuang; Sofia, Heidi; Fox, Dov; Lauter, Kristin; Malin, Bradley; Telenti, Amalio; Xiong, Li; Ohno-Machado, Lucila
2016-10-13
The outsourcing of genomic data into public cloud computing settings raises concerns over privacy and security. Significant advancements in secure computation methods have emerged over the past several years, but such techniques need to be rigorously evaluated for their ability to support the analysis of human genomic data in an efficient and cost-effective manner. With respect to public cloud environments, there are concerns about the inadvertent exposure of human genomic data to unauthorized users. In analyses involving multiple institutions, there is additional concern about data being used beyond agreed research scope and being prcoessed in untrused computational environments, which may not satisfy institutional policies. To systematically investigate these issues, the NIH-funded National Center for Biomedical Computing iDASH (integrating Data for Analysis, 'anonymization' and SHaring) hosted the second Critical Assessment of Data Privacy and Protection competition to assess the capacity of cryptographic technologies for protecting computation over human genomes in the cloud and promoting cross-institutional collaboration. Data scientists were challenged to design and engineer practical algorithms for secure outsourcing of genome computation tasks in working software, whereby analyses are performed only on encrypted data. They were also challenged to develop approaches to enable secure collaboration on data from genomic studies generated by multiple organizations (e.g., medical centers) to jointly compute aggregate statistics without sharing individual-level records. The results of the competition indicated that secure computation techniques can enable comparative analysis of human genomes, but greater efficiency (in terms of compute time and memory utilization) are needed before they are sufficiently practical for real world environments.
Computer-Aided Geometry Modeling
NASA Technical Reports Server (NTRS)
Shoosmith, J. N. (Compiler); Fulton, R. E. (Compiler)
1984-01-01
Techniques in computer-aided geometry modeling and their application are addressed. Mathematical modeling, solid geometry models, management of geometric data, development of geometry standards, and interactive and graphic procedures are discussed. The applications include aeronautical and aerospace structures design, fluid flow modeling, and gas turbine design.
A System for Generating Instructional Computer Graphics.
ERIC Educational Resources Information Center
Nygard, Kendall E.; Ranganathan, Babusankar
1983-01-01
Description of the Tektronix-Based Interactive Graphics System for Instruction (TIGSI), which was developed for generating graphics displays in computer-assisted instruction materials, discusses several applications (e.g., reinforcing learning of concepts, principles, rules, and problem-solving techniques) and presents advantages of the TIGSI…
Interactions with Virtual People: Do Avatars Dream of Digital Sheep?. Chapter 6
NASA Technical Reports Server (NTRS)
Slater, Mel; Sanchez-Vives, Maria V.
2007-01-01
This paper explores another form of artificial entity, ones without physical embodiment. We refer to virtual characters as the name for a type of interactive object that have become familiar in computer games and within virtual reality applications. We refer to these as avatars: three-dimensional graphical objects that are in more-or-less human form which can interact with humans. Sometimes such avatars will be representations of real-humans who are interacting together within a shared networked virtual environment, other times the representations will be of entirely computer generated characters. Unlike other authors, who reserve the term agent for entirely computer generated characters and avatars for virtual embodiments of real people; the same term here is used for both. This is because avatars and agents are on a continuum. The question is where does their behaviour originate? At the extremes the behaviour is either completely computer generated or comes only from tracking of a real person. However, not every aspect of a real person can be tracked every eyebrow move, every blink, every breath rather real tracking data would be supplemented by inferred behaviours which are programmed based on the available information as to what the real human is doing and her/his underlying emotional and psychological state. Hence there is always some programmed behaviour it is only a matter of how much. In any case the same underlying problem remains how can the human character be portrayed in such a manner that its actions are believable and have an impact on the real people with whom it interacts? This paper has three main parts. In the first part we will review some evidence that suggests that humans react with appropriate affect in their interactions with virtual human characters, or with other humans who are represented as avatars. This is so in spite of the fact that the representational fidelity is relatively low. Our evidence will be from the realm of psychotherapy, where virtual social situations are created that do test whether people react appropriately within these situations. We will also consider some experiments on face-to-face virtual communications between people in the same shared virtual environments. The second part will try to give some clues about why this might happen, taking into account modern theories of perception from neuroscience. The third part will include some speculations about the future developments of the relationship between people and virtual people. We will suggest that a more likely scenario than the world becoming populated by physically embodied virtual people (robots, androids) is that in the relatively near future we will interact more and more in our everyday lives with virtual people- bank managers, shop assistants, instructors, and so on. What is happening in the movies with computer graphic generated individuals and entire crowds may move into the space of everyday life.
User interface design principles for the SSM/PMAD automated power system
NASA Technical Reports Server (NTRS)
Jakstas, Laura M.; Myers, Chris J.
1991-01-01
Martin Marietta has developed a user interface for the space station module power management and distribution (SSM/PMAD) automated power system testbed which provides human access to the functionality of the power system, as well as exemplifying current techniques in user interface design. The testbed user interface was designed to enable an engineer to operate the system easily without having significant knowledge of computer systems, as well as provide an environment in which the engineer can monitor and interact with the SSM/PMAD system hardware. The design of the interface supports a global view of the most important data from the various hardware and software components, as well as enabling the user to obtain additional or more detailed data when needed. The components and representations of the SSM/PMAD testbed user interface are examined. An engineer's interactions with the system are also described.
Parameterized Facial Expression Synthesis Based on MPEG-4
NASA Astrophysics Data System (ADS)
Raouzaiou, Amaryllis; Tsapatsoulis, Nicolas; Karpouzis, Kostas; Kollias, Stefanos
2002-12-01
In the framework of MPEG-4, one can include applications where virtual agents, utilizing both textual and multisensory data, including facial expressions and nonverbal speech help systems become accustomed to the actual feelings of the user. Applications of this technology are expected in educational environments, virtual collaborative workplaces, communities, and interactive entertainment. Facial animation has gained much interest within the MPEG-4 framework; with implementation details being an open research area (Tekalp, 1999). In this paper, we describe a method for enriching human computer interaction, focusing on analysis and synthesis of primary and intermediate facial expressions (Ekman and Friesen (1978)). To achieve this goal, we utilize facial animation parameters (FAPs) to model primary expressions and describe a rule-based technique for handling intermediate ones. A relation between FAPs and the activation parameter proposed in classical psychological studies is established, leading to parameterized facial expression analysis and synthesis notions, compatible with the MPEG-4 standard.
Coarse-to-fine markerless gait analysis based on PCA and Gauss-Laguerre decomposition
NASA Astrophysics Data System (ADS)
Goffredo, Michela; Schmid, Maurizio; Conforto, Silvia; Carli, Marco; Neri, Alessandro; D'Alessio, Tommaso
2005-04-01
Human movement analysis is generally performed through the utilization of marker-based systems, which allow reconstructing, with high levels of accuracy, the trajectories of markers allocated on specific points of the human body. Marker based systems, however, show some drawbacks that can be overcome by the use of video systems applying markerless techniques. In this paper, a specifically designed computer vision technique for the detection and tracking of relevant body points is presented. It is based on the Gauss-Laguerre Decomposition, and a Principal Component Analysis Technique (PCA) is used to circumscribe the region of interest. Results obtained on both synthetic and experimental tests provide significant reduction of the computational costs, with no significant reduction of the tracking accuracy.
Scientific Visualization and Computational Science: Natural Partners
NASA Technical Reports Server (NTRS)
Uselton, Samuel P.; Lasinski, T. A. (Technical Monitor)
1995-01-01
Scientific visualization is developing rapidly, stimulated by computational science, which is gaining acceptance as a third alternative to theory and experiment. Computational science is based on numerical simulations of mathematical models derived from theory. But each individual simulation is like a hypothetical experiment; initial conditions are specified, and the result is a record of the observed conditions. Experiments can be simulated for situations that can not really be created or controlled. Results impossible to measure can be computed.. Even for observable values, computed samples are typically much denser. Numerical simulations also extend scientific exploration where the mathematics is analytically intractable. Numerical simulations are used to study phenomena from subatomic to intergalactic scales and from abstract mathematical structures to pragmatic engineering of everyday objects. But computational science methods would be almost useless without visualization. The obvious reason is that the huge amounts of data produced require the high bandwidth of the human visual system, and interactivity adds to the power. Visualization systems also provide a single context for all the activities involved from debugging the simulations, to exploring the data, to communicating the results. Most of the presentations today have their roots in image processing, where the fundamental task is: Given an image, extract information about the scene. Visualization has developed from computer graphics, and the inverse task: Given a scene description, make an image. Visualization extends the graphics paradigm by expanding the possible input. The goal is still to produce images; the difficulty is that the input is not a scene description displayable by standard graphics methods. Visualization techniques must either transform the data into a scene description or extend graphics techniques to display this odd input. Computational science is a fertile field for visualization research because the results vary so widely and include things that have no known appearance. The amount of data creates additional challenges for both hardware and software systems. Evaluations of visualization should ultimately reflect the insight gained into the scientific phenomena. So making good visualizations requires consideration of characteristics of the user and the purpose of the visualization. Knowledge about human perception and graphic design is also relevant. It is this breadth of knowledge that stimulates proposals for multidisciplinary visualization teams and intelligent visualization assistant software. Visualization is an immature field, but computational science is stimulating research on a broad front.
COMPUTATIONAL MITRAL VALVE EVALUATION AND POTENTIAL CLINICAL APPLICATIONS
Chandran, Krishnan B.; Kim, Hyunggun
2014-01-01
The mitral valve (MV) apparatus consists of the two asymmetric leaflets, the saddle-shaped annulus, the chordae tendineae, and the papillary muscles. MV function over the cardiac cycle involves complex interaction between the MV apparatus components for efficient blood circulation. Common diseases of the MV include valvular stenosis, regurgitation, and prolapse. MV repair is the most popular and most reliable surgical treatment for early MV pathology. One of the unsolved problems in MV repair is to predict the optimal repair strategy for each patient. Although experimental studies have provided valuable information to improve repair techniques, computational simulations are increasingly playing an important role in understanding the complex MV dynamics, particularly with the availability of patient-specific real-time imaging modalities. This work presents a review of computational simulation studies of MV function employing finite element (FE) structural analysis and fluid-structure interaction (FSI) approach reported in the literature to date. More recent studies towards potential applications of computational simulation approaches in the assessment of valvular repair techniques and potential pre-surgical planning of repair strategies are also discussed. It is anticipated that further advancements in computational techniques combined with the next generations of clinical imaging modalities will enable physiologically more realistic simulations. Such advancement in imaging and computation will allow for patient-specific, disease-specific, and case-specific MV evaluation and virtual prediction of MV repair. PMID:25134487
Decision making and problem solving with computer assistance
NASA Technical Reports Server (NTRS)
Kraiss, F.
1980-01-01
In modern guidance and control systems, the human as manager, supervisor, decision maker, problem solver and trouble shooter, often has to cope with a marginal mental workload. To improve this situation, computers should be used to reduce the operator from mental stress. This should not solely be done by increased automation, but by a reasonable sharing of tasks in a human-computer team, where the computer supports the human intelligence. Recent developments in this area are summarized. It is shown that interactive support of operator by intelligent computer is feasible during information evaluation, decision making and problem solving. The applied artificial intelligence algorithms comprehend pattern recognition and classification, adaptation and machine learning as well as dynamic and heuristic programming. Elementary examples are presented to explain basic principles.
Tools and Techniques for Measuring and Improving Grid Performance
NASA Technical Reports Server (NTRS)
Biswas, Rupak; Frumkin, M.; Smith, W.; VanderWijngaart, R.; Wong, P.; Biegel, Bryan (Technical Monitor)
2001-01-01
This viewgraph presentation provides information on NASA's geographically dispersed computing resources, and the various methods by which the disparate technologies are integrated within a nationwide computational grid. Many large-scale science and engineering projects are accomplished through the interaction of people, heterogeneous computing resources, information systems and instruments at different locations. The overall goal is to facilitate the routine interactions of these resources to reduce the time spent in design cycles, particularly for NASA's mission critical projects. The IPG (Information Power Grid) seeks to implement NASA's diverse computing resources in a fashion similar to the way in which electric power is made available.
Shao, Meiyue; Aktulga, H. Metin; Yang, Chao; ...
2017-09-14
In this paper, we describe a number of recently developed techniques for improving the performance of large-scale nuclear configuration interaction calculations on high performance parallel computers. We show the benefit of using a preconditioned block iterative method to replace the Lanczos algorithm that has traditionally been used to perform this type of computation. The rapid convergence of the block iterative method is achieved by a proper choice of starting guesses of the eigenvectors and the construction of an effective preconditioner. These acceleration techniques take advantage of special structure of the nuclear configuration interaction problem which we discuss in detail. Themore » use of a block method also allows us to improve the concurrency of the computation, and take advantage of the memory hierarchy of modern microprocessors to increase the arithmetic intensity of the computation relative to data movement. Finally, we also discuss the implementation details that are critical to achieving high performance on massively parallel multi-core supercomputers, and demonstrate that the new block iterative solver is two to three times faster than the Lanczos based algorithm for problems of moderate sizes on a Cray XC30 system.« less
DOE Office of Scientific and Technical Information (OSTI.GOV)
Shao, Meiyue; Aktulga, H. Metin; Yang, Chao
In this paper, we describe a number of recently developed techniques for improving the performance of large-scale nuclear configuration interaction calculations on high performance parallel computers. We show the benefit of using a preconditioned block iterative method to replace the Lanczos algorithm that has traditionally been used to perform this type of computation. The rapid convergence of the block iterative method is achieved by a proper choice of starting guesses of the eigenvectors and the construction of an effective preconditioner. These acceleration techniques take advantage of special structure of the nuclear configuration interaction problem which we discuss in detail. Themore » use of a block method also allows us to improve the concurrency of the computation, and take advantage of the memory hierarchy of modern microprocessors to increase the arithmetic intensity of the computation relative to data movement. Finally, we also discuss the implementation details that are critical to achieving high performance on massively parallel multi-core supercomputers, and demonstrate that the new block iterative solver is two to three times faster than the Lanczos based algorithm for problems of moderate sizes on a Cray XC30 system.« less
2016-05-01
research, Kunkler (2006) suggested that the similarities between computer simulation tools and robotic surgery systems (e.g., mechanized feedback...distribution is unlimited. 49 Davies B. A review of robotics in surgery . Proceedings of the Institution of Mechanical Engineers, Part H: Journal...ARL-TR-7683 ● MAY 2016 US Army Research Laboratory A Guide for Developing Human- Robot Interaction Experiments in the Robotic
Nourani, Esmaeil; Khunjush, Farshad; Durmuş, Saliha
2016-05-24
Pathogenic microorganisms exploit host cellular mechanisms and evade host defense mechanisms through molecular pathogen-host interactions (PHIs). Therefore, comprehensive analysis of these PHI networks should be an initial step for developing effective therapeutics against infectious diseases. Computational prediction of PHI data is gaining increasing demand because of scarcity of experimental data. Prediction of protein-protein interactions (PPIs) within PHI systems can be formulated as a classification problem, which requires the knowledge of non-interacting protein pairs. This is a restricting requirement since we lack datasets that report non-interacting protein pairs. In this study, we formulated the "computational prediction of PHI data" problem using kernel embedding of heterogeneous data. This eliminates the abovementioned requirement and enables us to predict new interactions without randomly labeling protein pairs as non-interacting. Domain-domain associations are used to filter the predicted results leading to 175 novel PHIs between 170 human proteins and 105 viral proteins. To compare our results with the state-of-the-art studies that use a binary classification formulation, we modified our settings to consider the same formulation. Detailed evaluations are conducted and our results provide more than 10 percent improvements for accuracy and AUC (area under the receiving operating curve) results in comparison with state-of-the-art methods.
