pinecone/core-2020-05-10-deduplication huggingface dataset:
The Study of the Full Cycle of Gesture Interaction, The Continuum between 2D and 3D

International audienceThe goal of HCI researchers is to make interaction with computer interfaces simpler, efficient and more natural. In a context of object manipulation, we think that reaching this goal requires the ability to predict and recognize how humans grasp then manipulate objects. This is based on studies explaining human vision, reach, grasp taxonomies and manipulations. In this paper, we study the full cycle of gesture interaction using different points of view, then attempt to organize them using Norman's theory of Human Action, we link the psychology of object sensing to HCI goals and propose a simplification of gestures classes into four principal families. Our simplification of gestures classes still allow the expression of more detailed subclasses differentiated by the gesture properties
Generating human-computer micro-task workflows from domain ontologies

With the growing popularity of micro-task crowdsourcing platforms, a renewed interest in the resolution of complex tasks that require the coopera-tion of human and machine participants has emerged. This interest has led to workflow approaches that present new challenges at different dimensions of the human-machine computation process, namely in micro-task specification and human-computer interaction due to the unstructured nature of micro-tasks in terms of domain representation. In this sense, a semi-automatic generation envi-ronment for human-computer micro-task workflows from domain ontologies is proposed. The structure and semantics of the domain ontology provides a com-mon ground for understanding and enhances human-computer cooperation.This work is partially funded by FEDER Funds and by the
ERDF (European Regional Development Fund) through the COMPETE Programme
(operational programme for competitiveness) and by National Funds through the FCT
(Portuguese Foundation for Science and Technology) under the projects AAL4ALL (QREN13852) and FCOMP-01-0124-FEDER-028980 (PTDC/EEI-SII/1386/2012)
Quasi-analyticity and determinacy of the full moment problem from finite
  to infinite dimensions

This paper is aimed to show the essential role played by the theory of
quasi-analytic functions in the study of the determinacy of the moment problem
on finite and infinite-dimensional spaces. In particular, the quasi-analytic
criterion of self-adjointness of operators and their commutativity are crucial
to establish whether or not a measure is uniquely determined by its moments.
Our main goal is to point out that this is a common feature of the determinacy
question in both the finite and the infinite-dimensional moment problem, by
reviewing some of the most known determinacy results from this perspective. We
also collect some properties of independent interest concerning the
characterization of quasi-analytic classes associated to log-convex sequences.Comment: 28 pages, Stochastic and Infinite Dimensional Analysis, Chapter 9,
  Trends in Mathematics, Birkh\"auser Basel, 201
Design methodology of a complex CKC mechanical joint with a representation energetic tool multi-Bond graph: application to the helicopter

Due to the operation of the rotor, the helicopter is subject to important vibration levels affecting namely the fatigue of the mechanical parts and the passenger comfort. Suspensions between the main gear box (MGB) and the fuselage help to filter theses problematic vibrations. Their design can be difficult since the filtering should be efficient for different types of external forces (pumping force and roll/pitch torque) which may appear during the flight. As passive solutions classically show their limits, intelligent active solutions are proposed so that the filtering can be adjusted according to the vibration sources. Such studies still suffer from a lack of tools and methods, firstly, necessary to the design of complex mechanical systems (due to their multi-phase multi-physics multi-interaction characteristic, ...) and secondly, to develop of an intelligent joint. The main objective of this chapter is to provide a methodology for designing and analyzing an intelligent joint using an energetic representation approach: the multibond graph (MBG). This method is applied here to a complex mechanical system with closed kinematic chains (CKC) which is the joint between the main gear box (MGB) and the aircraft structure of a helicopter. Firstly, the MBG method is analyzed. Secondly, after a brief state of art of the MGB-Fuselage joint, developments focus on the 2D and 3D modeling of the MGB-Fuselage joint with a MBG approach. The 20-sim software is used to conduct the simulation of bond graph. Finally, the MBG models results are presented, illustrating the potential of the MBG tool to predict the dynamic of a complex CKC mechanical system.Chaire de la fondation d'entreprises EAD
A usability evaluation of an electronic health record system for nursing documentation used in the municipality healthcare services in Norway

Published version of a chapter in the book: HCI in Business. Also available from the publisher at: http://dx.doi.org/10.1007/978-3-319-07293-7_67The paper presents a usability evaluation of the Graphical User Interface (GUI) of an Electronic Health Record System (EHR). The topic of interest was to explore the system's usability in the context of nursing process documentation. A cognitive walk through approach was used. The data were analyzed with content analysis and the results show that challenges identified were related to navigating and finding information in the system. Even though there were problems in progressing from one phase to another in nursing process documentation, the system represented some types of predictability and consistency in the functions. Education, training and support are needed to be able to use the EHR for nursing documentation. Mandating standardization regarding format, content and terminology to improve the EHR systems functionality regarding facilitate nursing process documentation is recommended
Tests with blind programmers using AWMo: an accessible web modeling tool

