This paper develops a Temporal Control Augmented Reality Interaction Player (TCAIP) based on Microsoft Kinect, aiming to enhance the interactive experience of children in history and science education. The primary obj...
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ISBN:
(纸本)9783031717062;9783031717079
This paper develops a Temporal Control Augmented Reality Interaction Player (TCAIP) based on Microsoft Kinect, aiming to enhance the interactive experience of children in history and science education. The primary objective is to allow users to control the playback speed, direction, and scale of educational content in real time through simple gestures, thereby facilitating an intuitive exploration of complex scientific phenomena or historical images spanning large time periods. The experiment involved 15 participants aged 7 to 17, who interacted with the system in a controlled environment. The findings indicate that the TCAIP system significantly improves memory retention and understanding of scientific concepts among the participants. User feedback highlighted the system's ease of use and its potential for widespread application in educational settings. This research demonstrates the efficacy of interactive technology in improving learning outcomes and provides valuable insights for the future development of educational technologies.
Transportation of samples across different domains is a central task in several machine learning problems. A sensible requirement for domain transfer tasks in computer vision and language domains is the sparsity of th...
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Electroencephalography (EEG) offers non-invasive, real-time mental workload assessment, which is crucial in high-stakes domains like aviation and medicine and for advancing brain-computer interface (BCI) technologies....
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Virtual human is the research focus in the field of human-computer interaction under the trend of metaverse. The current research on virtual human focuses on the influence of virtual human driven by computer program o...
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ISBN:
(纸本)9783031359682;9783031359699
Virtual human is the research focus in the field of human-computer interaction under the trend of metaverse. The current research on virtual human focuses on the influence of virtual human driven by computer program on the user's attitude and behavior, and the virtual human generated by real person through wearable sensing devices presents us a new form of virtual human. However, there are no studies to examine the different effects of these two virtual human concepts on customer experience and willingness to use preference. We study the differences on customer experience and willingness to use for these two kinds of virtual human products through an online experiment. Our results show that customers have higher willingness to use real person generated virtual human products than computer program generated virtual human products. The intrinsic reason can be explained by flow theory. Compared with computer program generated virtual human, real person generated virtual human has a higher "Explicit Feedback" experience and a higher "Ability vs. Challenge Balance" experience, which affects their willingness to use the products.
It is a well-known fact that most western music is based on equal temperament, but Indian music is based on just intonation. However, the west has always been in the lead in creating electronic music processing tools ...
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We focus on maximizing a non-negative k-submodular function under a knapsack constraint. As a generalization of submodular functions, a k-submodular function considers k distinct, non-overlapping subsets instead of a ...
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In this paper, we discuss a generalization of Vieta theorem (Vieta’s formulas) to the case of Clifford geometric algebras. We compare the generalized Vieta’s formulas with the ordinary Vieta’s formulas for characte...
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This paper analyses factual and legal aspects on the quantum of criminal sanctions in cases of drug micro-trafficking. This case study considers the Italian jurisdiction, which contemplates two legal qualifications of...
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ISBN:
(纸本)9783031398407;9783031398414
This paper analyses factual and legal aspects on the quantum of criminal sanctions in cases of drug micro-trafficking. This case study considers the Italian jurisdiction, which contemplates two legal qualifications of drug dealing, i.e., "minor" and "non-minor" offences. As a case-by-case analysis is required to courts of merits in deciding how the offence has to be legally qualified, the study aims to identify trends and to cast light and provide explanations on the judicial decision-making about the legal qualification of a set of facts. The study emphasizes the importance of combining criminal judgment with innovative tools to facilitate the work of judges and allow information-based studies about jurisprudential trends.
Personalized Federated Learning (pFL) is among the most popular tasks in distributed deep learning, which compensates for mutual knowledge and enables device-specific model personalization. However, the effectiveness ...
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Multi-criteria decision-making often involves selecting a small representative set from a database. A recently proposed method is the regret minimization set (RMS) queries. It aims to rectify the shortcomings of needi...
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