NASA Astrophysics Data System (ADS)
Sherwin, Jason
At the start of the 21st century, the topic of complexity remains a formidable challenge in engineering, science and other aspects of our world. It seems that when disaster strikes it is because some complex and unforeseen interaction causes the unfortunate outcome. Why did the financial system of the world meltdown in 2008--2009? Why are global temperatures on the rise? These questions and other ones like them are difficult to answer because they pertain to contexts that require lengthy descriptions. In other words, these contexts are complex. But we as human beings are able to observe and recognize this thing we call 'complexity'. Furthermore, we recognize that there are certain elements of a context that form a system of complex interactions---i.e., a complex system. Many researchers have even noted similarities between seemingly disparate complex systems. Do sub-atomic systems bear resemblance to weather patterns? Or do human-based economic systems bear resemblance to macroscopic flows? Where do we draw the line in their resemblance? These are the kinds of questions that are asked in complex systems research. And the ability to recognize complexity is not only limited to analytic research. Rather, there are many known examples of humans who, not only observe and recognize but also, operate complex systems. How do they do it? Is there something superhuman about these people or is there something common to human anatomy that makes it possible to fly a plane? Or to drive a bus? Or to operate a nuclear power plant? Or to play Chopin's etudes on the piano? In each of these examples, a human being operates a complex system of machinery, whether it is a plane, a bus, a nuclear power plant or a piano. What is the common thread running through these abilities? The study of situational awareness (SA) examines how people do these types of remarkable feats. It is not a bottom-up science though because it relies on finding general principles running through a host of varied human activities. Nevertheless, since it is not constrained by computational details, the study of situational awareness provides a unique opportunity to approach complex tasks of operation from an analytical perspective. In other words, with SA, we get to see how humans observe, recognize and react to complex systems on which they exert some control. Reconciling this perspective on complexity with complex systems research, it might be possible to further our understanding of complex phenomena if we can probe the anatomical mechanisms by which we, as humans, do it naturally. At this unique intersection of two disciplines, a hybrid approach is needed. So in this work, we propose just such an approach. In particular, this research proposes a computational approach to the situational awareness (SA) of complex systems. Here we propose to implement certain aspects of situational awareness via a biologically-inspired machine-learning technique called Hierarchical Temporal Memory (HTM). In doing so, we will use either simulated or actual data to create and to test computational implementations of situational awareness. This will be tested in two example contexts, one being more complex than the other. The ultimate goal of this research is to demonstrate a possible approach to analyzing and understanding complex systems. By using HTM and carefully developing techniques to analyze the SA formed from data, it is believed that this goal can be obtained.
Integrating Multimedia Techniques into CS Pedagogy.
ERIC Educational Resources Information Center
Adams, Sandra Honda; Jou, Richard; Nasri, Ahmad; Radimsky, Anne-Louise; Sy, Bon K.
Through its grants, the National Science Foundation sponsors workshops that inform faculty of current topics in computer science. Such a workshop, entitled, "Developing Multimedia-based Interactive Laboratory Modules for Computer Science," was given July 27-August 6, 1998, at Illinois State University at Normal. Each participant was…
Wilcox, Lauren; Patel, Rupa; Chen, Yunan; Shachak, Aviv
2013-12-01
Health Information Technologies, such as electronic health records (EHR) and secure messaging, have already transformed interactions among patients and clinicians. In addition, technologies supporting asynchronous communication outside of clinical encounters, such as email, SMS, and patient portals, are being increasingly used for follow-up, education, and data reporting. Meanwhile, patients are increasingly adopting personal tools to track various aspects of health status and therapeutic progress, wishing to review these data with clinicians during consultations. These issues have drawn increasing interest from the human-computer interaction (HCI) community, with special focus on critical challenges in patient-centered interactions and design opportunities that can address these challenges. We saw this community presenting and interacting at the ACM SIGCHI 2013, Conference on Human Factors in Computing Systems, (also known as CHI), held April 27-May 2nd, 2013 at the Palais de Congrès de Paris in France. CHI 2013 featured many formal avenues to pursue patient-centered health communication: a well-attended workshop, tracks of original research, and a lively panel discussion. In this report, we highlight these events and the main themes we identified. We hope that it will help bring the health care communication and the HCI communities closer together. Copyright © 2013 Elsevier Ireland Ltd. All rights reserved.
Interactive Graphics Analysis for Aircraft Design
NASA Technical Reports Server (NTRS)
Townsend, J. C.
1983-01-01
Program uses higher-order far field drag minimization. Computer program WDES WDEM preliminary aerodynamic design tool for one or two interacting, subsonic lifting surfaces. Subcritical wing design code employs higher-order far-field drag minimization technique. Linearized aerodynamic theory used. Program written in FORTRAN IV.
Intelligent user interface concept for space station
NASA Technical Reports Server (NTRS)
Comer, Edward; Donaldson, Cameron; Bailey, Elizabeth; Gilroy, Kathleen
1986-01-01
The space station computing system must interface with a wide variety of users, from highly skilled operations personnel to payload specialists from all over the world. The interface must accommodate a wide variety of operations from the space platform, ground control centers and from remote sites. As a result, there is a need for a robust, highly configurable and portable user interface that can accommodate the various space station missions. The concept of an intelligent user interface executive, written in Ada, that would support a number of advanced human interaction techniques, such as windowing, icons, color graphics, animation, and natural language processing is presented. The user interface would provide intelligent interaction by understanding the various user roles, the operations and mission, the current state of the environment and the current working context of the users. In addition, the intelligent user interface executive must be supported by a set of tools that would allow the executive to be easily configured and to allow rapid prototyping of proposed user dialogs. This capability would allow human engineering specialists acting in the role of dialog authors to define and validate various user scenarios. The set of tools required to support development of this intelligent human interface capability is discussed and the prototyping and validation efforts required for development of the Space Station's user interface are outlined.
Collaborative human-machine analysis using a controlled natural language
NASA Astrophysics Data System (ADS)
Mott, David H.; Shemanski, Donald R.; Giammanco, Cheryl; Braines, Dave
2015-05-01
A key aspect of an analyst's task in providing relevant information from data is the reasoning about the implications of that data, in order to build a picture of the real world situation. This requires human cognition, based upon domain knowledge about individuals, events and environmental conditions. For a computer system to collaborate with an analyst, it must be capable of following a similar reasoning process to that of the analyst. We describe ITA Controlled English (CE), a subset of English to represent analyst's domain knowledge and reasoning, in a form that it is understandable by both analyst and machine. CE can be used to express domain rules, background data, assumptions and inferred conclusions, thus supporting human-machine interaction. A CE reasoning and modeling system can perform inferences from the data and provide the user with conclusions together with their rationale. We present a logical problem called the "Analysis Game", used for training analysts, which presents "analytic pitfalls" inherent in many problems. We explore an iterative approach to its representation in CE, where a person can develop an understanding of the problem solution by incremental construction of relevant concepts and rules. We discuss how such interactions might occur, and propose that such techniques could lead to better collaborative tools to assist the analyst and avoid the "pitfalls".
The interaction of representation and reasoning
Bundy, Alan
2013-01-01
Automated reasoning is an enabling technology for many applications of informatics. These applications include verifying that a computer program meets its specification; enabling a robot to form a plan to achieve a task and answering questions by combining information from diverse sources, e.g. on the Internet, etc. How is automated reasoning possible? Firstly, knowledge of a domain must be stored in a computer, usually in the form of logical formulae. This knowledge might, for instance, have been entered manually, retrieved from the Internet or perceived in the environment via sensors, such as cameras. Secondly, rules of inference are applied to old knowledge to derive new knowledge. Automated reasoning techniques have been adapted from logic, a branch of mathematics that was originally designed to formalize the reasoning of humans, especially mathematicians. My special interest is in the way that representation and reasoning interact. Successful reasoning is dependent on appropriate representation of both knowledge and successful methods of reasoning. Failures of reasoning can suggest changes of representation. This process of representational change can also be automated. We will illustrate the automation of representational change by drawing on recent work in my research group. PMID:24062623
Perry, Jennifer L; Goldsmith, Michael R; Williams, T Richard; Radack, Kyle P; Christensen, Trine; Gorham, Justin; Pasquinelli, Melissa A; Toone, Eric J; Beratan, David N; Simon, John D
2006-01-01
Sudlow Site I of human serum albumin (HSA) is located in subdomain IIA of the protein and serves as a binding cavity for a variety of ligands. In this study, the binding of warfarin (W) is examined using computational techniques and isothermal titration calorimetry (ITC). The structure of the docked warfarin anion (W-) to Site I is similar to that revealed by X-ray crystallography, with a calculated binding constant of 5.8 x 10(5) M(-1). ITC experiments (pH 7.13 and I = 0.1) carried out in three different buffers (MOPs, phosphate and Tris) reveal binding of W- is accompanied by uptake of 0.30+/-0.02 protons from the solvent. This measurement suggests that the binding of W- is stabilized by an ion-pair interaction between protonated H242 and the phenoxide group of W-.
Leibovici, Vera; Magora, Florella; Cohen, Sarale; Ingber, Arieh
2009-01-01
BACKGROUND: Virtual reality immersion (VRI), an advanced computer-generated technique, decreased subjective reports of pain in experimental and procedural medical therapies. Furthermore, VRI significantly reduced pain-related brain activity as measured by functional magnetic resonance imaging. Resemblance between anatomical and neuroendocrine pathways of pain and pruritus may prove VRI to be a suitable adjunct for basic and clinical studies of the complex aspects of pruritus. OBJECTIVES: To compare effects of VRI with audiovisual distraction (AVD) techniques for attenuation of pruritus in patients with atopic dermatitis and psoriasis vulgaris. METHODS: Twenty-four patients suffering from chronic pruritus – 16 due to atopic dermatitis and eight due to psoriasis vulgaris – were randomly assigned to play an interactive computer game using a special visor or a computer screen. Pruritus intensity was self-rated before, during and 10 min after exposure using a visual analogue scale ranging from 0 to 10. The interviewer rated observed scratching on a three-point scale during each distraction program. RESULTS: Student’s t tests were significant for reduction of pruritus intensity before and during VRI and AVD (P=0.0002 and P=0.01, respectively) and were significant only between ratings before and after VRI (P=0.017). Scratching was mostly absent or mild during both programs. CONCLUSIONS: VRI and AVD techniques demonstrated the ability to diminish itching sensations temporarily. Further studies on the immediate and late effects of interactive computer distraction techniques to interrupt itching episodes will open potential paths for future pruritus research. PMID:19714267
Computational Modeling of Laser-Cell Biochemical Interactions
2010-12-31
San Antonio, TX 78228 Jeffrey W. Oliver. Ph.D. Human Effectiveness Directorate Directed Energy Bioeffects Division Optical Radiation Branch...Affairs Case No. 11-080 Air Force Research Laboratory 711 Human Performance Wing Human Effectiveness Directorate Directed Energy Bioeffects...Directed Energy Bioeffects Division Human Effectiveness Directorate 711 Human Performance Wing Air Force Research Laboratory This report is
Computational identification of gene–social environment interaction at the human IL6 locus
Cole, Steven W.; Arevalo, Jesusa M. G.; Takahashi, Rie; Sloan, Erica K.; Lutgendorf, Susan K.; Sood, Anil K.; Sheridan, John F.; Seeman, Teresa E.
2010-01-01
To identify genetic factors that interact with social environments to impact human health, we used a bioinformatic strategy that couples expression array–based detection of environmentally responsive transcription factors with in silico discovery of regulatory polymorphisms to predict genetic loci that modulate transcriptional responses to stressful environments. Tests of one predicted interaction locus in the human IL6 promoter (SNP rs1800795) verified that it modulates transcriptional response to β-adrenergic activation of the GATA1 transcription factor in vitro. In vivo validation studies confirmed links between adverse social conditions and increased transcription of GATA1 target genes in primary neural, immune, and cancer cells. Epidemiologic analyses verified the health significance of those molecular interactions by documenting increased 10-year mortality risk associated with late-life depressive symptoms that occurred solely for homozygous carriers of the GATA1-sensitive G allele of rs1800795. Gating of depression-related mortality risk by IL6 genotype pertained only to inflammation-related causes of death and was associated with increased chronic inflammation as indexed by plasma C-reactive protein. Computational modeling of molecular interactions, in vitro biochemical analyses, in vivo animal modeling, and human molecular epidemiologic analyses thus converge in identifying β-adrenergic activation of GATA1 as a molecular pathway by which social adversity can alter human health risk selectively depending on individual genetic status at the IL6 locus. PMID:20176930
Durdagi, Serdar; Salmas, Ramin Ekhteiari; Stein, Matthias; Yurtsever, Mine; Seeman, Philip
2016-02-17
We have recently reported G-protein coupled receptor (GPCR) model structures for the active and inactive states of the human dopamine D2 receptor (D2R) using adrenergic crystal structures as templates. Since the therapeutic concentrations of dopamine agonists that suppress the release of prolactin are the same as those that act at the high-affinity state of the D2 receptor (D2High), D2High in the anterior pituitary gland is considered to be the functional state of the receptor. In addition, the therapeutic concentrations of anti-Parkinson drugs are also related to the dissociation constants in the D2High form of the receptor. The discrimination between the high- and low-affinity (D2Low) components of the D2R is not obvious and requires advanced computer-assisted structural biology investigations. Therefore, in this work, the derived D2High and D2Low receptor models (GPCR monomer and dimer three-dimensional structures) are used as drug-binding targets to investigate binding interactions of dopamine and apomorphine. The study reveals a match between the experimental dissociation constants of dopamine and apomorphine at their high- and low-affinity sites of the D2 receptor in monomer and dimer and their calculated dissociation constants. The allosteric receptor-receptor interaction for dopamine D2R dimer is associated with the accessibility of adjacent residues of transmembrane region 4. The measured negative cooperativity between agonist ligand at dopamine D2 receptor is also correctly predicted using the D2R homodimerization model.
