{"title":"Level of Presence in Max Where Virtual Reality","authors":"Borbála Berki","doi":"10.1109/CogInfoCom50765.2020.9237826","DOIUrl":"https://doi.org/10.1109/CogInfoCom50765.2020.9237826","url":null,"abstract":"Presence is the sense of being inside a virtual environment, that can be experienced also in desktop virtual realities not only in full-immersive VRs. MaxWhere is a desktop virtual reality that is used in education and for collaborative work. This VR can be considered as a 3D browser because in the space there are several smartboards where any web-content, document, or image can be displayed. This study compares the sense of presence in MaxWhere virtual reality to other desktop virtual realities with the Igroup Presence Questionnaire. This VR is in focus of numerous scientific research, thus this comparison of presence level could be a great starting point for them. The analysis showed that the level of presence in MaxWhere virtual reality corresponds to the average presence level in other desktop virtual realities. The analysis of the presence profile has shown that the general sense of presence and the spatial presence are relatively high in this VR. The experienced realism scale is the lowest because this VR is designed to foster working and learning inside the virtual space and not for having a high fidelity.","PeriodicalId":236400,"journal":{"name":"2020 11th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"117 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124425307","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Proposal of a Graph-based Motion Planner Architecture","authors":"Csaba Hajdu, Á. Ballagi","doi":"10.1109/CogInfoCom50765.2020.9237891","DOIUrl":"https://doi.org/10.1109/CogInfoCom50765.2020.9237891","url":null,"abstract":"Motion planning is a critical task in robots and autonomous vehicles. This task is typically complex in computation and structure. Current frameworks are difficult to extend and supervise. This article presents a new architectural proposal of motion planning software, which can be used by mobile robots and autonomous vehicles. Defining aspects have been inspired by the foundations of Cognitive Infocommunications (CogInfoCom) to construct a highly interactive system aiming intuitive human-computer collaboration. The structure is based on a graph-based approach which is suitable in a distributed setting. This formalization provides a graphical behavior description, an intuitive way for human actors to interact with the system. The behavior of each acting component is based on a hybrid-system formalism which can further serve as a basis to model human behavior.","PeriodicalId":236400,"journal":{"name":"2020 11th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131341387","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Gamified Mental Cutting Test for enhancing spatial skills","authors":"Robert Tóth, Marianna Zichar, Miklós Hoffmann","doi":"10.1109/CogInfoCom50765.2020.9237888","DOIUrl":"https://doi.org/10.1109/CogInfoCom50765.2020.9237888","url":null,"abstract":"Our research work is about how spatial/visual skills can be developed through Augmented Reality tools. As part of the research, we have already designed an Android application, which offers exercises to the users that are derived from the classic Mental Cutting Test. To engage and motivate the users, the learning process is gamified with the most popular elements of gamification. This paper contributes to the possibilities of the use of gamification in the learning process.","PeriodicalId":236400,"journal":{"name":"2020 11th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133451219","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Navigation Power of MaxWhere: a Unique Solution","authors":"Borbála Berki","doi":"10.1109/CogInfoCom50765.2020.9237904","DOIUrl":"https://doi.org/10.1109/CogInfoCom50765.2020.9237904","url":null,"abstract":"Precise and accurate navigation is an elementary expectation in desktop virtual realities. In this paper, the navigation method of MaxWhere VR is presented, furthermore, it is analyzed in terms of interaction fidelity and controller mapping. The MaxWhere VR platform offers different navigational operations, that are optimized for an external mouse with a scroll wheel. Besides moving forward and backward, rotating the camera view and lifting, another navigation type is available, the spherical orbit. This navigational operation is known from engineering software, and its role is to look around a selected object and observe it from each side. This function can be useful in educational and exhibition spaces where 3D models are located. These navigational operations are considered low-fidelity interactions, compared to human motions, although with the directionally mapped general control devices, such as a mouse, high perceived naturalness can be achieved that can relate to a higher sense of spatial presence.","PeriodicalId":236400,"journal":{"name":"2020 11th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128740562","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
G. Cordasco, Michele Buonanno, M. Faúndez-Zanuy, M. Riviello, Laurence Likforman-Sulem, A. Esposito
{"title":"Gender Identification through Handwriting: an Online Approach","authors":"G. Cordasco, Michele Buonanno, M. Faúndez-Zanuy, M. Riviello, Laurence Likforman-Sulem, A. Esposito","doi":"10.1109/CogInfoCom50765.2020.9237863","DOIUrl":"https://doi.org/10.1109/CogInfoCom50765.2020.9237863","url":null,"abstract":"The present study was designed to identify writer's gender trough online handwriting and drawing analysis. Two groups - one of 126 males (mean age 24.65, SD=2.45) and the other of 114 females (mean age 24.51, SD=2.50) participants were recruited in the experiment. They were asked to perform seven writing and drawing tasks utilizing a digitizing tablet and a special writing device. Seventeen writing features grouped into five categories have been considered. The experiment's results show that the set of considered features enable to discriminate between male and female writers investigating their performance while copying a house drawing (task 2), writing words in capital letters (task 3) and writing a complete sentence in cursive letters (task 7), in particular focusing on Ductus (number of strokes) and Time categories of writing features.","PeriodicalId":236400,"journal":{"name":"2020 11th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130278355","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