With the increase of public utility services being offered by many organizations, such as companies and government institutions, over the Internet and on other electronic medium, the concern related to the access blind and visually impaired citizens is raised. But still, some types of data remain intrinsically unaccessible such as software models, that are generally represented by visually rich diagrams which are inaccessible to screen readers. The goal of this paper is to categorize and evaluate the navigation strategies of blind users using a web application that allows access to UML class diagrams by using a specialized textual language. The investigation was done by analyzing videos with screen capture that were collected as part of a case study conducted with two blind programmers to evaluate the AWMo efficacy in enabling access to visual diagrams for blind and visually impaired software developers. We identified three navigation strategies adopted by the users during the study and the results of the analysis suggest that the navigation in long texts may become a burden on users memories, despite their strategies to improve their speed, non sequential text navigation methods must be further investigated.CNPqCAPES8th International Conference on Universal Access in Human-Computer Interaction (UAHCI). \ud
Crete, Greece. 22-27 June 2014
Designer Requirements for Visual Capability Loss Simulator Tools: Differences between Design Disciplines

There is a low uptake of inclusive design tools in industry, partly due to a poor fit between design tools and the thought and work processes of designers. Simulating visual capability losses is a technique with great potential in helping designers improve inclusivity and accessibility. However, we need to understand the needs of designers from different disciplines to improve the fit of these tools and their uptake in industry.

This study aims to determine designers’ needs for vision loss simulators, and how this varies between disciplines. Interviews were carried out with 15 designers from five disciplines. The results suggest that one tool is not suitable for all. The graphic and web designers interviewed required a tool to aid communication with clients, hoever, the industrial and engineering designers required two tools, depending on the stage of the design process. To increase their uptake, simulator tools should be used in education.We would like to thank the EPSRC for funding this work, and Wolfson College Cambridge for their support.This is the author accepted manuscript. The final version is available from Springer via http://dx.doi.org/10.1007/978-3-319-07437-5_
Effects of User Age on Smartphone and Tablet Use, Measured with an Eye-Tracker via Fixation Duration, Scan-Path Duration, and Saccades Proportion

The design of user interfaces plays an important role in human computer interaction, especially for smartphones and tablet devices. It is very important to consider the interface design of smartphones for elderly people in order for them to benefit from the variety applications on such devices. The aim of this study is to investigate the effects of user age as well as screen size on smartphone/tablet use. We evaluated the usability of smartphone interfaces for three different age groups: elderly age group (60+ years), middle age group (40-59 years) and younger age group (20-39 years). The evaluation is performed using three different screen sizes of smartphone and tablet devices: 3.2", 7", and 10.1" respectively. An eye-tracker device was employed to obtain three metrics: fixation duration, scan-path duration, and saccades amplitude. Two hypothesis were considered. First, elderly users will have both local and global processing difficulties on smartphone/tablet use than other age groups. Second, all user age groups will be influenced by screen sizes; small screen size will have smaller saccades proportion indicating uneasy interface browsing compared to large screen size. All these results have been statistically evaluated using 2-way ANOVA
Augmented reality tools and learning practice in mobile-learning

There are many augmented reality (AR) applications available that can be used to create educational contents for these mobile devices. This paper surveys the most popular augmented reality applications and we select AR eco-systems to be used in daily teaching activities which are user friendly, do not require programming skills and are free. Different augmented reality technologies are explored in this paper to create teaching activities with animations, videos and other information to be shown on top of interactive documents. It is presented the creation of a novel augmented reality book that was developed with teachers and students. Several examples are also presented that are used in educational activities, from kindergarten to elementary and secondary schools, to improve reading, comprehension and learning of music.info:eu-repo/semantics/publishedVersio
Engaging students with profound and multiple disabilities using humanoid robots

Engagement is the single best predictor of successful learning for children with intellectual disabilities yet achieving engagement with pupils who have profound or multiple disabilities (PMD) presents a challenge to educators. Robots have been used to engage children with autism but are they effective with pupils whose disabilities limit their ability to control other technology? Learning objectives were identified for eleven pupils with PMD and a humanoid robot was programmed to enable teachers to use it to help pupils achieve these objectives. These changes were evaluated with a series of eleven case studies where teacher-pupil dyads were observed during four planned video recorded sessions. Engagement was rated in a classroom setting and during the last session with the robot. Video recordings were analysed for duration of engagement and teacher assistance and number of goals achieved. Rated engagement was significantly higher with the robot than in the classroom. Observations of engagement, assistance and goal achievement remained at the same level throughout the sessions suggesting no reduction in the novelty factor
Trusty URIs: Verifiable, Immutable, and Permanent Digital Artifacts for
  Linked Data