NASA Astrophysics Data System (ADS)
Glittenberg, Carl; Binder, Susanne
2004-07-01
Purpose: To create a more effective method of demonstrating complex subject matter in ophthalmology with the use of high end, 3-D, computer aided animation and interactive multimedia technologies. Specifically, to explore the possibilities of demonstrating the complex nature of the neuroophthalmological basics of the human oculomotor system in a clear and non confusing way, and to demonstrate new forms of retinal surgery in a manner that makes the procedures easier to understand for other retinal surgeons. Methods and Materials: Using Reflektions 4.3, Monzoom Pro 4.5, Cinema 4D XL 5.03, Cinema 4D XL 8 Studio Bundle, Mediator 4.0, Mediator Pro 5.03, Fujitsu-Siemens Pentium III and IV, Gericom Webgine laptop, M.G.I. Video Wave 1.0 and 5, Micrografix Picture Publisher 6.0 and 8, Amorphium 1.0, and Blobs for Windows, we created 3-D animations showing the origin, insertion, course, main direction of pull, and auxiliary direction of pull of the six extra-ocular eye muscles. We created 3-D animations that (a) show the intra-cranial path of the relevant oculomotor cranial nerves and which muscles are supplied by them, (b) show which muscles are active in each of the ten lines of sight, (c) demonstrate the various malfunctions of oculomotor systems, as well as (d) show the surgical techniques and the challenges in radial optic neurotomies and subretinal surgeries. Most of the 3-D animations were integrated in interactive multimedia teaching programs. Their effectiveness was compared to conventional teaching methods in a comparative study performed at the University of Vienna. We also performed a survey to examine the response of students being taught with the interactive programs. We are currently in the process of placing most of the animations in an interactive web site in order to make them freely available to everyone who is interested. Results: Although learning how to use complex 3-D computer animation and multimedia authoring software can be very time consuming and frustrating, we found that once the programs are mastered they can be used to create 3-D animations that drastically improve the quality of medical demonstrations. The comparative study showed a significant advantage of using these technologies over conventional teaching methods. The feedback from medical students, doctors, and retinal surgeons was overwhelmingly positive. A strong interest was expressed to have more subjects and techniques demonstrated in this fashion. Conclusion: 3-D computer technologies should be used in the demonstration of all complex medical subjects. More effort and resources need to be given to the development of these technologies that can improve the understanding of medicine for students, doctors, and patients alike.
Slimani, Faiçal A A; Hamdi, Mahdjoub; Bentourkia, M'hamed
2018-05-01
Monte Carlo (MC) simulation is widely recognized as an important technique to study the physics of particle interactions in nuclear medicine and radiation therapy. There are different codes dedicated to dosimetry applications and widely used today in research or in clinical application, such as MCNP, EGSnrc and Geant4. However, such codes made the physics easier but the programming remains a tedious task even for physicists familiar with computer programming. In this paper we report the development of a new interface GEANT4 Dose And Radiation Interactions (G4DARI) based on GEANT4 for absorbed dose calculation and for particle tracking in humans, small animals and complex phantoms. The calculation of the absorbed dose is performed based on 3D CT human or animal images in DICOM format, from images of phantoms or from solid volumes which can be made from any pure or composite material to be specified by its molecular formula. G4DARI offers menus to the user and tabs to be filled with values or chemical formulas. The interface is described and as application, we show results obtained in a lung tumor in a digital mouse irradiated with seven energy beams, and in a patient with glioblastoma irradiated with five photon beams. In conclusion, G4DARI can be easily used by any researcher without the need to be familiar with computer programming, and it will be freely available as an application package. Copyright © 2018 Elsevier Ltd. All rights reserved.
NASA Astrophysics Data System (ADS)
Babbar-Sebens, M.
2016-12-01
Social computing technologies are transforming the way our society interacts and generates content on the Web via collective intelligence. Previously unimagined possibilities have arisen for using these technologies to engage stakeholders and involve them in policy making and planning efforts. While the Internet has been used in the past to support education and communication endeavors, we have developed a novel, web-based, interactive planning tool that engages the community in using science-based methods for the design of potential conservation practices on their landscape, and thereby, reducing undesirable impacts of extreme hydroclimatic events. The tool, Watershed REstoration using Spatio-Temporal Optimization of Resources (WRESTORE), uses a democratic voting process coupled with visualization interfaces, computational simulation and optimization models, and user modeling techniques to support a human-centered design approach. This human-centered design approach, which is reinforced by use of Web 2.0 technologies, has the potential to enable policy makers to connect to a larger community of stakeholders and directly engage them in environmental stewardship efforts. Additionally, the design framework can be used by watershed groups to plug-in their own hydrologic models, climate observations and forecasts, and various other simulation models unique to their watersheds. In this presentation, we will demonstrate the effectiveness of WRESTORE for designing alternatives of conservation practices in a HUC-11 Midwestern watershed, results of various experiments with a diverse set of test users and stakeholders, and discuss potential for future developments.
Eyetracking Methodology in SCMC: A Tool for Empowering Learning and Teaching
ERIC Educational Resources Information Center
Stickler, Ursula; Shi, Lijing
2017-01-01
Computer-assisted language learning, or CALL, is an interdisciplinary area of research, positioned between science and social science, computing and education, linguistics and applied linguistics. This paper argues that by appropriating methods originating in some areas of CALL-related research, for example human-computer interaction (HCI) or…
HExpoChem: a systems biology resource to explore human exposure to chemicals.
Taboureau, Olivier; Jacobsen, Ulrik Plesner; Kalhauge, Christian; Edsgärd, Daniel; Rigina, Olga; Gupta, Ramneek; Audouze, Karine
2013-05-01
Humans are exposed to diverse hazardous chemicals daily. Although an exposure to these chemicals is suspected to have adverse effects on human health, mechanistic insights into how they interact with the human body are still limited. Therefore, acquisition of curated data and development of computational biology approaches are needed to assess the health risks of chemical exposure. Here we present HExpoChem, a tool based on environmental chemicals and their bioactivities on human proteins with the objective of aiding the qualitative exploration of human exposure to chemicals. The chemical-protein interactions have been enriched with a quality-scored human protein-protein interaction network, a protein-protein association network and a chemical-chemical interaction network, thus allowing the study of environmental chemicals through formation of protein complexes and phenotypic outcomes enrichment. HExpoChem is available at http://www.cbs.dtu.dk/services/HExpoChem-1.0/.
Towards a Computational Model of Sketching
2000-01-01
interaction that sketching provides in human-to- human communication , multimodal research will rely heavily upon, and even drive, AI research . This...can. Dimensions of sketching The power of sketching in human communication arises from the high bandwidth it provides [21] . There is high perceptual
Numerical simulation of stress amplification induced by crack interaction in human femur bone
NASA Astrophysics Data System (ADS)
Alia, Noor; Daud, Ruslizam; Ramli, Mohammad Fadzli; Azman, Wan Zuki; Faizal, Ahmad; Aisyah, Siti
2015-05-01
This research is about numerical simulation using a computational method which study on stress amplification induced by crack interaction in human femur bone. Cracks in human femur bone usually occur because of large load or stress applied on it. Usually, the fracture takes longer time to heal itself. At present, the crack interaction is still not well understood due to bone complexity. Thus, brittle fracture behavior of bone may be underestimated and inaccurate. This study aims to investigate the geometrical effect of double co-planar edge cracks on stress intensity factor (K) in femur bone. This research focuses to analyze the amplification effect on the fracture behavior of double co-planar edge cracks, where numerical model is developed using computational method. The concept of fracture mechanics and finite element method (FEM) are used to solve the interacting cracks problems using linear elastic fracture mechanics (LEFM) theory. As a result, this study has shown the identification of the crack interaction limit (CIL) and crack unification limit (CUL) exist in the human femur bone model developed. In future research, several improvements will be made such as varying the load, applying thickness on the model and also use different theory or method in calculating the stress intensity factor (K).
Online Learning Techniques for Improving Robot Navigation in Unfamiliar Domains
2010-12-01
In In Proceedings of the 1996 Symposium on Human Interaction and Complex Systems, pages 276–283, 1996. 6.1 [15] Colin Campbell and Kristin P. Bennett...ISBN 0-262-19450-3. 5.1 [104] Jean Scholtz, Jeff Young, Jill L. Drury , and Holly A. Yanco. Evaluation of human-robot interaction awareness in search...2004. 6.1 [147] Holly A. Yanco and Jill L. Drury . Rescuing interfaces: A multi-year study of human-robot interaction at the AAAI robot rescue
2016-01-01
Background Research in the fields of human performance technology and human computer interaction are challenging the traditional macro focus of usability testing arguing for methods that help test moderators assess “use in context” (ie, cognitive skills, usability understood over time) and in authentic “real world” settings. Human factors in these complex test scenarios may impact on the quality of usability results being derived yet there is a lack of research detailing moderator experiences in these test environments. Most comparative research has focused on the impact of the physical environment on results, and rarely on how the sociotechnical elements of the test environment affect moderator and test user performance. Improving our understanding of moderator roles and experiences with conducting “real world” usability testing can lead to improved techniques and strategies Objective To understand moderator experiences of using Web-conferencing software to conduct remote usability testing of 2 eHealth interventions. Methods An exploratory case study approach was used to study 4 moderators’ experiences using Blackboard Collaborate for remote testing sessions of 2 different eHealth interventions. Data collection involved audio-recording iterative cycles of test sessions, collecting summary notes taken by moderators, and conducting 2 90-minute focus groups via teleconference. A direct content analysis with an inductive coding approach was used to explore personal accounts, assess the credibility of data interpretation, and generate consensus on the thematic structure of the results. Results Following the convergence of data from the various sources, 3 major themes were identified: (1) moderators experienced and adapted to unpredictable changes in cognitive load during testing; (2) moderators experienced challenges in creating and sustaining social presence and untangling dialogue; and (3) moderators experienced diverse technical demands, but were able to collaboratively troubleshoot with test users. Conclusions Results highlight important human-computer interactions and human factor qualities that impact usability testing processes. Moderators need an advanced skill and knowledge set to address the social interaction aspects of Web-based usability testing and technical aspects of conferencing software during test sessions. Findings from moderator-focused studies can inform the design of remote testing platforms and real-time usability evaluation processes that place less cognitive burden on moderators and test users. PMID:27026291
eHealth Research from the User’s Perspective
Hesse, Bradford W.; Shneiderman, Ben
2007-01-01
The application of Information Technology (IT) to issues of healthcare delivery has had a long and tortuous history in the U.S. Within the field of eHealth, vanguard applications of advanced computing techniques, such as applications in artificial intelligence or expert systems, have languished in spite of a track record of scholarly publication and decisional accuracy. The problem is one of purpose, of asking the right questions for the science to solve. Historically, many computer science pioneers have been tempted to ask “what can the computer do?” New advances in eHealth are prompting developers to ask “what can people do?” How can eHealth take part in national goals for healthcare reform to empower relationships between healthcare professionals and patients, healthcare teams and families, and hospitals and communities to improve health equitably throughout the population? To do this, eHealth researchers must combine best evidence from the user sciences (human factors engineering, human-computer interaction, psychology, and usability) with best evidence in medicine to create transformational improvements in the quality of care that medicine offers. These improvements should follow recommendations from the Institute of Medicine to create a health care system that is (a) safe, (b) effective (evidence-based), (c) patient-centered, and (d) timely. Relying on the eHealth researcher’s intuitive grasp of systems issues, improvements should be made with considerations of users and beneficiaries at the individual (patient/physician), group (family/staff), community, and broad environmental levels. PMID:17466825
Verdière, Kevin J.; Roy, Raphaëlle N.; Dehais, Frédéric
2018-01-01
Monitoring pilot's mental states is a relevant approach to mitigate human error and enhance human machine interaction. A promising brain imaging technique to perform such a continuous measure of human mental state under ecological settings is Functional Near-InfraRed Spectroscopy (fNIRS). However, to our knowledge no study has yet assessed the potential of fNIRS connectivity metrics as long as passive Brain Computer Interfaces (BCI) are concerned. Therefore, we designed an experimental scenario in a realistic simulator in which 12 pilots had to perform landings under two contrasted levels of engagement (manual vs. automated). The collected data were used to benchmark the performance of classical oxygenation features (i.e., Average, Peak, Variance, Skewness, Kurtosis, Area Under the Curve, and Slope) and connectivity features (i.e., Covariance, Pearson's, and Spearman's Correlation, Spectral Coherence, and Wavelet Coherence) to discriminate these two landing conditions. Classification performance was obtained by using a shrinkage Linear Discriminant Analysis (sLDA) and a stratified cross validation using each feature alone or by combining them. Our findings disclosed that the connectivity features performed significantly better than the classical concentration metrics with a higher accuracy for the wavelet coherence (average: 65.3/59.9 %, min: 45.3/45.0, max: 80.5/74.7 computed for HbO/HbR signals respectively). A maximum classification performance was obtained by combining the area under the curve with the wavelet coherence (average: 66.9/61.6 %, min: 57.3/44.8, max: 80.0/81.3 computed for HbO/HbR signals respectively). In a general manner all connectivity measures allowed an efficient classification when computed over HbO signals. Those promising results provide methodological cues for further implementation of fNIRS-based passive BCIs. PMID:29422841
NASA Astrophysics Data System (ADS)
Cenek, Martin; Dahl, Spencer K.
