Multi-user collaboration at research and development (R&D) workbenches in advanced optics laboratories involves updating and documenting the status of hundreds of components. Although there are abundant mixed real...
Multi-user collaboration at research and development (R&D) workbenches in advanced optics laboratories involves updating and documenting the status of hundreds of components. Although there are abundant mixed reality (MR) systems to support the collaboration of spatially co-located users, limited methods are available to facilitate cooperation in the spatial-temporal domain. Inspired by the version control workflow used in software development, we propose RealityGit, a novel cross-reality (CR) system design that leverages the recent advancements of neural radiance fields (NeRF). We illustrate how the NeRF model can be used to channel users with different extended reality (XR) experiences by providing an accurate immersive visual documentation of the historical states of a complex R&D workbench. We demonstrate the feasibility of such a system through an implementation where users could contribute to the version control workflows by integrating historical NeRF scans into their MR devices or providing status reviews by annotating or editing a NeRF model in virtual reality (VR).
Emotion recognition technology based on electroencephalogram (EEG) signals has become a focal point for experts and scholars globally. To improve the accuracy of machine understanding of human emotions, this paper cha...
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Systematically changing the size and opacity of points on scatterplots can be used to induce more accurate perceptions of correlation by viewers. Evidence points to the mechanisms behind these effects being similar, s...
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Instant messaging (IM) communication has been widely studied due to its prevalence in our everyday communication. Numerous factors that contribute to (un)responsiveness have been identified. Yet an integrated view of ...
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作者:
Yang, DongjieZhao, HaiDepartment of Computer Science and Engineering
Shanghai Jiao Tong University Key Laboratory of Shanghai Education Commission for Intelligent Interaction and Cognitive Engineering Shanghai Jiao Tong University Shanghai Key Laboratory of Trusted Data Circulation and Governance in Web3 China
Large Language Models (LLMs) have shown the impressive capability of answering questions in a wide range of scenarios. However, when LLMs face different types of questions, it is worth exploring whether LLMs are aware...
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Usability and design of serious game technologies have been widely investigated as academic interventions tools for children with autism. However, besides the technology, the sociocultural and institutional context al...
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ISBN:
(纸本)9798400700248
Usability and design of serious game technologies have been widely investigated as academic interventions tools for children with autism. However, besides the technology, the sociocultural and institutional context also impacts the gameplay activities of children with autism as well as the external support provided by instructors. Therefore, this paper investigates i) the impact of sociocultural and institutional context over the engagement of children with autism with serious game technologies, ii) the types of external support children with autism are offered or require during gameplay session, and iii) the type of rewards and encouragers that can act as unbiased support to increase the engagement of the children with autism during *** paper investigates these factors with an inductive analysis of educational gameplay activities of 23 children with autism in Lahore, Pakistan. Our study found that sociocultural and institutional context has substantial impact over the gameplay activities of children with autism. Children required both physical and verbal support during the gameplay activities, and institutional context influences the behavior of instructors as well. Finally, dynamic animations, rewards and encouragers can keep the children engaged for longer in the gameplay.
This work studies knowledge distillation (KD) and addresses its constraints for recurrent neural network transducer (RNN-T) models. In hard distillation, a teacher model transcribes large amounts of unlabelled speech ...
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Background: The growing concern on adolescent mental health calls for proactive early detection and intervention strategies. There is a recognition of the link between digital phenotypes and mental health, drawing att...
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Background: The growing concern on adolescent mental health calls for proactive early detection and intervention strategies. There is a recognition of the link between digital phenotypes and mental health, drawing attention to their potential use. However, the process of collecting digital phenotype data presents challenges despite its promising prospects. Objective: This study aims to develop and validate system concepts for collecting adolescent digital phenotypes that effectively manage inherent challenges in the process. Methods: In a formative investigation (N=34), we observed adolescent self-recording behaviors and conducted interviews to develop design goals. These goals were then translated into system concepts, which included planners resembling interfaces, simplified data input with tags, visual reports on behaviors and moods, and supportive ecological momentary assessment (EMA) prompts. A proof-of-concept study was conducted over 2 weeks (n=16), using tools that simulated the concepts to record daily activities and complete EMA surveys. The effectiveness of the system was evaluated through semistructured interviews, supplemented by an analysis of the frequency of records and responses. Results: The interview findings revealed overall satisfaction with the system concepts, emphasizing strong support for self-recording. Participants consistently maintained daily records throughout the study period, with no missing data. They particularly valued the recording procedures that aligned well with their self-recording goal of time management, facilitated by the interface design and simplified recording procedures. Visualizations during recording and subsequent report viewing further enhanced engagement by identifying missing data and encouraging deeper self-reflection. The average EMA compliance reached 72%, attributed to a design that faithfully reflected adolescents’ lives, with surveys scheduled at convenient times and supportive messages tailored to their dai
This paper considers novel ethical issues pertaining to near-future artificial intelligence (AI) systems that seek to support, maintain, or enhance the capabilities of older adults as they age and experience cognitive...
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