To make digital resources on the web verifiable, immutable, and permanent, we
propose a technique to include cryptographic hash values in URIs. We call them
trusty URIs and we show how they can be used for approaches like
nanopublications to make not only specific resources but their entire reference
trees verifiable. Digital artifacts can be identified not only on the byte
level but on more abstract levels such as RDF graphs, which means that
resources keep their hash values even when presented in a different format. Our
approach sticks to the core principles of the web, namely openness and
decentralized architecture, is fully compatible with existing standards and
protocols, and can therefore be used right away. Evaluation of our reference
implementations shows that these desired properties are indeed accomplished by
our approach, and that it remains practical even for very large files.Comment: Small error corrected in the text (table data was correct) on page
  13: "All average values are below 0.8s (0.03s for batch mode). Using Java in
  batch mode even requires only 1ms per file.
Generating and Summarizing Explanations for Linked Data

International audienceLinked Data consumers may need explanations for debug-ging or understanding the reasoning behind producing the data. They may need the possibility to transform long explanations into more un-derstandable short explanations. In this paper, we discuss an approach to explain reasoning over Linked Data. We introduce a vocabulary to de-scribe explanation related metadata and we discuss how publishing these metadata as Linked Data enables explaining reasoning over Linked Data. Finally, we present an approach to summarize these explanations taking into account user specified explanation filtering criteria
“Semantics Inside!” But let’s not tell the Data Miners: Intelligent Support for Data Mining

Knowledge Discovery in Databases (KDD) has evolved sig- nificantly over the past years and reached a mature stage offering plenty of operators to solve complex data analysis tasks. User support for build- ing data analysis workflows, however, has not progressed sufficiently: the large number of operators currently available in KDD systems and in- teractions between these operators complicates successful data analysis. To help Data Miners we enhanced one of the most used open source data mining tools—RapidMiner—with semantic technologies. Specifi- cally, we first annotated all elements involved in the Data Mining (DM) process—the data, the operators, models, data mining tasks, and KDD workflows—semantically using our eProPlan modelling tool that allows to describe operators and build a task/method decomposition grammar to specify the desired workflows embedded in an ontology. Second, we enhanced RapidMiner to employ these semantic annotations to actively support data analysts. Third, we built an Intelligent Discovery Assistant, eIda, that leverages the semantic annotation as well as HTN planning to automatically support KDD process generation. We found that the use of Semantic Web approaches and technologies in the KDD domain helped us to lower the barrier to data analysis. We also found that using a generic ontology editor overwhelmed KDD-centric users. We, therefore, provided them with problem-centric extensions to Protege. Last and most surprising, we found that our semantic modeling of the KDD domain served as a rapid prototyping approach for several hard-coded improvements of RapidMiner, namely correctness checking of workflows and quick-fixes, reinforcing the finding that even a little semantic modeling can go a long way in improving the understanding of a domain even for domain experts
Predicting SPARQL Query Performance and Explaining Linked Data

International audienceAs the complexity of the Semantic Web increases, efficient ways to query the Semantic Web data is becoming increasingly impor-tant. Moreover, consumers of the Semantic Web data may need expla-nations for debugging or understanding the reasoning behind producing the data. In this paper, firstly we address the problem of SPARQL query performance prediction. Secondly we discuss how to explain Linked Data in a decentralized fashion. Finally we discuss how to summarize the ex-planations
Classification of Interaction Techniques in the 3D Virtual Environment on Mobile Devices

3D Virtual Environments (3DVE) are more and more used in different applications such as CAD, games, or teleoperation. Due to the improvement of smartphones hardware performance, 3D applications were also introduced to mobile devices. In addition, smartphones provide new computing capabilities far beyond the traditional voice communication. They are permitted by the variety of built-in sensors and the internet connectivity. In consequence, interesting 3D applications can be designed by enabling the device capabilities to interact in a 3DVE. Due to the fact that smartphones have small and flat screens and that a 3DVE is wide and dense, mobile devices present some constraints: the environment density, the depth of targets and the occlusion. The pointing task faces these three problems to select a target. We propose a new classification of the existing interaction techniques, according to three axis of classification: a) the three discussed problems (density, depth and occlusion); b) the first two subtasks of the pointing task (navigation, selection); and c) the number of targets selected by the pointing technique (1 or N). In this paper we will begin by presenting a state of the art of the different pointing techniques in existing 3DVE, structured around three selection techniques: a) Ray casting, b) Curve and c) Point cursor. Then we will present our classification, and we will illustrate the classification of the main pointing techniques for 3DVE. From this classification, we will discuss the type of interaction that seems the most appropriate to perform this subtask optimally
A non-invasive approach to detect and monitor acute mental fatigue