2016-11-01
Systems with non-linear dynamics frequently exhibit emergent system behavior, which is important to find and specify rigorously to understand the nature of the modeled phenomena. Through this analysis, it is possible to characterize phenomena such as how systems assemble or dissipate and what behaviors lead to specific final system configurations. Agent Based Modeling (ABM) is one of the modeling techniques used to study the interaction dynamics between a system's agents and its environment. Although the methodology of ABM construction is well understood and practiced, there are no computational, statistically rigorous, comprehensive tools to evaluate an ABM's execution. Often, a human has to observe an ABM's execution in order to analyze how the ABM functions, identify the emergent processes in the agent's behavior, or study a parameter's effect on the system-wide behavior. This paper introduces a new statistically based framework to automatically analyze agents' behavior, identify common system-wide patterns, and record the probability of agents changing their behavior from one pattern of behavior to another. We use network based techniques to analyze the landscape of common behaviors in an ABM's execution. Finally, we test the proposed framework with a series of experiments featuring increasingly emergent behavior. The proposed framework will allow computational comparison of ABM executions, exploration of a model's parameter configuration space, and identification of the behavioral building blocks in a model's dynamics.
Cenek, Martin; Dahl, Spencer K
2016-11-01
Systems with non-linear dynamics frequently exhibit emergent system behavior, which is important to find and specify rigorously to understand the nature of the modeled phenomena. Through this analysis, it is possible to characterize phenomena such as how systems assemble or dissipate and what behaviors lead to specific final system configurations. Agent Based Modeling (ABM) is one of the modeling techniques used to study the interaction dynamics between a system's agents and its environment. Although the methodology of ABM construction is well understood and practiced, there are no computational, statistically rigorous, comprehensive tools to evaluate an ABM's execution. Often, a human has to observe an ABM's execution in order to analyze how the ABM functions, identify the emergent processes in the agent's behavior, or study a parameter's effect on the system-wide behavior. This paper introduces a new statistically based framework to automatically analyze agents' behavior, identify common system-wide patterns, and record the probability of agents changing their behavior from one pattern of behavior to another. We use network based techniques to analyze the landscape of common behaviors in an ABM's execution. Finally, we test the proposed framework with a series of experiments featuring increasingly emergent behavior. The proposed framework will allow computational comparison of ABM executions, exploration of a model's parameter configuration space, and identification of the behavioral building blocks in a model's dynamics.
Molecular Dynamics Simulations of Protein-Ligand Complexes in Near Physiological Conditions
NASA Astrophysics Data System (ADS)
Wambo, Thierry Oscar
Proteins are important molecules for their key functions. However, under certain circumstances, the function of these proteins needs to be regulated to keep us healthy. Ligands are small molecules often used to modulate the function of proteins. The binding affinity is a quantitative measure of how strong the ligand will modulate the function of the protein: a strong binding affinity will highly impact the performance of the protein. It becomes clear that it is critical to have appropriate techniques to accurately compute the binding affinity. The most difficult task in computer simulations is how to efficiently sample the space spanned by the ligand during the binding process. In this work, we have developed some schemes to compute the binding affinity of a ligand to a protein, and of a metal ion to a protein. Application of these techniques to some complexes yield results in agreement with experimental values. These methods are a brute force approach and make no assumption other than that the complexes are governed by the force field used. Specifically, we computed the free energy of binding between (1) human carbonic anhydrase II and the drug acetazolamide (hcaII-AZM), (2) human carbonic anhydrase II and the zinc ion (hcaII-Zinc), and (3) beta-lactoglobulin and five fatty acids complexes (BLG-FAs). We found the following free energies of binding in unit of kcal/mol: -12.96 +/-2.44 (-15.74) for hcaII-Zinc complex, -5.76+/-0.76 (-5.57) for BLG-OCA , -4.44+/-1.08 (-5.22) for BLG-DKA,-6.89+/-1.25 (-7.24) for BLG-DAO, -8.57+/-0.82 (-8.14) for BLG-MYR, -8.99+/-0.87 (-8.72) for BLG-PLM, and -11.87+/-1.8 (-10.8) for hcaII-AZM. The values inside the parentheses are experimental results. The simulations and quantitative analysis of each system provide interesting insights into the interactions between each entity and helps us to better understand the dynamics of these systems.
Lechner, William J; MacGlashan, James; Wray, Tyler B; Littman, Michael L
2017-01-01
Background Computer-delivered interventions have been shown to be effective in reducing alcohol consumption in heavy drinking college students. However, these computer-delivered interventions rely on mouse, keyboard, or touchscreen responses for interactions between the users and the computer-delivered intervention. The principles of motivational interviewing suggest that in-person interventions may be effective, in part, because they encourage individuals to think through and speak aloud their motivations for changing a health behavior, which current computer-delivered interventions do not allow. Objective The objective of this study was to take the initial steps toward development of a voice-based computer-delivered intervention that can ask open-ended questions and respond appropriately to users’ verbal responses, more closely mirroring a human-delivered motivational intervention. Methods We developed (1) a voice-based computer-delivered intervention that was run by a human controller and that allowed participants to speak their responses to scripted prompts delivered by speech generation software and (2) a text-based computer-delivered intervention that relied on the mouse, keyboard, and computer screen for all interactions. We randomized 60 heavy drinking college students to interact with the voice-based computer-delivered intervention and 30 to interact with the text-based computer-delivered intervention and compared their ratings of the systems as well as their motivation to change drinking and their drinking behavior at 1-month follow-up. Results Participants reported that the voice-based computer-delivered intervention engaged positively with them in the session and delivered content in a manner consistent with motivational interviewing principles. At 1-month follow-up, participants in the voice-based computer-delivered intervention condition reported significant decreases in quantity, frequency, and problems associated with drinking, and increased perceived importance of changing drinking behaviors. In comparison to the text-based computer-delivered intervention condition, those assigned to voice-based computer-delivered intervention reported significantly fewer alcohol-related problems at the 1-month follow-up (incident rate ratio 0.60, 95% CI 0.44-0.83, P=.002). The conditions did not differ significantly on perceived importance of changing drinking or on measures of drinking quantity and frequency of heavy drinking. Conclusions Results indicate that it is feasible to construct a series of open-ended questions and a bank of responses and follow-up prompts that can be used in a future fully automated voice-based computer-delivered intervention that may mirror more closely human-delivered motivational interventions to reduce drinking. Such efforts will require using advanced speech recognition capabilities and machine-learning approaches to train a program to mirror the decisions made by human controllers in the voice-based computer-delivered intervention used in this study. In addition, future studies should examine enhancements that can increase the perceived warmth and empathy of voice-based computer-delivered intervention, possibly through greater personalization, improvements in the speech generation software, and embodying the computer-delivered intervention in a physical form. PMID:28659259
Computational dynamic approaches for temporal omics data with applications to systems medicine.
Liang, Yulan; Kelemen, Arpad
2017-01-01
Modeling and predicting biological dynamic systems and simultaneously estimating the kinetic structural and functional parameters are extremely important in systems and computational biology. This is key for understanding the complexity of the human health, drug response, disease susceptibility and pathogenesis for systems medicine. Temporal omics data used to measure the dynamic biological systems are essentials to discover complex biological interactions and clinical mechanism and causations. However, the delineation of the possible associations and causalities of genes, proteins, metabolites, cells and other biological entities from high throughput time course omics data is challenging for which conventional experimental techniques are not suited in the big omics era. In this paper, we present various recently developed dynamic trajectory and causal network approaches for temporal omics data, which are extremely useful for those researchers who want to start working in this challenging research area. Moreover, applications to various biological systems, health conditions and disease status, and examples that summarize the state-of-the art performances depending on different specific mining tasks are presented. We critically discuss the merits, drawbacks and limitations of the approaches, and the associated main challenges for the years ahead. The most recent computing tools and software to analyze specific problem type, associated platform resources, and other potentials for the dynamic trajectory and interaction methods are also presented and discussed in detail.
Input Devices and Interaction Techniques for VR-Enhanced Medicine
NASA Astrophysics Data System (ADS)
Gallo, Luigi; Pietro, Giuseppe De
Virtual Reality (VR) technologies make it possible to reproduce faithfully real life events in computer-generated scenarios. This approach has the potential to simplify the way people solve problems, since they can take advantage of their real life experiences while interacting in synthetic worlds.
Infotech Interactive: Increasing Student Participation Using Multimedia.
ERIC Educational Resources Information Center
Baxter, Anthony Q.
Multimedia techniques allow one to present information using text, video, animations, and sound. "Infotech Interactive" is a CD-ROM multimedia product developed to enhance an introductory computing concepts course. The software includes the following module topics: (1) "Mouse Basics"; (2) "Data into Information"; (3)…
Information Interaction: Providing a Framework for Information Architecture.
ERIC Educational Resources Information Center
Toms, Elaine G.
2002-01-01
Discussion of information architecture focuses on a model of information interaction that bridges the gap between human and computer and between information behavior and information retrieval. Illustrates how the process of information interaction is affected by the user, the system, and the content. (Contains 93 references.) (LRW)
Understanding Teachers' Routines to Inform Classroom Technology Design
ERIC Educational Resources Information Center
An, Pengcheng; Bakker, Saskia; Eggen, Berry
2017-01-01
Secondary school teachers have quite busy and complex routines in their classrooms. However, present classroom technologies usually require focused attention from teachers while being interacted with, which restricts their use in teachers' daily routines. Peripheral interaction is a human-computer interaction style that aims to enable interaction…
Real Time Computer Graphics From Body Motion
NASA Astrophysics Data System (ADS)
Fisher, Scott; Marion, Ann
1983-10-01
This paper focuses on the recent emergence and development of real, time, computer-aided body tracking technologies and their use in combination with various computer graphics imaging techniques. The convergence of these, technologies in our research results, in an interactive display environment. in which multipde, representations of a given body motion can be displayed in real time. Specific reference, to entertainment applications is described in the development of a real time, interactive stage set in which dancers can 'draw' with their bodies as they move, through the space. of the stage or manipulate virtual elements of the set with their gestures.
The Human Brain Project and neuromorphic computing
Calimera, Andrea; Macii, Enrico; Poncino, Massimo
Summary Understanding how the brain manages billions of processing units connected via kilometers of fibers and trillions of synapses, while consuming a few tens of Watts could provide the key to a completely new category of hardware (neuromorphic computing systems). In order to achieve this, a paradigm shift for computing as a whole is needed, which will see it moving away from current “bit precise” computing models and towards new techniques that exploit the stochastic behavior of simple, reliable, very fast, low-power computing devices embedded in intensely recursive architectures. In this paper we summarize how these objectives will be pursued in the Human Brain Project. PMID:24139655
Facial Emotion Recognition: A Survey and Real-World User Experiences in Mixed Reality.
Mehta, Dhwani; Siddiqui, Mohammad Faridul Haque; Javaid, Ahmad Y
2018-02-01
Extensive possibilities of applications have made emotion recognition ineluctable and challenging in the field of computer science. The use of non-verbal cues such as gestures, body movement, and facial expressions convey the feeling and the feedback to the user. This discipline of Human-Computer Interaction places reliance on the algorithmic robustness and the sensitivity of the sensor to ameliorate the recognition. Sensors play a significant role in accurate detection by providing a very high-quality input, hence increasing the efficiency and the reliability of the system. Automatic recognition of human emotions would help in teaching social intelligence in the machines. This paper presents a brief study of the various approaches and the techniques of emotion recognition. The survey covers a succinct review of the databases that are considered as data sets for algorithms detecting the emotions by facial expressions. Later, mixed reality device Microsoft HoloLens (MHL) is introduced for observing emotion recognition in Augmented Reality (AR). A brief introduction of its sensors, their application in emotion recognition and some preliminary results of emotion recognition using MHL are presented. The paper then concludes by comparing results of emotion recognition by the MHL and a regular webcam.
Efficient techniques for wave-based sound propagation in interactive applications
NASA Astrophysics Data System (ADS)
Mehra, Ravish
Sound propagation techniques model the effect of the environment on sound waves and predict their behavior from point of emission at the source to the final point of arrival at the listener. Sound is a pressure wave produced by mechanical vibration of a surface that propagates through a medium such as air or water, and the problem of sound propagation can be formulated mathematically as a second-order partial differential equation called the wave equation. Accurate techniques based on solving the wave equation, also called the wave-based techniques, are too expensive computationally and memory-wise. Therefore, these techniques face many challenges in terms of their applicability in interactive applications including sound propagation in large environments, time-varying source and listener directivity, and high simulation cost for mid-frequencies. In this dissertation, we propose a set of efficient wave-based sound propagation techniques that solve these three challenges and enable the use of wave-based sound propagation in interactive applications. Firstly, we propose a novel equivalent source technique for interactive wave-based sound propagation in large scenes spanning hundreds of meters. It is based on the equivalent source theory used for solving radiation and scattering problems in acoustics and electromagnetics. Instead of using a volumetric or surface-based approach, this technique takes an object-centric approach to sound propagation. The proposed equivalent source technique generates realistic acoustic effects and takes orders of magnitude less runtime memory compared to prior wave-based techniques. Secondly, we present an efficient framework for handling time-varying source and listener directivity for interactive wave-based sound propagation. The source directivity is represented as a linear combination of elementary spherical harmonic sources. This spherical harmonic-based representation of source directivity can support analytical, data-driven, rotating or time-varying directivity function at runtime. Unlike previous approaches, the listener directivity approach can be used to compute spatial audio (3D audio) for a moving, rotating listener at interactive rates. Lastly, we propose an efficient GPU-based time-domain solver for the wave equation that enables wave simulation up to the mid-frequency range in tens of minutes on a desktop computer. It is demonstrated that by carefully mapping all the components of the wave simulator to match the parallel processing capabilities of the graphics processors, significant improvement in performance can be achieved compared to the CPU-based simulators, while maintaining numerical accuracy. We validate these techniques with offline numerical simulations and measured data recorded in an outdoor scene. We present results of preliminary user evaluations conducted to study the impact of these techniques on user's immersion in virtual environment. We have integrated these techniques with the Half-Life 2 game engine, Oculus Rift head-mounted display, and Xbox game controller to enable users to experience high-quality acoustics effects and spatial audio in the virtual environment.