R. Sperandeo, T. Longobardi, L. Mosca, V. Cioffi, Enrico Moretto, Yari Mirko Alfano, B. Muzii, N. Maldonato
{"title":"Psychotherapy in interaction with Technology : Proposal of a new investigation area for CogInfoCom","authors":"R. Sperandeo, T. Longobardi, L. Mosca, V. Cioffi, Enrico Moretto, Yari Mirko Alfano, B. Muzii, N. Maldonato","doi":"10.1109/CogInfoCom50765.2020.9237811","DOIUrl":"https://doi.org/10.1109/CogInfoCom50765.2020.9237811","url":null,"abstract":"Recently, the increasingly rapid development of new technologies is leading to a revolution in the field of psychotherapy. We are in front of the spread of a wide range of online mental health services. The parallel development of communication technologies, signal processing and machine learning has led us to a serious reflection on how these technologies can be used to improve the quality of psychotherapy online. Thanks to the mediation of technological systems, during the therapy session we can use the wide range of computational neuroscience and artificial intelligence tools. We can obtain the uniquely and non-subjective recognition of a specific psychopathological event and standardizing the effectiveness of the applied technique can give scientific form to therapeutic practice in following five areas: CogInfoCom and narrative mind; CogInfoCom and affectivity; CogInfoCom and body; CogInfoCom and intersubjectivity; CogInfoCom and ethical process. Therefore, we propose, within the broad theme of intra cognitive communication of the Cognitive InfoCommunication project, the opening of a specific field of investigation that allows the development of models, methods and technologies for the practice of psychotherapy.","PeriodicalId":236400,"journal":{"name":"2020 11th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130001138","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Tool for Creating and Editing Dashboards in VR Spaces Based on a Canonical Set of Operations","authors":"Tarek Setti, Á. Csapó","doi":"10.1109/CogInfoCom50765.2020.9237857","DOIUrl":"https://doi.org/10.1109/CogInfoCom50765.2020.9237857","url":null,"abstract":"VR spaces are increasingly used for purposes other than entertainment, to help communicate ideas in more memorable and effective ways. This paper focuses on the problem of how 2D panel layouts - i.e. information dashboards - can be effectively created and edited in 3D spaces. We propose a set of canonical operations to support such layout design. We also introduce a pilot implementation that enables the use of these operations to help configure 2D content within spaces running on the MaxWhere VR platform.","PeriodicalId":236400,"journal":{"name":"2020 11th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134334420","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Márta Cserné Pekkel, Edina Kocsó, B. Nagy, Tibor Fauszt
{"title":"Interaction of students and the digital educational environment on the University of Dunaujváros","authors":"Márta Cserné Pekkel, Edina Kocsó, B. Nagy, Tibor Fauszt","doi":"10.1109/CogInfoCom50765.2020.9237874","DOIUrl":"https://doi.org/10.1109/CogInfoCom50765.2020.9237874","url":null,"abstract":"The science of mathematics is considered by many to be an abstract and challenging science. Mathematics is also known as the queen of sciences because it can be applied to many areas of our lives. Because of the above, every school strives to help students get as much help in learning mathematics as possible. The interaction of the opportunities offered and the expectations of the students ensures that better and better study materials are prepared. In this work, the expectations of the students of the University of Dunaujváros are examined.","PeriodicalId":236400,"journal":{"name":"2020 11th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133014351","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Map Task Deviation Scores: A Reconstruction","authors":"J. Reverdy, Hayakawa Akira, Carl Vogel","doi":"10.1109/CogInfoCom50765.2020.9237858","DOIUrl":"https://doi.org/10.1109/CogInfoCom50765.2020.9237858","url":null,"abstract":"The Human Communication Research Centre Map Task Corpus is a landmark data source for analysis of multimodal dialogue corpora. The task in this dialogue is the communication by an information giver of a path on a map to an information follower. The corpus includes a measure of task success for each dialogue: the deviation from path scores (the information follower's path from the information giver's path). The original HCRC Map Task works gives information on how the scores for each map were calculated. However, upon analysis and inspection of the corpus materials, we find that it is not possible to reproduce the recorded scores exactly. We report four candidate reconstructions that all appear rational, and note the correlations these lead to with the deviation scores recorded with the corpus. This is important to anyone wishing to reproduce the HCRC method on map-task corpora.","PeriodicalId":236400,"journal":{"name":"2020 11th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"60 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115935718","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}