Abstract: Augmented Reality and Augmented Intelligence are radically changing information technology. The path that starts from the keyboard and then, passing through milestones such as Siri, Alexa and other vocal avatars, reaches a more fluid and natural communication with computers, thus converting the dichotomy between man and machine into a harmonious interaction, now heads unequivocally towards a new IT paradigm, where holographic computing will play a key role. The OLOS® platform contributes substantially to this trend in that it infuses computers with human features, by transferring the gestures and expressions of persons of flesh and bones to anthropomorphic holographic interfaces which in turn will use them to interact with real-life humans. In fact, we could say, boldly but with a solid technological background to back the statement, that OLOS® gives reality to an altogether new entity, placed at the exact boundary between nature and technology, namely the holographic human being. Holographic humans qualify as the perfect carriers for the virtual reincarnation of characters handed down from history and tradition. Thus, they provide for an innovative and highly immersive way of experiencing our cultural heritage as something alive and pulsating in the present.
Abstract: Expert sight readers rely on their ability to recognize patterns in scores, their inner hearing and prediction skills in order to perform complex sight reading exercises. They also have the ability to observe deviations from expected patterns in musical scores. This increases the “Eye-hand span” (reading ahead of the point of playing) in order to process the elements in the score. The study aims to investigate the gaze patterns of expert and non-expert sight readers focusing on key and time signatures. 20 musicians were tasked with playing 12 sight reading examples composed for one hand and five examples composed for two hands to be performed on a piano keyboard. These examples were composed in different keys and time signatures and included accidentals and changes of time signature to test this theory. Results showed that the experts fixate more and for longer on key and time signatures as well as deviations in examples for two hands than the non-expert group. The inverse was true for the examples for one hand, where expert sight readers showed fewer and shorter fixations on key and time signatures as well as deviations. This seems to suggest that experts focus more on the key and time signatures as well as deviations in complex scores to facilitate sight reading. The examples written for one appeared to be too easy for the expert sight readers, compromising gaze patterns.
Abstract: The readiness potential in brain waves is a brain activity related with an intention whose potential arises even before its conscious intention. This study was carried out in order to understand the generation and mechanism of the readiness potential more. The experiment with two subjects was conducted in two ways following the Oddball task protocol. Firstly, auditory stimuli were randomly presented to the subjects. The subject was allowed to press the keyboard with the right index finger only when the subject heard the target stimulus but not the standard stimulus. Secondly, unlike the first one, the auditory stimuli were randomly presented, and the subjects pressed the keyboard in the same manner, but at the same time with grasping action of the left hand. The readiness potential showed up for both of these experiments. In the first Oddball experiment, the readiness potential was detected only when the target stimulus was presented. However, in the second Oddball experiment with the left hand action of grasping something, the readiness potential was detected at the presentation of for both standard and target stimuli. However, detected readiness potentials with the target stimuli were larger than those of the standard stimuli. We found an interesting phenomenon that the readiness potential was able to be detected even the standard stimulus. This indicates that motor-related readiness potentials can be generated only by the intention to move. These results present a new perspective in psychology and brain engineering since subconscious brain action may be prior to conscious recognition of the intention.
Abstract: This case study responds to the current trends in ICT. Mobile Touch iPads can provide very good assistance to disabled seniors. The intuitive tablet environment, the possibility of the formation environment and its portability, has a very positive effect on the use of particular communication. For comparison, using a conventional PC/notebook, word processor, keyboard and computer mouse compared to the iPad and selected applications. The results of this case study show that the use of mobile touch devices iPad for seniors with mental retardation is a great benefit. These devices do not require high demands on graphomotorics like a standard PC devices.
Abstract: The segregation of waste of electrical and electronic equipment (WEEE) in the generating source, its characterization (quali-quantitative) and identification of origin, besides being integral parts of classification reports, are crucial steps to the success of its integrated management. The aim of this paper was to count WEEE generation at the Federal University of Espírito Santo (UFES), Brazil, as well as to define sources, temporary storage sites, main transportations routes and destinations, the most generated WEEE and its recycling potential. Quantification of WEEE generated at the University in the years between 2010 and 2015 was performed using data analysis provided by UFES’s sector of assets management. EEE and WEEE flow in the campuses information were obtained through questionnaires applied to the University workers. It was recorded 6028 WEEEs units of data processing equipment disposed by the university between 2010 and 2015. Among these waste, the most generated were CRT screens, desktops, keyboards and printers. Furthermore, it was observed that these WEEEs are temporarily stored in inappropriate places at the University campuses. In general, these WEEE units are donated to NGOs of the city, or sold through auctions (2010 and 2013). As for recycling potential, from the primary processing and further sale of printed circuit boards (PCB) from the computers, the amount collected could reach U$ 27,839.23. The results highlight the importance of a WEEE management policy at the University.