Prediction of Oncogenic Interactions and Cancer-Related Signaling Networks Based on Network Topology
Acencio, Marcio Luis; Bovolenta, Luiz Augusto; Camilo, Esther; Lemke, Ney
2013-01-01
Cancer has been increasingly recognized as a systems biology disease since many investigators have demonstrated that this malignant phenotype emerges from abnormal protein-protein, regulatory and metabolic interactions induced by simultaneous structural and regulatory changes in multiple genes and pathways. Therefore, the identification of oncogenic interactions and cancer-related signaling networks is crucial for better understanding cancer. As experimental techniques for determining such interactions and signaling networks are labor-intensive and time-consuming, the development of a computational approach capable to accomplish this task would be of great value. For this purpose, we present here a novel computational approach based on network topology and machine learning capable to predict oncogenic interactions and extract relevant cancer-related signaling subnetworks from an integrated network of human genes interactions (INHGI). This approach, called graph2sig, is twofold: first, it assigns oncogenic scores to all interactions in the INHGI and then these oncogenic scores are used as edge weights to extract oncogenic signaling subnetworks from INHGI. Regarding the prediction of oncogenic interactions, we showed that graph2sig is able to recover 89% of known oncogenic interactions with a precision of 77%. Moreover, the interactions that received high oncogenic scores are enriched in genes for which mutations have been causally implicated in cancer. We also demonstrated that graph2sig is potentially useful in extracting oncogenic signaling subnetworks: more than 80% of constructed subnetworks contain more than 50% of original interactions in their corresponding oncogenic linear pathways present in the KEGG PATHWAY database. In addition, the potential oncogenic signaling subnetworks discovered by graph2sig are supported by experimental evidence. Taken together, these results suggest that graph2sig can be a useful tool for investigators involved in cancer research interested in detecting signaling networks most prone to contribute with the emergence of malignant phenotype. PMID:24204854
Augmenting Sand Simulation Environments through Subdivision and Particle Refinement
NASA Astrophysics Data System (ADS)
Clothier, M.; Bailey, M.
2012-12-01
Recent advances in computer graphics and parallel processing hardware have provided disciplines with new methods to evaluate and visualize data. These advances have proven useful for earth and planetary scientists as many researchers are using this hardware to process large amounts of data for analysis. As such, this has provided opportunities for collaboration between computer graphics and the earth sciences. Through collaboration with the Oregon Space Grant and IGERT Ecosystem Informatics programs, we are investigating techniques for simulating the behavior of sand. We are also collaborating with the Jet Propulsion Laboratory's (JPL) DARTS Lab to exchange ideas and gain feedback on our research. The DARTS Lab specializes in simulation of planetary vehicles, such as the Mars rovers. Their simulations utilize a virtual "sand box" to test how a planetary vehicle responds to different environments. Our research builds upon this idea to create a sand simulation framework so that planetary environments, such as the harsh, sandy regions on Mars, are more fully realized. More specifically, we are focusing our research on the interaction between a planetary vehicle, such as a rover, and the sand beneath it, providing further insight into its performance. Unfortunately, this can be a computationally complex problem, especially if trying to represent the enormous quantities of sand particles interacting with each other. However, through the use of high-performance computing, we have developed a technique to subdivide areas of actively participating sand regions across a large landscape. Similar to a Level of Detail (LOD) technique, we only subdivide regions of a landscape where sand particles are actively participating with another object. While the sand is within this subdivision window and moves closer to the surface of the interacting object, the sand region subdivides into smaller regions until individual sand particles are left at the surface. As an example, let's say there is a planetary rover interacting with our sand simulation environment. Sand that is actively interacting with a rover wheel will be represented as individual particles whereas sand that is further under the surface will be represented by larger regions of sand. The result of this technique allows for many particles to be represented without the computational complexity. In developing this method, we have further generalized these subdivision regions into any volumetric area suitable for use in the simulation. This is a further improvement of our method as it allows for more compact subdivision sand regions. This helps to fine tune the simulation so that more emphasis can be placed on regions of actively participating sand. We feel that through the generalization of our technique, our research can provide other opportunities within the earth and planetary sciences. Through collaboration with our academic colleagues, we continue to refine our technique and look for other opportunities to utilize our research.
Kling-Petersen, T; Pascher, R; Rydmark, M
1999-01-01
Academic and medical imaging are increasingly using computer based 3D reconstruction and/or visualization. Three-dimensional interactive models play a major role in areas such as preclinical medical education, clinical visualization and medical research. While 3D is comparably easy to do on a high end workstations, distribution and use of interactive 3D graphics necessitate the use of personal computers and the web. Several new techniques have been demonstrated providing interactive 3D via a web browser thereby allowing a limited version of VR to be experienced by a larger majority of students, medical practitioners and researchers. These techniques include QuickTimeVR2 (QTVR), VRML2, QuickDraw3D, OpenGL and Java3D. In order to test the usability of the different techniques, Mednet have initiated a number of projects designed to evaluate the potentials of 3D techniques for scientific reporting, clinical visualization and medical education. These include datasets created by manual tracing followed by triangulation, smoothing and 3D visualization, MRI or high-resolution laserscanning. Preliminary results indicate that both VRML and QTVR fulfills most of the requirements of web based, interactive 3D visualization, whereas QuickDraw3D is too limited. Presently, the JAVA 3D has not yet reached a level where in depth testing is possible. The use of high-resolution laserscanning is an important addition to 3D digitization.
An automatic eye detection and tracking technique for stereo video sequences
NASA Astrophysics Data System (ADS)
Paduru, Anirudh; Charalampidis, Dimitrios; Fouts, Brandon; Jovanovich, Kim
2009-05-01
Human-computer interfacing (HCI) describes a system or process with which two information processors, namely a human and a computer, attempt to exchange information. Computer-to-human (CtH) information transfer has been relatively effective through visual displays and sound devices. On the other hand, the human-tocomputer (HtC) interfacing avenue has yet to reach its full potential. For instance, the most common HtC communication means are the keyboard and mouse, which are already becoming a bottleneck in the effective transfer of information. The solution to the problem is the development of algorithms that allow the computer to understand human intentions based on their facial expressions, head motion patterns, and speech. In this work, we are investigating the feasibility of a stereo system to effectively determine the head position, including the head rotation angles, based on the detection of eye pupils.
Aerodynamic interaction between vortical wakes and lifting two-dimensional bodies
NASA Technical Reports Server (NTRS)
Stremel, Paul M.
1989-01-01
Unsteady rotor wake interactions with the empennage, tail boom, and other aerodynamic surfaces of a helicopter have a significant influence on its aerodynamic performance, the ride quality, and vibration. A numerical method for computing the aerodynamic interaction between an interacting vortex wake and the viscous flow about arbitrary two-dimensional bodies was developed to address this helicopter problem. The method solves for the flow field velocities on a body-fitted computational mesh using finite-difference techniques. The interacting vortex wake is represented by an array of discrete vortices which, in turn, are represented by a finite-core model. The evolution of the interacting vortex wake is calculated by Lagrangian techniques. The viscous flow field of the two-dimensional body is calculated on an Eulerian grid. The flow around circular and elliptic cylinders in the absence of an interacting vortex wake was calculated. These results compare very well with other numerical results and with results obtained from experiment and thereby demonstrate the accuracy of the viscous solution. The interaction of a rotor wake with the flow about a 4 to 1 elliptic cylinder at 45 degree incidence was calculated for a Reynolds number of 3000. The results demonstrate the significant variations in the lift and drag on the elliptic cylinder in the presence of the interacting rotor wake.
Interactive tele-radiological segmentation systems for treatment and diagnosis.
Zimeras, S; Gortzis, L G
2012-01-01
Telehealth is the exchange of health information and the provision of health care services through electronic information and communications technology, where participants are separated by geographic, time, social and cultural barriers. The shift of telemedicine from desktop platforms to wireless and mobile technologies is likely to have a significant impact on healthcare in the future. It is therefore crucial to develop a general information exchange e-medical system to enables its users to perform online and offline medical consultations through diagnosis. During the medical diagnosis, image analysis techniques combined with doctor's opinions could be useful for final medical decisions. Quantitative analysis of digital images requires detection and segmentation of the borders of the object of interest. In medical images, segmentation has traditionally been done by human experts. Even with the aid of image processing software (computer-assisted segmentation tools), manual segmentation of 2D and 3D CT images is tedious, time-consuming, and thus impractical, especially in cases where a large number of objects must be specified. Substantial computational and storage requirements become especially acute when object orientation and scale have to be considered. Therefore automated or semi-automated segmentation techniques are essential if these software applications are ever to gain widespread clinical use. The main purpose of this work is to analyze segmentation techniques for the definition of anatomical structures under telemedical systems.
Hohenstein, Edward G; Parrish, Robert M; Sherrill, C David; Turney, Justin M; Schaefer, Henry F
2011-11-07
Symmetry-adapted perturbation theory (SAPT) provides a means of probing the fundamental nature of intermolecular interactions. Low-orders of SAPT (here, SAPT0) are especially attractive since they provide qualitative (sometimes quantitative) results while remaining tractable for large systems. The application of density fitting and Laplace transformation techniques to SAPT0 can significantly reduce the expense associated with these computations and make even larger systems accessible. We present new factorizations of the SAPT0 equations with density-fitted two-electron integrals and the first application of Laplace transformations of energy denominators to SAPT. The improved scalability of the DF-SAPT0 implementation allows it to be applied to systems with more than 200 atoms and 2800 basis functions. The Laplace-transformed energy denominators are compared to analogous partial Cholesky decompositions of the energy denominator tensor. Application of our new DF-SAPT0 program to the intercalation of DNA by proflavine has allowed us to determine the nature of the proflavine-DNA interaction. Overall, the proflavine-DNA interaction contains important contributions from both electrostatics and dispersion. The energetics of the intercalator interaction are are dominated by the stacking interactions (two-thirds of the total), but contain important contributions from the intercalator-backbone interactions. It is hypothesized that the geometry of the complex will be determined by the interactions of the intercalator with the backbone, because by shifting toward one side of the backbone, the intercalator can form two long hydrogen-bonding type interactions. The long-range interactions between the intercalator and the next-nearest base pairs appear to be negligible, justifying the use of truncated DNA models in computational studies of intercalation interaction energies.
NASA Astrophysics Data System (ADS)
Hohenstein, Edward G.; Parrish, Robert M.; Sherrill, C. David; Turney, Justin M.; Schaefer, Henry F.
2011-11-01
Symmetry-adapted perturbation theory (SAPT) provides a means of probing the fundamental nature of intermolecular interactions. Low-orders of SAPT (here, SAPT0) are especially attractive since they provide qualitative (sometimes quantitative) results while remaining tractable for large systems. The application of density fitting and Laplace transformation techniques to SAPT0 can significantly reduce the expense associated with these computations and make even larger systems accessible. We present new factorizations of the SAPT0 equations with density-fitted two-electron integrals and the first application of Laplace transformations of energy denominators to SAPT. The improved scalability of the DF-SAPT0 implementation allows it to be applied to systems with more than 200 atoms and 2800 basis functions. The Laplace-transformed energy denominators are compared to analogous partial Cholesky decompositions of the energy denominator tensor. Application of our new DF-SAPT0 program to the intercalation of DNA by proflavine has allowed us to determine the nature of the proflavine-DNA interaction. Overall, the proflavine-DNA interaction contains important contributions from both electrostatics and dispersion. The energetics of the intercalator interaction are are dominated by the stacking interactions (two-thirds of the total), but contain important contributions from the intercalator-backbone interactions. It is hypothesized that the geometry of the complex will be determined by the interactions of the intercalator with the backbone, because by shifting toward one side of the backbone, the intercalator can form two long hydrogen-bonding type interactions. The long-range interactions between the intercalator and the next-nearest base pairs appear to be negligible, justifying the use of truncated DNA models in computational studies of intercalation interaction energies.
Son, Seokshin; Kang, Ah Reum; Kim, Hyun-chul; Kwon, Taekyoung; Park, Juyong; Kim, Huy Kang
2012-01-01
Rapid advances in modern computing and information technology have enabled millions of people to interact online via various social network and gaming services. The widespread adoption of such online services have made possible analysis of large-scale archival data containing detailed human interactions, presenting a very promising opportunity to understand the rich and complex human behavior. In collaboration with a leading global provider of Massively Multiplayer Online Role-Playing Games (MMORPGs), here we present a network science-based analysis of the interplay between distinct types of user interaction networks in the virtual world. We find that their properties depend critically on the nature of the context-interdependence of the interactions, highlighting the complex and multilayered nature of human interactions, a robust understanding of which we believe may prove instrumental in the designing of more realistic future virtual arenas as well as provide novel insights to the science of collective human behavior.
NASA Astrophysics Data System (ADS)
Obermayer, Richard W.; Nugent, William A.
2000-11-01
The SPAWAR Systems Center San Diego is currently developing an advanced Multi-Modal Watchstation (MMWS); design concepts and software from this effort are intended for transition to future United States Navy surface combatants. The MMWS features multiple flat panel displays and several modes of user interaction, including voice input and output, natural language recognition, 3D audio, stylus and gestural inputs. In 1999, an extensive literature review was conducted on basic and applied research concerned with alerting and warning systems. After summarizing that literature, a human computer interaction (HCI) designer's guide was prepared to support the design of an attention allocation subsystem (AAS) for the MMWS. The resultant HCI guidelines are being applied in the design of a fully interactive AAS prototype. An overview of key findings from the literature review, a proposed design methodology with illustrative examples, and an assessment of progress made in implementing the HCI designers guide are presented.
Human-computer interface including haptically controlled interactions
Anderson, Thomas G.
2005-10-11
The present invention provides a method of human-computer interfacing that provides haptic feedback to control interface interactions such as scrolling or zooming within an application. Haptic feedback in the present method allows the user more intuitive control of the interface interactions, and allows the user's visual focus to remain on the application. The method comprises providing a control domain within which the user can control interactions. For example, a haptic boundary can be provided corresponding to scrollable or scalable portions of the application domain. The user can position a cursor near such a boundary, feeling its presence haptically (reducing the requirement for visual attention for control of scrolling of the display). The user can then apply force relative to the boundary, causing the interface to scroll the domain. The rate of scrolling can be related to the magnitude of applied force, providing the user with additional intuitive, non-visual control of scrolling.
The role of soft computing in intelligent machines.
de Silva, Clarence W
2003-08-15
An intelligent machine relies on computational intelligence in generating its intelligent behaviour. This requires a knowledge system in which representation and processing of knowledge are central functions. Approximation is a 'soft' concept, and the capability to approximate for the purposes of comparison, pattern recognition, reasoning, and decision making is a manifestation of intelligence. This paper examines the use of soft computing in intelligent machines. Soft computing is an important branch of computational intelligence, where fuzzy logic, probability theory, neural networks, and genetic algorithms are synergistically used to mimic the reasoning and decision making of a human. This paper explores several important characteristics and capabilities of machines that exhibit intelligent behaviour. Approaches that are useful in the development of an intelligent machine are introduced. The paper presents a general structure for an intelligent machine, giving particular emphasis to its primary components, such as sensors, actuators, controllers, and the communication backbone, and their interaction. The role of soft computing within the overall system is discussed. Common techniques and approaches that will be useful in the development of an intelligent machine are introduced, and the main steps in the development of an intelligent machine for practical use are given. An industrial machine, which employs the concepts of soft computing in its operation, is presented, and one aspect of intelligent tuning, which is incorporated into the machine, is illustrated.