In our day to day, we often experience a sense of being tired
due to mental or physical workload. Along with that, there is also a
feeling of degrading performance, even after the completion of simple
tasks. These mental states however, are often not felt consciously or are
ignored. This is an attitude that may result in human error, failure,
and may lead to potential health problems together with a decrease in
quality of life. States of acute mental fatigue may be detected with the
close monitoring of certain indicators, such as productivity, performance
and health indicators. In this paper, a model and prototype are proposed
to detect and monitor acute acute fatigue, based on non-invasive Humancomputer
Interaction (HCI). This approach will enable the development
of better working environments, with an impact on the quality of life and
the work producedThis work was developed in the context of the project CAMCoF - Contextaware
Multimodal Communication Framework funded by ERDF - European
Regional Development Fund through the COMPETE Programme (operational
programme for competitiveness) and by National Funds through the FCT - Funda
ção para a Ciência e a Tecnologia (Portuguese Foundation for Science and
Technology) within project FCOMP-01-0124-FEDER-028980
Establishing the relationship between personality traits and stress in an intelligent environment

Personality traits play a key role in the shaping of emotions, moods,
cognitions, and behaviours of individuals interacting in a virtual environment.
The personalities one exhibits reflect one’s perception of the world and are demonstrated
in the act of communication. Thus, the evaluation of a message can be
changed due to stress and mood variations. Being able to identify the degree
of relationship between one’s personality characteristics and one’s current stress
state can thus facilitate the communication process. In particular, in this paper it is
studied the correlation between some personality traits and the stress levels exhibited
by users’ interactions. To do so a novel approach was followed in which an
intelligent environment is used to support the stress recognition process providing
important personality related information. An experiment has been designed for
the purpose of addressing the estimation of relevant aspects of interactions that
occur in a rich sensory environment. Outputs from the experiment, such as the
relation between personality characteristics and stress, can be used to maximize
the benefits of virtual environments and its applications in fields such as learning,
medicine or conflict resolution.This work was developed in the context of the project CAMCoF - Context-aware Multimodal
Communication Framework funded by ERDF - European Regional Development
Fund through the COMPETE Programme (operational programme for competitiveness)
and by National Funds through the FCT - Fundac¸ ˜ao para a Ciˆencia e a Tecnologia
(Portuguese Foundation for Science and Technology) within project FCOMP-01-0124-
FEDER-028980
Webifying the computerized execution of Clinical Practice Guidelines

The means through which Clinical Practice Guidelines are dissemi-nated and become accessible are a crucial factor in their later adoption by health care professionals. Making these guidelines available in Clinical Decision Sup-port Systems renders their application more personal and thus acceptable at the moment of care. Web technologies may play an important role in increasing the reach and dissemination of guidelines, but this promise remains largely unful-filled. There is a need for a guideline computer model that can accommodate a wide variety of medical knowledge along with a platform for its execution that can be easily used in mobile devices. This work presents the CompGuide frame-work, a web-based and service-oriented platform for the execution of Computer-Interpretable Guidelines. Its architecture comprises different modules whose in-teraction enables the interpretation of clinical tasks and the verification of clinical constraints and temporal restrictions of guidelines represented in OWL. It allows remote guideline execution with data centralization, more suitable for a work en-vironment where physicians are mobile and not bound to a machine. The solution presented in this paper encompasses a computer-interpretable guideline model, a web-based framework for guideline execution and an Application Programming Interface for the development of other guideline execution systems.This work is part-funded by ERDF - European Regional Development Fund through the COMPETE Programme (operational programme for competitiveness) and by National Funds through the FCT – Fundação para a Ciência e a Tecnologia (Portuguese Foundation for Science and Technology) within project FCOMP-01-0124-FEDER-028980 (PTDC/EEI-SII/1386/2012). The work of Tiago Oliveira is supported by doctoral grant by FCT (SFRH/BD/85291/2012)
Facilitating Student Reflection through Digital Technologies in the iTEC Project: Pedagogically-Led Change in the Classroom

During the Europe-wide iTEC project, student reflection has been supported through the development of two dedicated digital tools: TeamUp and ReFlex. Using these tools, students are able to monitor their progress, thus gaining a greater awareness of their learning achievements and an appreciation of the new skills they have developed. Although TeamUp and ReFlex have been well-received by teachers and students, the use of audio-visual tools to support reflection was novel for most and the project evaluation highlighted the need for detailed guidance if these technologies are to be exploited to their full advantage.Peer reviewe