Abstract: With the rapid development of computer technology,
the design of computers and keyboards moves towards a trend of
slimness. The change of mobile input devices directly influences
users’ behavior. Although multi-touch applications allow entering
texts through a virtual keyboard, the performance, feedback, and
comfortableness of the technology is inferior to traditional keyboard,
and while manufacturers launch mobile touch keyboards and
projection keyboards, the performance has not been satisfying.
Therefore, this study discussed the design factors of slim
pressure-sensitive keyboards. The factors were evaluated with an
objective (accuracy and speed) and a subjective evaluation
(operability, recognition, feedback, and difficulty) depending on the
shape (circle, rectangle, and L-shaped), thickness (flat, 3mm, and
6mm), and force (35±10g, 60±10g, and 85±10g) of the keyboard.
Moreover, MANOVA and Taguchi methods (regarding
signal-to-noise ratios) were conducted to find the optimal level of each
design factor. The research participants, by their typing speed (30
words/ minute), were divided in two groups. Considering the
multitude of variables and levels, the experiments were implemented
using the fractional factorial design. A representative model of the
research samples were established for input task testing. The findings
of this study showed that participants with low typing speed primarily
relied on vision to recognize the keys, and those with high typing
speed relied on tactile feedback that was affected by the thickness and
force of the keys. In the objective and subjective evaluation, a
combination of keyboard design factors that might result in higher
performance and satisfaction was identified (L-shaped, 3mm, and
60±10g) as the optimal combination. The learning curve was analyzed
to make a comparison with a traditional standard keyboard to
investigate the influence of user experience on keyboard operation.
The research results indicated the optimal combination provided input
performance to inferior to a standard keyboard. The results could serve
as a reference for the development of related products in industry and
for applying comprehensively to touch devices and input interfaces
which are interacted with people.
Abstract: The purpose of this study is to determine whether paper assessment especially in the subject mathematics will ever be completely replaced by online assessment using Learning Management System and Content Management System such as blackboard. Testing students has moved from the traditional scribbling and sketching on paper towards working online on a screen and keyboard. It is found that online assessment by using selective types of questions like multiple choices, true or false and final answer questions don’t reflect the actual understanding of students in solving the problems and teachers can’t determine the weakness points of students. In addition, it is showed that OBMCQs are a very good tool for self-assessment and when teachers are testing for knowledge and facts. But when it comes to the skills, OBMCQs are poor tools for measuring the ability to apply knowledge to complex math problem.
Abstract: The Smart Help for persons with disability (PWD) is a
part of the project SMARTDISABLE which aims to develop relevant
solution for PWD that target to provide an adequate workplace
environment for them. It would support PWD needs smartly through
smart help to allow them access to relevant information and
communicate with other effectively and flexibly, and smart editor
that assist them in their daily work. It will assist PWD in knowledge
processing and creation as well as being able to be productive at the
work place. The technical work of the project involves design of a
technological scenario for the Ambient Intelligence (AmI) - based
assistive technologies at the workplace consisting of an integrated
universal smart solution that suits many different impairment
conditions and will be designed to empower the Physically disabled
persons (PDP) with the capability to access and effectively utilize the
ICTs in order to execute knowledge rich working tasks with
minimum efforts and with sufficient comfort level. The proposed
technology solution for PWD will support voice recognition along
with normal keyboard and mouse to control the smart help and smart
editor with dynamic auto display interface that satisfies the
requirements for different PWD group. In addition, a smart help will
provide intelligent intervention based on the behavior of PWD to
guide them and warn them about possible misbehavior. PWD can
communicate with others using Voice over IP controlled by voice
recognition. Moreover, Auto Emergency Help Response would be
supported to assist PWD in case of emergency. This proposed
technology solution intended to make PWD very effective at the
work environment and flexible using voice to conduct their tasks at
the work environment. The proposed solution aims to provide
favorable outcomes that assist PWD at the work place, with the
opportunity to participate in PWD assistive technology innovation
market which is still small and rapidly growing as well as upgrading
their quality of life to become similar to the normal people at the
workplace. Finally, the proposed smart help solution is applicable in
all workplace setting, including offices, manufacturing, hospital, etc.