Investigation of Carbohydrate Recognition via Computer Simulation
DOE Office of Scientific and Technical Information (OSTI.GOV)
Johnson, Quentin R.; Lindsay, Richard J.; Petridis, Loukas
Carbohydrate recognition by proteins, such as lectins and other (bio)molecules, can be essential for many biological functions. Interest has arisen due to potential protein and drug design and future bioengineering applications. A quantitative measurement of carbohydrate-protein interaction is thus important for the full characterization of sugar recognition. Here, we focus on the aspect of utilizing computer simulations and biophysical models to evaluate the strength and specificity of carbohydrate recognition in this review. With increasing computational resources, better algorithms and refined modeling parameters, using state-of-the-art supercomputers to calculate the strength of the interaction between molecules has become increasingly mainstream. We reviewmore » the current state of this technique and its successful applications for studying protein-sugar interactions in recent years.« less
Investigation of Carbohydrate Recognition via Computer Simulation
Johnson, Quentin R.; Lindsay, Richard J.; Petridis, Loukas; ...
2015-04-28
Carbohydrate recognition by proteins, such as lectins and other (bio)molecules, can be essential for many biological functions. Interest has arisen due to potential protein and drug design and future bioengineering applications. A quantitative measurement of carbohydrate-protein interaction is thus important for the full characterization of sugar recognition. Here, we focus on the aspect of utilizing computer simulations and biophysical models to evaluate the strength and specificity of carbohydrate recognition in this review. With increasing computational resources, better algorithms and refined modeling parameters, using state-of-the-art supercomputers to calculate the strength of the interaction between molecules has become increasingly mainstream. We reviewmore » the current state of this technique and its successful applications for studying protein-sugar interactions in recent years.« less
Computational logic: its origins and applications.
Paulson, Lawrence C
2018-02-01
Computational logic is the use of computers to establish facts in a logical formalism. Originating in nineteenth century attempts to understand the nature of mathematical reasoning, the subject now comprises a wide variety of formalisms, techniques and technologies. One strand of work follows the 'logic for computable functions (LCF) approach' pioneered by Robin Milner, where proofs can be constructed interactively or with the help of users' code (which does not compromise correctness). A refinement of LCF, called Isabelle, retains these advantages while providing flexibility in the choice of logical formalism and much stronger automation. The main application of these techniques has been to prove the correctness of hardware and software systems, but increasingly researchers have been applying them to mathematics itself.
Recognition of human activity characteristics based on state transitions modeling technique
NASA Astrophysics Data System (ADS)
Elangovan, Vinayak; Shirkhodaie, Amir
2012-06-01
Human Activity Discovery & Recognition (HADR) is a complex, diverse and challenging task but yet an active area of ongoing research in the Department of Defense. By detecting, tracking, and characterizing cohesive Human interactional activity patterns, potential threats can be identified which can significantly improve situation awareness, particularly, in Persistent Surveillance Systems (PSS). Understanding the nature of such dynamic activities, inevitably involves interpretation of a collection of spatiotemporally correlated activities with respect to a known context. In this paper, we present a State Transition model for recognizing the characteristics of human activities with a link to a prior contextbased ontology. Modeling the state transitions between successive evidential events determines the activities' temperament. The proposed state transition model poses six categories of state transitions including: Human state transitions of Object handling, Visibility, Entity-entity relation, Human Postures, Human Kinematics and Distance to Target. The proposed state transition model generates semantic annotations describing the human interactional activities via a technique called Casual Event State Inference (CESI). The proposed approach uses a low cost kinect depth camera for indoor and normal optical camera for outdoor monitoring activities. Experimental results are presented here to demonstrate the effectiveness and efficiency of the proposed technique.
NASA Technical Reports Server (NTRS)
Smedes, H. W.; Linnerud, H. J.; Woolaver, L. B.; Su, M. Y.; Jayroe, R. R.
1972-01-01
Two clustering techniques were used for terrain mapping by computer of test sites in Yellowstone National Park. One test was made with multispectral scanner data using a composite technique which consists of (1) a strictly sequential statistical clustering which is a sequential variance analysis, and (2) a generalized K-means clustering. In this composite technique, the output of (1) is a first approximation of the cluster centers. This is the input to (2) which consists of steps to improve the determination of cluster centers by iterative procedures. Another test was made using the three emulsion layers of color-infrared aerial film as a three-band spectrometer. Relative film densities were analyzed using a simple clustering technique in three-color space. Important advantages of the clustering technique over conventional supervised computer programs are (1) human intervention, preparation time, and manipulation of data are reduced, (2) the computer map, gives unbiased indication of where best to select the reference ground control data, (3) use of easy to obtain inexpensive film, and (4) the geometric distortions can be easily rectified by simple standard photogrammetric techniques.
Virtual reality and telerobotics applications of an Address Recalculation Pipeline
NASA Technical Reports Server (NTRS)
Regan, Matthew; Pose, Ronald
1994-01-01
The technology described in this paper was designed to reduce latency to user interactions in immersive virtual reality environments. It is also ideally suited to telerobotic applications such as interaction with remote robotic manipulators in space or in deep sea operations. in such circumstances the significant latency is observed response to user stimulus which is due to communications delays, and the disturbing jerkiness due to low and unpredictable frame rates on compressed video user feedback or computationally limited virtual worlds, can be masked by our techniques. The user is provided with highly responsive visual feedback independent of communication or computational delays in providing physical video feedback or in rendering virtual world images. Virtual and physical environments can be combined seamlessly using these techniques.
A multimodal dataset for authoring and editing multimedia content: The MAMEM project.
Nikolopoulos, Spiros; Petrantonakis, Panagiotis C; Georgiadis, Kostas; Kalaganis, Fotis; Liaros, Georgios; Lazarou, Ioulietta; Adam, Katerina; Papazoglou-Chalikias, Anastasios; Chatzilari, Elisavet; Oikonomou, Vangelis P; Kumar, Chandan; Menges, Raphael; Staab, Steffen; Müller, Daniel; Sengupta, Korok; Bostantjopoulou, Sevasti; Katsarou, Zoe; Zeilig, Gabi; Plotnik, Meir; Gotlieb, Amihai; Kizoni, Racheli; Fountoukidou, Sofia; Ham, Jaap; Athanasiou, Dimitrios; Mariakaki, Agnes; Comanducci, Dario; Sabatini, Edoardo; Nistico, Walter; Plank, Markus; Kompatsiaris, Ioannis
2017-12-01
We present a dataset that combines multimodal biosignals and eye tracking information gathered under a human-computer interaction framework. The dataset was developed in the vein of the MAMEM project that aims to endow people with motor disabilities with the ability to edit and author multimedia content through mental commands and gaze activity. The dataset includes EEG, eye-tracking, and physiological (GSR and Heart rate) signals collected from 34 individuals (18 able-bodied and 16 motor-impaired). Data were collected during the interaction with specifically designed interface for web browsing and multimedia content manipulation and during imaginary movement tasks. The presented dataset will contribute towards the development and evaluation of modern human-computer interaction systems that would foster the integration of people with severe motor impairments back into society.
Conversation Analysis in Computer-Assisted Language Learning
ERIC Educational Resources Information Center
González-Lloret, Marta
2015-01-01
The use of Conversation Analysis (CA) in the study of technology-mediated interactions is a recent methodological addition to qualitative research in the field of Computer-assisted Language Learning (CALL). The expansion of CA in Second Language Acquisition research, coupled with the need for qualitative techniques to explore how people interact…
A Model for Intelligent Computer-Aided Education Systems.
ERIC Educational Resources Information Center
Du Plessis, Johan P.; And Others
1995-01-01
Proposes a model for intelligent computer-aided education systems that is based on cooperative learning, constructive problem-solving, object-oriented programming, interactive user interfaces, and expert system techniques. Future research is discussed, and a prototype for teaching mathematics to 10- to 12-year-old students is appended. (LRW)
Computer-Based Imaginary Sciences and Research on Concept Acquisition.
ERIC Educational Resources Information Center
Allen, Brockenbrough S.
To control for interactions in learning research due to subjects' prior knowledge of the instructional material presented, an imaginary curriculum was presented with a computer assisted technique based on Carl Berieter's imaginary science of Xenograde systems. The curriculum consisted of a classification system for ten conceptual classes of…
Using Three-Dimensional Interactive Graphics To Teach Equipment Procedures.
ERIC Educational Resources Information Center
Hamel, Cheryl J.; Ryan-Jones, David L.
1997-01-01
Focuses on how three-dimensional graphical and interactive features of computer-based instruction can enhance learning and support human cognition during technical training of equipment procedures. Presents guidelines for using three-dimensional interactive graphics to teach equipment procedures based on studies of the effects of graphics, motion,…
The Case for Open Source Software: The Interactional Discourse Lab
ERIC Educational Resources Information Center
Choi, Seongsook
2016-01-01
Computational techniques and software applications for the quantitative content analysis of texts are now well established, and many qualitative data software applications enable the manipulation of input variables and the visualization of complex relations between them via interactive and informative graphical interfaces. Although advances in…
Emad, Amin; Milenkovic, Olgica
2014-01-01
We introduce a novel algorithm for inference of causal gene interactions, termed CaSPIAN (Causal Subspace Pursuit for Inference and Analysis of Networks), which is based on coupling compressive sensing and Granger causality techniques. The core of the approach is to discover sparse linear dependencies between shifted time series of gene expressions using a sequential list-version of the subspace pursuit reconstruction algorithm and to estimate the direction of gene interactions via Granger-type elimination. The method is conceptually simple and computationally efficient, and it allows for dealing with noisy measurements. Its performance as a stand-alone platform without biological side-information was tested on simulated networks, on the synthetic IRMA network in Saccharomyces cerevisiae, and on data pertaining to the human HeLa cell network and the SOS network in E. coli. The results produced by CaSPIAN are compared to the results of several related algorithms, demonstrating significant improvements in inference accuracy of documented interactions. These findings highlight the importance of Granger causality techniques for reducing the number of false-positives, as well as the influence of noise and sampling period on the accuracy of the estimates. In addition, the performance of the method was tested in conjunction with biological side information of the form of sparse “scaffold networks”, to which new edges were added using available RNA-seq or microarray data. These biological priors aid in increasing the sensitivity and precision of the algorithm in the small sample regime. PMID:24622336
A comparison of computer-assisted and manual wound size measurement.
Thawer, Habiba A; Houghton, Pamela E; Woodbury, M Gail; Keast, David; Campbell, Karen
2002-10-01
Accurate and precise wound measurements are a critical component of every wound assessment. To examine the reliability and validity of a new computerized technique for measuring human and animal wounds, chronic human wounds (N = 45) and surgical animal wounds (N = 38) were assessed using manual and computerized techniques. Using intraclass correlation coefficients, intrarater and interrater reliability of surface area measurements obtained using the computerized technique were compared to those obtained using acetate tracings and planimetry. A single measurement of surface area using either technique produced excellent intrarater and interrater reliability for both human and animal wounds, but the computerized technique was more precise than the manual technique for measuring the surface area of animal wounds. For both types of wounds and measurement techniques, intrarater and interrater reliability improved when the average of three repeated measurements was obtained. The precision of each technique with human wounds and the precision of the manual technique with animal wounds also improved when three repeated measurement results were averaged. Concurrent validity between the two techniques was excellent for human wounds but poor for the smaller animal wounds, regardless of whether single or the average of three repeated surface area measurements was used. The computerized technique permits reliable and valid assessment of the surface area of both human and animal wounds.
ERIC Educational Resources Information Center
Voithofer, R. J.
Television programs are increasingly featuring information technologies like computers as significant narrative devices, including the use of computer-based technologies as virtual worlds or environments in which characters interact, the use of computers as tools in problem solving and confronting conflict, and characters that are part human, part…
01010000 01001100 01000001 01011001: Play Elements in Computer Programming
ERIC Educational Resources Information Center
Breslin, Samantha
2013-01-01
This article explores the role of play in human interaction with computers in the context of computer programming. The author considers many facets of programming including the literary practice of coding, the abstract design of programs, and more mundane activities such as testing, debugging, and hacking. She discusses how these incorporate the…
A Preliminary Study of Peer-to-Peer Human-Robot Interaction
NASA Technical Reports Server (NTRS)
Fong, Terrence; Flueckiger, Lorenzo; Kunz, Clayton; Lees, David; Schreiner, John; Siegel, Michael; Hiatt, Laura M.; Nourbakhsh, Illah; Simmons, Reid; Ambrose, Robert
2006-01-01
The Peer-to-Peer Human-Robot Interaction (P2P-HRI) project is developing techniques to improve task coordination and collaboration between human and robot partners. Our work is motivated by the need to develop effective human-robot teams for space mission operations. A central element of our approach is creating dialogue and interaction tools that enable humans and robots to flexibly support one another. In order to understand how this approach can influence task performance, we recently conducted a series of tests simulating a lunar construction task with a human-robot team. In this paper, we describe the tests performed, discuss our initial results, and analyze the effect of intervention on task performance.
Geological mapping in northwestern Saudi Arabia using LANDSAT multispectral techniques
NASA Technical Reports Server (NTRS)
Blodget, H. W.; Brown, G. F.; Moik, J. G.
1975-01-01
Various computer enhancement and data extraction systems using LANDSAT data were assessed and used to complement a continuing geologic mapping program. Interactive digital classification techniques using both the parallel-piped and maximum-likelihood statistical approaches achieve very limited success in areas of highly dissected terrain. Computer enhanced imagery developed by color compositing stretched MSS ratio data was constructed for a test site in northwestern Saudi Arabia. Initial results indicate that several igneous and sedimentary rock types can be discriminated.
The image-interpretation-workstation of the future: lessons learned
NASA Astrophysics Data System (ADS)
Maier, S.; van de Camp, F.; Hafermann, J.; Wagner, B.; Peinsipp-Byma, E.; Beyerer, J.
2017-05-01
In recent years, professionally used workstations got increasingly complex and multi-monitor systems are more and more common. Novel interaction techniques like gesture recognition were developed but used mostly for entertainment and gaming purposes. These human computer interfaces are not yet widely used in professional environments where they could greatly improve the user experience. To approach this problem, we combined existing tools in our imageinterpretation-workstation of the future, a multi-monitor workplace comprised of four screens. Each screen is dedicated to a special task in the image interpreting process: a geo-information system to geo-reference the images and provide a spatial reference for the user, an interactive recognition support tool, an annotation tool and a reporting tool. To further support the complex task of image interpreting, self-developed interaction systems for head-pose estimation and hand tracking were used in addition to more common technologies like touchscreens, face identification and speech recognition. A set of experiments were conducted to evaluate the usability of the different interaction systems. Two typical extensive tasks of image interpreting were devised and approved by military personal. They were then tested with a current setup of an image interpreting workstation using only keyboard and mouse against our image-interpretationworkstation of the future. To get a more detailed look at the usefulness of the interaction techniques in a multi-monitorsetup, the hand tracking, head pose estimation and the face recognition were further evaluated using tests inspired by everyday tasks. The results of the evaluation and the discussion are presented in this paper.
Computer-generated forces in distributed interactive simulation
NASA Astrophysics Data System (ADS)
Petty, Mikel D.
1995-04-01
Distributed Interactive Simulation (DIS) is an architecture for building large-scale simulation models from a set of independent simulator nodes communicating via a common network protocol. DIS is most often used to create a simulated battlefield for military training. Computer Generated Forces (CGF) systems control large numbers of autonomous battlefield entities in a DIS simulation using computer equipment and software rather than humans in simulators. CGF entities serve as both enemy forces and supplemental friendly forces in a DIS exercise. Research into various aspects of CGF systems is ongoing. Several CGF systems have been implemented.
Recommendation Techniques for Drug-Target Interaction Prediction and Drug Repositioning.
Alaimo, Salvatore; Giugno, Rosalba; Pulvirenti, Alfredo
2016-01-01
The usage of computational methods in drug discovery is a common practice. More recently, by exploiting the wealth of biological knowledge bases, a novel approach called drug repositioning has raised. Several computational methods are available, and these try to make a high-level integration of all the knowledge in order to discover unknown mechanisms. In this chapter, we review drug-target interaction prediction methods based on a recommendation system. We also give some extensions which go beyond the bipartite network case.
Ron, Gil; Globerson, Yuval; Moran, Dror; Kaplan, Tommy
2017-12-21
Proximity-ligation methods such as Hi-C allow us to map physical DNA-DNA interactions along the genome, and reveal its organization into topologically associating domains (TADs). As the Hi-C data accumulate, computational methods were developed for identifying domain borders in multiple cell types and organisms. Here, we present PSYCHIC, a computational approach for analyzing Hi-C data and identifying promoter-enhancer interactions. We use a unified probabilistic model to segment the genome into domains, which we then merge hierarchically and fit using a local background model, allowing us to identify over-represented DNA-DNA interactions across the genome. By analyzing the published Hi-C data sets in human and mouse, we identify hundreds of thousands of putative enhancers and their target genes, and compile an extensive genome-wide catalog of gene regulation in human and mouse. As we show, our predictions are highly enriched for ChIP-seq and DNA accessibility data, evolutionary conservation, eQTLs and other DNA-DNA interaction data.
Interviewing Suspects with Avatars: Avatars Are More Effective When Perceived as Human
Ströfer, Sabine; Ufkes, Elze G.; Bruijnes, Merijn; Giebels, Ellen; Noordzij, Matthijs L.
2016-01-01
It has been consistently demonstrated that deceivers generally can be discriminated from truth tellers by monitoring an increase in their physiological response. But is this still the case when deceivers interact with a virtual avatar? The present research investigated whether the mere “belief” that the virtual avatar is computer or human operated forms a crucial factor for eliciting physiological cues to deception. Participants were interviewed about a transgression they had been seduced to commit, by a human-like virtual avatar. In a between-subject design, participants either deceived or told the truth about this transgression. During the interviews, we measured the physiological responses assessing participants' electrodermal activity (EDA). In line with our hypothesis, EDA differences between deceivers and truth tellers only were significant for participants who believed they interacted with a human operated (compared to a computer operated) avatar. These results have theoretical as well as practical implications which we will discuss. PMID:27148150
Mathematical modeling of Chikungunya fever control
NASA Astrophysics Data System (ADS)
Hincapié-Palacio, Doracelly; Ospina, Juan
2015-05-01
Chikungunya fever is a global concern due to the occurrence of large outbreaks, the presence of persistent arthropathy and its rapid expansion throughout various continents. Globalization and climate change have contributed to the expansion of the geographical areas where mosquitoes Aedes aegypti and Aedes albopictus (Stegomyia) remain. It is necessary to improve the techniques of vector control in the presence of large outbreaks in The American Region. We derive measures of disease control, using a mathematical model of mosquito-human interaction, by means of three scenarios: a) a single vector b) two vectors, c) two vectors and human and non-human reservoirs. The basic reproductive number and critical control measures were deduced by using computer algebra with Maple (Maplesoft Inc, Ontario Canada). Control measures were simulated with parameter values obtained from published data. According to the number of households in high risk areas, the goals of effective vector control to reduce the likelihood of mosquito-human transmission would be established. Besides the two vectors, if presence of other non-human reservoirs were reported, the monthly target of effective elimination of the vector would be approximately double compared to the presence of a single vector. The model shows the need to periodically evaluate the effectiveness of vector control measures.
Hands in space: gesture interaction with augmented-reality interfaces.
Billinghurst, Mark; Piumsomboon, Tham; Huidong Bai
2014-01-01
Researchers at the Human Interface Technology Laboratory New Zealand (HIT Lab NZ) are investigating free-hand gestures for natural interaction with augmented-reality interfaces. They've applied the results to systems for desktop computers and mobile devices.
Aviation Safety: Modeling and Analyzing Complex Interactions between Humans and Automated Systems
NASA Technical Reports Server (NTRS)
Rungta, Neha; Brat, Guillaume; Clancey, William J.; Linde, Charlotte; Raimondi, Franco; Seah, Chin; Shafto, Michael
2013-01-01
The on-going transformation from the current US Air Traffic System (ATS) to the Next Generation Air Traffic System (NextGen) will force the introduction of new automated systems and most likely will cause automation to migrate from ground to air. This will yield new function allocations between humans and automation and therefore change the roles and responsibilities in the ATS. Yet, safety in NextGen is required to be at least as good as in the current system. We therefore need techniques to evaluate the safety of the interactions between humans and automation. We think that current human factor studies and simulation-based techniques will fall short in front of the ATS complexity, and that we need to add more automated techniques to simulations, such as model checking, which offers exhaustive coverage of the non-deterministic behaviors in nominal and off-nominal scenarios. In this work, we present a verification approach based both on simulations and on model checking for evaluating the roles and responsibilities of humans and automation. Models are created using Brahms (a multi-agent framework) and we show that the traditional Brahms simulations can be integrated with automated exploration techniques based on model checking, thus offering a complete exploration of the behavioral space of the scenario. Our formal analysis supports the notion of beliefs and probabilities to reason about human behavior. We demonstrate the technique with the Ueberligen accident since it exemplifies authority problems when receiving conflicting advices from human and automated systems.
Fluid{Structure Interaction Modeling of Modified-Porosity Parachutes and Parachute Clusters
NASA Astrophysics Data System (ADS)
Boben, Joseph J.
To increase aerodynamic performance, the geometric porosity of a ringsail spacecraft parachute canopy is sometimes increased, beyond the "rings" and "sails" with hundreds of "ring gaps" and "sail slits." This creates extra computational challenges for fluid-structure interaction (FSI) modeling of clusters of such parachutes, beyond those created by the lightness of the canopy structure, geometric complexities of hundreds of gaps and slits, and the contact between the parachutes of the cluster. In FSI computation of parachutes with such "modified geometric porosity," the ow through the "windows" created by the removal of the panels and the wider gaps created by the removal of the sails cannot be accurately modeled with the Homogenized Modeling of Geometric Porosity (HMGP), which was introduced to deal with the hundreds of gaps and slits. The ow needs to be actually resolved. All these computational challenges need to be addressed simultaneously in FSI modeling of clusters of spacecraft parachutes with modified geometric porosity. The core numerical technology is the Stabilized Space-Time FSI (SSTFSI) technique, and the contact between the parachutes is handled with the Surface-Edge-Node Contact Tracking (SENCT) technique. In the computations reported here, in addition to the SSTFSI and SENCT techniques and HMGP, we use the special techniques we have developed for removing the numerical spinning component of the parachute motion and for restoring the mesh integrity without a remesh. We present results for 2- and 3-parachute clusters with two different payload models. We also present the FSI computations we carried out for a single, subscale modified-porosity parachute.
NASA Astrophysics Data System (ADS)
Li, Bin
Spatial control behaviors account for a large proportion of human everyday activities from normal daily tasks, such as reaching for objects, to specialized tasks, such as driving, surgery, or operating equipment. These behaviors involve intensive interactions within internal processes (i.e. cognitive, perceptual, and motor control) and with the physical world. This dissertation builds on a concept of interaction pattern and a hierarchical functional model. Interaction pattern represents a type of behavior synergy that humans coordinates cognitive, perceptual, and motor control processes. It contributes to the construction of the hierarchical functional model that delineates humans spatial control behaviors as the coordination of three functional subsystems: planning, guidance, and tracking/pursuit. This dissertation formalizes and validates these two theories and extends them for the investigation of human spatial control skills encompassing development and assessment. Specifically, this dissertation first presents an overview of studies in human spatial control skills encompassing definition, characteristic, development, and assessment, to provide theoretical evidence for the concept of interaction pattern and the hierarchical functional model. The following, the human experiments for collecting motion and gaze data and techniques to register and classify gaze data, are described. This dissertation then elaborates and mathematically formalizes the hierarchical functional model and the concept of interaction pattern. These theories then enables the construction of a succinct simulation model that can reproduce a variety of human performance with a minimal set of hypotheses. This validates the hierarchical functional model as a normative framework for interpreting human spatial control behaviors. The dissertation then investigates human skill development and captures the emergence of interaction pattern. The final part of the dissertation applies the hierarchical functional model for skill assessment and introduces techniques to capture interaction patterns both from the top down using their geometric features and from the bottom up using their dynamical characteristics. The validity and generality of the skill assessment is illustrated using two the remote-control flight and laparoscopic surgical training experiments.
Transport methods and interactions for space radiations
NASA Technical Reports Server (NTRS)
Wilson, John W.; Townsend, Lawrence W.; Schimmerling, Walter S.; Khandelwal, Govind S.; Khan, Ferdous S.; Nealy, John E.; Cucinotta, Francis A.; Simonsen, Lisa C.; Shinn, Judy L.; Norbury, John W.
1991-01-01
A review of the program in space radiation protection at the Langley Research Center is given. The relevant Boltzmann equations are given with a discussion of approximation procedures for space applications. The interaction coefficients are related to solution of the many-body Schroedinger equation with nuclear and electromagnetic forces. Various solution techniques are discussed to obtain relevant interaction cross sections with extensive comparison with experiments. Solution techniques for the Boltzmann equations are discussed in detail. Transport computer code validation is discussed through analytical benchmarking, comparison with other codes, comparison with laboratory experiments and measurements in space. Applications to lunar and Mars missions are discussed.
Multiplexing technique for computer communications via satellite channels
NASA Technical Reports Server (NTRS)
Binder, R.
1975-01-01
Multiplexing scheme combines technique of dynamic allocation with conventional time-division multiplexing. Scheme is designed to expedite short-duration interactive or priority traffic and to delay large data transfers; as result, each node has effective capacity of almost total channel capacity when other nodes have light traffic loads.
Body as Echoes: Cyber Archiving of Dazu Rock Carvings
NASA Astrophysics Data System (ADS)
Chen, W.-W.
2017-08-01
"Body As Echoes: Cyber Archiving of Dazu Rock Carvings (BAE project in short)" strives to explore the tangible/intangible aspects of digital heritage conservation. Aiming at Dazu Rock Carvings - World Heritage Site of Sichuan Province, BAE project utilizes photogrammetry and digital sculpting technique to investigate digital narrative of cultural heritage conservation. It further provides collaborative opportunities to conduct the high-resolution site survey for scholars and institutions at local authorities. For preserving and making sustainable of the tangible cultural heritage at Dazu Rock Carvings, BAE project cyber-archives the selected niches and the caves at Dazu, and transform them into high-resolution, three-dimensional models. For extending the established results and making the digital resources available to broader audiences, BAE project will further develop interactive info-motion interface and apply the knowledge of digital heritage from BAE project to STEM education. BAE project expects to bridge the platform for archeology, computer graphics, and interactive info-motion design. Digital sculpting, projection mapping, interactive info-motion and VR will be the core techniques to explore the narrative of digital heritage conservation. For further protecting, educating and consolidating "building dwelling thinking" through digital heritage preservation, BAE project helps to preserve the digital humanity, and reach out to museum staffs and academia. By the joint effort of global institutions and local authorities, BAE project will also help to foster and enhance the mutual understanding through intercultural collaborations.
Eye-movements and Voice as Interface Modalities to Computer Systems
NASA Astrophysics Data System (ADS)
Farid, Mohsen M.; Murtagh, Fionn D.
2003-03-01
We investigate the visual and vocal modalities of interaction with computer systems. We focus our attention on the integration of visual and vocal interface as possible replacement and/or additional modalities to enhance human-computer interaction. We present a new framework for employing eye gaze as a modality of interface. While voice commands, as means of interaction with computers, have been around for a number of years, integration of both the vocal interface and the visual interface, in terms of detecting user's eye movements through an eye-tracking device, is novel and promises to open the horizons for new applications where a hand-mouse interface provides little or no apparent support to the task to be accomplished. We present an array of applications to illustrate the new framework and eye-voice integration.
Pedagogical Strategies for Human and Computer Tutoring.
ERIC Educational Resources Information Center
Reiser, Brian J.
The pedagogical strategies of human tutors in problem solving domains are described and the possibility of incorporating these techniques into computerized tutors is examined. GIL (Graphical Instruction in LISP), an intelligent tutoring system for LISP programming, is compared to human tutors teaching the same material in order to identify how the…
An Interactive Graphics Program for Assistance in Learning Convolution.
ERIC Educational Resources Information Center
Frederick, Dean K.; Waag, Gary L.