Abstract: Recent concerns about the value of teaching cursive
handwriting in the classroom are based on the belief that cursive
handwriting or penmanship is an outdated and unnecessary skill in
today’s online world. The discussion of this issue begins with a
description of current initiatives to eliminate handwriting instruction
in schools. This is followed by a brief history of cursive writing
through the ages. Next considered is a description of its benefits as a
preliminary process for younger children as compared with
immediate instruction in keyboarding, particularly in the areas of
vision, cognition, motor skills and automatic fluency. Also
considered, is cursive’s companion, paper itself, and the impact of a
paperless, “screen and keyboard” environment. The discussion
concludes with a consideration of the unique contributions of cursive
and keyboarding as written forms of communication, along with their
respective surfaces, paper and screen. Finally, an assessment of the
practical utility of each skill is followed by an informal assessment of
what is lost and what remains as we move from a predominantly
paper and pen world of handwriting to texting and keyboarding in an
environment of screens.
Abstract: Keyboard is the most important equipment for computer tasks. However, improper design of keyboard would cause some symptoms like ulnar and/or radial deviations. The research goal of this study was to investigate the optimal size(s) of keycaps to increase efficiency. As shown in the questionnaire pre-study with 49 participants aged from 20 to 44, the most commonly used keyboards were 101-key standard keyboards. Most of the keycap sizes (W×L) were 1.3×1.5 cm and 1.5×1.5 cm. The fingertip breadths of most participants were 1.2 cm. Therefore, in the main study with 18 participants, a standard keyboard with each set of the 3-sized (1.2×1.4 cm, 1.3×1.5 cm, and 1.5×1.5 cm) keycaps were used to investigate their typing efficiency, respectively. The results revealed that the differences between the operating times for using 1.3×1.5 cm and 1.2×1.4 cm keycaps was insignificant while operating times for using 1.5×1.5cm keycaps were significantly longer than for using 1.2×1.4 cm or 1.3×1.5 cm, respectively. As for typing error rate, there was no significant difference.
Abstract: A game using electro-oculography (EOG) as control signal was introduced in this study. Various EOG signals are generated by eye movements. Even though EOG is a quite complex type of signal, distinct and separable EOG signals could be classified from horizontal and vertical, left and right eye movements. Proper signal processing was incorporated since EOG signal has very small amplitude in the order of micro volts and contains noises influenced by external conditions. Locations of the electrodes were set to be above and below as well as left and right positions of the eyes. Four control signals of up, down, left and right were generated. A microcontroller processed signals in order to simulate a DDR game. A LCD display showed arrows falling down with four different head directions. This game may be used as eye exercise for visual concentration and acuity. Our proposed EOG control signal can be utilized in many other applications of human machine interfaces such as wheelchair, computer keyboard and home automation.
Abstract: At present, dictionary attack has been the basic tool for
recovering key passwords. In order to avoid dictionary attack, users
purposely choose another character strings as passwords. According to
statistics, about 14% of users choose keys on a keyboard (Kkey, for
short) as passwords. This paper develops a framework system to attack
the password chosen from Kkeys and analyzes its efficiency. Within
this system, we build up keyboard rules using the adjacent and parallel
relationship among Kkeys and then use these Kkey rules to generate
password databases by depth-first search method. According to the
experiment results, we find the key space of databases derived from
these Kkey rules that could be far smaller than the password databases
generated within brute-force attack, thus effectively narrowing down
the scope of attack research. Taking one general Kkey rule, the
combinations in all printable characters (94 types) with Kkey adjacent
and parallel relationship, as an example, the derived key space is about
240 smaller than those in brute-force attack. In addition, we
demonstrate the method's practicality and value by successfully
cracking the access password to UNIX and PC using the password
databases created
Abstract: This paper describes a 3D modeling system in
Augmented Reality environment, named 3DARModeler. It can be
considered a simple version of 3D Studio Max with necessary
functions for a modeling system such as creating objects, applying
texture, adding animation, estimating real light sources and casting
shadows. The 3DARModeler introduces convenient, and effective
human-computer interaction to build 3D models by combining both
the traditional input method (mouse/keyboard) and the tangible input
method (markers). It has the ability to align a new virtual object with
the existing parts of a model. The 3DARModeler targets nontechnical
users. As such, they do not need much knowledge of
computer graphics and modeling techniques. All they have to do is
select basic objects, customize their attributes, and put them together
to build a 3D model in a simple and intuitive way as if they were
doing in the real world. Using the hierarchical modeling technique,
the users are able to group several basic objects to manage them as a
unified, complex object. The system can also connect with other 3D
systems by importing and exporting VRML/3Ds Max files. A
module of speech recognition is included in the system to provide
flexible user interfaces.