1980-01-01
A program has been written for the interactive computer graphics facility at Rensselaer Polytechnic Institute that is designed to assist the user in learning the mathematical technique of convolving two functions. Because convolution can be represented graphically by a sequence of steps involving folding, shifting, multiplying, and integration, it…
A Contextualized, Differential Sequence Mining Method to Derive Students' Learning Behavior Patterns
ERIC Educational Resources Information Center
Kinnebrew, John S.; Loretz, Kirk M.; Biswas, Gautam
2013-01-01
Computer-based learning environments can produce a wealth of data on student learning interactions. This paper presents an exploratory data mining methodology for assessing and comparing students' learning behaviors from these interaction traces. The core algorithm employs a novel combination of sequence mining techniques to identify deferentially…
Pun, Thierry; Alecu, Teodor Iulian; Chanel, Guillaume; Kronegg, Julien; Voloshynovskiy, Sviatoslav
2006-06-01
This paper describes the work being conducted in the domain of brain-computer interaction (BCI) at the Multimodal Interaction Group, Computer Vision and Multimedia Laboratory, University of Geneva, Geneva, Switzerland. The application focus of this work is on multimodal interaction rather than on rehabilitation, that is how to augment classical interaction by means of physiological measurements. Three main research topics are addressed. The first one concerns the more general problem of brain source activity recognition from EEGs. In contrast with classical deterministic approaches, we studied iterative robust stochastic based reconstruction procedures modeling source and noise statistics, to overcome known limitations of current techniques. We also developed procedures for optimal electroencephalogram (EEG) sensor system design in terms of placement and number of electrodes. The second topic is the study of BCI protocols and performance from an information-theoretic point of view. Various information rate measurements have been compared for assessing BCI abilities. The third research topic concerns the use of EEG and other physiological signals for assessing a user's emotional status.
2014-01-01
computational and empirical dosimetric tools [31]. For the computational dosimetry, we employed finite-dif- ference time- domain (FDTD) modeling techniques to...temperature-time data collected for a well exposed to THz radiation using finite-difference time- domain (FDTD) modeling techniques and thermocouples... like )). Alter- ation in the expression of such genes underscores the signif- 62 IEEE TRANSACTIONS ON TERAHERTZ SCIENCE AND TECHNOLOGY, VOL. 6, NO. 1
Human genome and open source: balancing ethics and business.
Marturano, Antonio
2011-01-01
The Human Genome Project has been completed thanks to a massive use of computer techniques, as well as the adoption of the open-source business and research model by the scientists involved. This model won over the proprietary model and allowed a quick propagation and feedback of research results among peers. In this paper, the author will analyse some ethical and legal issues emerging by the use of such computer model in the Human Genome property rights. The author will argue that the Open Source is the best business model, as it is able to balance business and human rights perspectives.
NASA Technical Reports Server (NTRS)
Walker, Carrie K.
1991-01-01
A technique has been developed for combining features of a systems architecture design and assessment tool and a software development tool. This technique reduces simulation development time and expands simulation detail. The Architecture Design and Assessment System (ADAS), developed at the Research Triangle Institute, is a set of computer-assisted engineering tools for the design and analysis of computer systems. The ADAS system is based on directed graph concepts and supports the synthesis and analysis of software algorithms mapped to candidate hardware implementations. Greater simulation detail is provided by the ADAS functional simulator. With the functional simulator, programs written in either Ada or C can be used to provide a detailed description of graph nodes. A Computer-Aided Software Engineering tool developed at the Charles Stark Draper Laboratory (CSDL CASE) automatically generates Ada or C code from engineering block diagram specifications designed with an interactive graphical interface. A technique to use the tools together has been developed, which further automates the design process.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Murray, J.S.; Grice, M.E.; Politzer, P.
1990-01-01
The electrostatic potential V(r) that the nuclei and electrons of a molecule create in the surrounding space is well established as a guide in the study of molecular reactivity, and particularly, of biological recognition processes. Its rigorous computation is, however, very demanding of computer time for large molecules, such as those of interest in recognition interactions. The authors have accordingly investigated the use of an approximate finite multicenter multipole expansion technique to determine its applicability for producing reliable electrostatic potentials of dibenzo-p-dioxins and related molecules, with significantly reduced amounts of computer time, at distances of interest in recognition studies. Amore » comparative analysis of the potentials of three dibenzo-q-dioxins and a substituted naphthalene molecule computed using both the multipole expansion technique and GAUSSIAN 82 at the STO-5G level has been carried out. Overall they found that regions of negative and positive V(r) at 1.75 A above the molecular plane are very well reproduced by the multipole expansion technique, with up to a twenty-fold improvement in computer time.« less
NASA Astrophysics Data System (ADS)
Clarke, L.
2017-12-01
Integrated assessment (IA) modeling and research has a long history, spanning over 30 years since its inception and addressing a wide range of contemporary issues along the way. Over the last decade, IA modeling and research has emerged as one of the primary analytical methods for understanding the complex interactions between human and natural systems, from the interactions between energy, water, and land/food systems to the interplay between health, climate, and air pollution. IA modeling and research is particularly well-suited for the analysis of these interactions because it is a discipline that strives to integrate representations of multiple systems into consistent computational platforms or frameworks. In doing so, it explicitly confronts the many tradeoffs that are frequently necessary to manage complexity and computational cost while still representing the most important interactions and overall, coupled system behavior. This talk explores the history of IA modeling and research as a means to better understand its role in the assessment of contemporary issues at the confluence of human and natural systems. It traces the evolution of IA modeling and research from initial exploration of long-term emissions pathways, to the role of technology in the global evolution of the energy system, to the key linkages between land and energy systems and, more recently, the linkages with water, air pollution, and other key systems and issues. It discusses the advances in modeling that have emerged over this evolution and the biggest challenges that still present themselves as we strive to better understand the most important interactions between human and natural systems and the implications of these interactions for human welfare and decision making.
Space Life Support Engineering Program
NASA Technical Reports Server (NTRS)
Seagrave, Richard C.
1993-01-01
This report covers the second year of research relating to the development of closed-loop long-term life support systems. Emphasis was directed toward concentrating on the development of dynamic simulation techniques and software and on performing a thermodynamic systems analysis in an effort to begin optimizing the system needed for water purification. Four appendices are attached. The first covers the ASPEN modeling of the closed loop Environmental Control Life Support System (ECLSS) and its thermodynamic analysis. The second is a report on the dynamic model development for water regulation in humans. The third regards the development of an interactive computer-based model for determining exercise limitations. The fourth attachment is an estimate of the second law thermodynamic efficiency of the various units comprising an ECLSS.
Omichi, Masaaki; Asano, Atsushi; Tsukuda, Satoshi; Takano, Katsuyoshi; Sugimoto, Masaki; Saeki, Akinori; Sakamaki, Daisuke; Onoda, Akira; Hayashi, Takashi; Seki, Shu
2014-01-01
Protein nanowires exhibiting specific biological activities hold promise for interacting with living cells and controlling and predicting biological responses such as apoptosis, endocytosis and cell adhesion. Here we report the result of the interaction of a single high-energy charged particle with protein molecules, giving size-controlled protein nanowires with an ultra-high aspect ratio of over 1,000. Degradation of the human serum albumin nanowires was examined using trypsin. The biotinylated human serum albumin nanowires bound avidin, demonstrating the high affinity of the nanowires. Human serum albumin–avidin hybrid nanowires were also fabricated from a solid state mixture and exhibited good mechanical strength in phosphate-buffered saline. The biotinylated human serum albumin nanowires can be transformed into nanowires exhibiting a biological function such as avidin–biotinyl interactions and peroxidase activity. The present technique is a versatile platform for functionalizing the surface of any protein molecule with an extremely large surface area. PMID:24770668
People and computers--some recent highlights.
Shackel, B
2000-12-01
This paper aims to review selectively a fair proportion of the literature on human-computer interaction (HCI) over the three years since Shackel (J. Am. Soc. Inform. Sci. 48 (11) (1997) 970-986). After a brief note of history I discuss traditional input, output and workplace aspects, the web and 'E-topics', web-related aspects, virtual reality, safety-critical systems, and the need to move from HCI to human-system integration (HSI). Finally I suggest, and consider briefly, some future possibilities and issues including web consequences, embedded ubiquitous computing, and 'back to systems ergonomics?'.
Systematic review of computational methods for identifying miRNA-mediated RNA-RNA crosstalk.
Li, Yongsheng; Jin, Xiyun; Wang, Zishan; Li, Lili; Chen, Hong; Lin, Xiaoyu; Yi, Song; Zhang, Yunpeng; Xu, Juan
2017-10-25
Posttranscriptional crosstalk and communication between RNAs yield large regulatory competing endogenous RNA (ceRNA) networks via shared microRNAs (miRNAs), as well as miRNA synergistic networks. The ceRNA crosstalk represents a novel layer of gene regulation that controls both physiological and pathological processes such as development and complex diseases. The rapidly expanding catalogue of ceRNA regulation has provided evidence for exploitation as a general model to predict the ceRNAs in silico. In this article, we first reviewed the current progress of RNA-RNA crosstalk in human complex diseases. Then, the widely used computational methods for modeling ceRNA-ceRNA interaction networks are further summarized into five types: two types of global ceRNA regulation prediction methods and three types of context-specific prediction methods, which are based on miRNA-messenger RNA regulation alone, or by integrating heterogeneous data, respectively. To provide guidance in the computational prediction of ceRNA-ceRNA interactions, we finally performed a comparative study of different combinations of miRNA-target methods as well as five types of ceRNA identification methods by using literature-curated ceRNA regulation and gene perturbation. The results revealed that integration of different miRNA-target prediction methods and context-specific miRNA/gene expression profiles increased the performance for identifying ceRNA regulation. Moreover, different computational methods were complementary in identifying ceRNA regulation and captured different functional parts of similar pathways. We believe that the application of these computational techniques provides valuable functional insights into ceRNA regulation and is a crucial step for informing subsequent functional validation studies. © The Author 2017. Published by Oxford University Press. All rights reserved. For Permissions, please email: journals.permissions@oup.com.
Lauerman, Lloyd H
2004-12-01
Since the discovery of the polymerase chain reaction (PCR) 20 years ago, an avalanche of scientific publications have reported major developments and changes in specialized equipment, reagents, sample preparation, computer programs and techniques, generated through business, government and university research. The requirement for genetic sequences for primer selection and validation has been greatly facilitated by the development of new sequencing techniques, machines and computer programs. Genetic libraries, such as GenBank, EMBL and DDBJ continue to accumulate a wealth of genetic sequence information for the development and validation of molecular-based diagnostic procedures concerning human and veterinary disease agents. The mechanization of various aspects of the PCR assay, such as robotics, microfluidics and nanotechnology, has made it possible for the rapid advancement of new procedures. Real-time PCR, DNA microarray and DNA chips utilize these newer techniques in conjunction with computer and computer programs. Instruments for hand-held PCR assays are being developed. The PCR and reverse transcription-PCR (RT-PCR) assays have greatly accelerated the speed and accuracy of diagnoses of human and animal disease, especially of the infectious agents that are difficult to isolate or demonstrate. The PCR has made it possible to genetically characterize a microbial isolate inexpensively and rapidly for identification, typing and epidemiological comparison.
HUMAN--A Comprehensive Physiological Model.
ERIC Educational Resources Information Center
Coleman, Thomas G.; Randall, James E.
1983-01-01
Describes computer program (HUMAN) used to simulate physiological experiments on patient pathology. Program (available from authors, including versions for microcomputers) consists of dynamic interactions of over 150 physiological variables and integrating approximations of cardiovascular, renal, lung, temperature regulation, and some hormone…
ERIC Educational Resources Information Center
Kiyici, Mubin
2011-01-01
HCI is a field which has an increasing popularity by virtue of the spread of the computers and internet and gradually contributes to the production of the user-friendlier software and hardware with the contribution of the scientists from different disciplines. Teacher candidates studying at the computer and instructional technologies department…
A Computational Model of Active Vision for Visual Search in Human-Computer Interaction
2010-08-01
processors that interact with the production rules to produce behavior, and (c) parameters that constrain the behavior of the model (e.g., the...velocity of a saccadic eye movement). While the parameters can be task-specific, the majority of the parameters are usually fixed across a wide variety...previously estimated durations. Hooge and Erkelens (1996) review these four explanations of fixation duration control. A variety of research
NASA Technical Reports Server (NTRS)
Ezer, Neta; Zumbado, Jennifer Rochlis; Sandor, Aniko; Boyer, Jennifer
2011-01-01
Human-robot systems are expected to have a central role in future space exploration missions that extend beyond low-earth orbit [1]. As part of a directed research project funded by NASA s Human Research Program (HRP), researchers at the Johnson Space Center have started to use a variety of techniques, including literature reviews, case studies, knowledge capture, field studies, and experiments to understand critical human-robot interaction (HRI) variables for current and future systems. Activities accomplished to date include observations of the International Space Station s Special Purpose Dexterous Manipulator (SPDM), Robonaut, and Space Exploration Vehicle (SEV), as well as interviews with robotics trainers, robot operators, and developers of gesture interfaces. A survey of methods and metrics used in HRI was completed to identify those most applicable to space robotics. These methods and metrics included techniques and tools associated with task performance, the quantification of human-robot interactions and communication, usability, human workload, and situation awareness. The need for more research in areas such as natural interfaces, compensations for loss of signal and poor video quality, psycho-physiological feedback, and common HRI testbeds were identified. The initial findings from these activities and planned future research are discussed. Human-robot systems are expected to have a central role in future space exploration missions that extend beyond low-earth orbit [1]. As part of a directed research project funded by NASA s Human Research Program (HRP), researchers at the Johnson Space Center have started to use a variety of techniques, including literature reviews, case studies, knowledge capture, field studies, and experiments to understand critical human-robot interaction (HRI) variables for current and future systems. Activities accomplished to date include observations of the International Space Station s Special Purpose Dexterous Manipulator (SPDM), Robonaut, and Space Exploration Vehicle (SEV), as well as interviews with robotics trainers, robot operators, and developers of gesture interfaces. A survey of methods and metrics used in HRI was completed to identify those most applicable to space robotics. These methods and metrics included techniques and tools associated with task performance, the quantification of human-robot interactions and communication, usability, human workload, and situation awareness. The need for more research in areas such as natural interfaces, compensations for loss of signal and poor video quality, psycho-physiological feedback, and common HRI testbeds were identified. The initial findings from these activities and planned future research are discussed.