Abstract: With the development of ubiquitous computing,
current user interaction approaches with keyboard, mouse and pen
are not sufficient. Due to the limitation of these devices the useable
command set is also limited. Direct use of hands as an input device is
an attractive method for providing natural Human Computer
Interaction which has evolved from text-based interfaces through 2D
graphical-based interfaces, multimedia-supported interfaces, to fully
fledged multi-participant Virtual Environment (VE) systems.
Imagine the human-computer interaction of the future: A 3Dapplication
where you can move and rotate objects simply by moving
and rotating your hand - all without touching any input device. In this
paper a review of vision based hand gesture recognition is presented.
The existing approaches are categorized into 3D model based
approaches and appearance based approaches, highlighting their
advantages and shortcomings and identifying the open issues.
Abstract: This paper proposes an architectural and graphical
user interface (GUI) design of a traditional Thai musical instrument
application for tablet computers for practicing “Ranaad Ek" which is
a trough-resonated keyboard percussion instrument. The application
provides percussion methods for a player as real as a physical
instrument. The application consists of two playing modes. The first
mode is free playing, a player can freely multi touches on wooden bar
to produce instrument sounds. The second mode is practicing mode
that guilds the player to follow percussions and rhythms of practice
songs. The application has achieved requirements and specifications.
Abstract: The computer has become an essential tool in modern
life, and the combined use of a computer with a projector is very
common in teaching and presentations. However, as typical computer
operating devices involve a mouse or keyboard, when making
presentations, users often need to stay near the computer to execute
functions such as changing pages, writing, and drawing, thus, making
the operation time-consuming, and reducing interactions with the
audience. This paper proposes a laser pointer interaction system able
to simulate mouse functions in order that users need not remain near
the computer, but can directly use laser pointer operations from at a
distance. It can effectively reduce the users- time spent by the
computer, allowing for greater interactions with the audience.
Abstract: Nowadays, people are going more and more mobile, both in terms of devices and associated applications. Moreover, services that these devices are offering are getting wider and much more complex. Even though actual handheld devices have considerable computing power, their contexts of utilization are different. These contexts are affected by the availability of connection, high latency of wireless networks, battery life, size of the screen, on-screen or hard keyboard, etc. Consequently, development of mobile applications and their associated mobile Web services, if any, should follow a concise methodology so they will provide a high Quality of Service. The aim of this paper is to highlight and discuss main issues to consider when developing mobile applications and mobile Web services and then propose a framework that leads developers through different steps and modules toward development of efficient and secure mobile applications. First, different challenges in developing such applications are elicited and deeply discussed. Second, a development framework is presented with different modules addressing each of these challenges. Third, the paper presents an example of a mobile application, Eivom Cinema Guide, which benefits from following our development framework.
Abstract: This paper introduces a hardware solution to password
exposure problem caused by direct accesses to the keyboard hardware
interfaces through which a possible attacker is able to grab user-s
password even where existing countermeasures are deployed. Several
researches have proposed reasonable software based solutions to the
problem for years. However, recently introduced hardware
vulnerability problems have neutralized the software approaches and
yet proposed any effective software solution to the vulnerability.
Hardware approach in this paper is expected as the only solution to the
vulnerability
Abstract: This paper presents a boarding on biometric
authentication through the Keystrokes Dynamics that it intends to
identify a person from its habitual rhythm to type in conventional
keyboard. Seven done experiments: verifying amount of prototypes,
threshold, features and the variation of the choice of the times of the
features vector. The results show that the use of the Keystroke
Dynamics is simple and efficient for personal authentication, getting
optimum resulted using 90% of the features with 4.44% FRR and 0%
FAR.
Abstract: Flight management system (FMS) is a specialized
computer system that automates a wide variety of in-flight tasks,
reducing the workload on the flight crew to the point that modern
aircraft no longer carry flight engineers or navigators. The primary
function of FMS is to perform the in-flight management of the flight
plan using various sensors (such as GPS and INS often backed up by
radio navigation) to determine the aircraft's position. From the
cockpit FMS is normally controlled through a Control Display Unit
(CDU) which incorporates a small screen and keyboard or touch
screen. This paper investigates the performance of GPS/ INS
integration techniques in which the data fusion process is done using
Kalman filtering. This will include the importance of sensors
calibration as well as the alignment of the strap down inertial
navigation system. The limitations of the inertial navigation systems
are investigated in order to understand why INS sometimes is
integrated with other navigation aids and not just operating in standalone
mode. Finally, both the loosely coupled and tightly coupled
configurations are analyzed for several types of situations and
operational conditions.