Miroslav Macík, Anna Kutikova, Z. Míkovec, P. Slavík
{"title":"GraFooSha: Food sharing for senior users","authors":"Miroslav Macík, Anna Kutikova, Z. Míkovec, P. Slavík","doi":"10.1109/COGINFOCOM.2015.7390602","DOIUrl":"https://doi.org/10.1109/COGINFOCOM.2015.7390602","url":null,"abstract":"In this paper we introduce GraFooSha [GRAndmaFOOdSHAring] - a device that provides access to food sharing social network to senior users. GraFooSha is a physical device that incorporates deep-rooted concepts the target group is familiar with. A user study (N=4), conceptual design as well as industrial design is described in the paper. Followed by description of technical realization of mechanical, electronic and software components. The paper is concluded by evaluation with the target user audience (N=10).","PeriodicalId":377891,"journal":{"name":"2015 6th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130513698","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":"Methodologies for subjective performance assessment of collaboration","authors":"E. Lógó, K. Hercegfi, Balázs Péter Hámornik","doi":"10.1109/COGINFOCOM.2015.7390627","DOIUrl":"https://doi.org/10.1109/COGINFOCOM.2015.7390627","url":null,"abstract":"Our goal is to develop methodologies for measuring and analyzing subjective performance of users collaborating in immersive 3D spaces such as Virtual Collaboration Arena (VirCA). The collaborative task in the study was to plan a schedule for a foreign student group spending a weekend in Budapest, Hungary with shared digital representations of documents and other information. The performance is measurable with objective indicators, but a weekend program experience is not an objective category, because includes preferences, aspects, judgement and personal attitudes. Conventionally, users' subjective performance is difficult to measure in collaborative tasks. Q-sorting technique was applied to rank the programs, analyzing them with simple descriptive statistics and Q-methodology.","PeriodicalId":377891,"journal":{"name":"2015 6th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130585514","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}
L. Izsó, K. Hercegfi, M. Köles, Balázs Péter Hámornik
{"title":"Granger causal modelling for analysing time series of psychophysiological and behavioural data gained during virtual reality experiments","authors":"L. Izsó, K. Hercegfi, M. Köles, Balázs Péter Hámornik","doi":"10.1109/COGINFOCOM.2015.7390625","DOIUrl":"https://doi.org/10.1109/COGINFOCOM.2015.7390625","url":null,"abstract":"For deeper understanding of mechanisms of communication and cooperation between team members in virtual technical environments, it is necessary to identify the causal relations between elementary behavioural actions and the psychophysiological responses. Since time is an important ingredient in all causal relations, there is a strong need for methods capable of causal analysis of time series carrying information about the activities of communicating and cooperating partners. Such a method is Granger causal modelling, by the help of which behavioural and psychophysiological data from team members working in a 3D virtual reality environment were simultaneously analysed.","PeriodicalId":377891,"journal":{"name":"2015 6th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130588745","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":"Distance-based dialog acts labeling","authors":"S. Ondáš, J. Juhár","doi":"10.1109/COGINFOCOM.2015.7390572","DOIUrl":"https://doi.org/10.1109/COGINFOCOM.2015.7390572","url":null,"abstract":"The capability to recognize a communication function (dialogue act) of the particular utterance spoken by the speaker in the dialogue interaction, is one of the important ability of human participants in dialogue interactions. Automatic dialog act recognition can make human-computer dialogue interaction more natural and effective. Dialogue act recognition is a language-dependent technology and resources in desired language are required in form of a corpus, where each utterance is labeled by one of the dialog acts. Approaches based on statistical modeling are usually applied to classify dialogue acts. In the paper, simple distance-based approach is introduced and results of evaluation experiments on newly-prepared corpus in Slovak language are presented.","PeriodicalId":377891,"journal":{"name":"2015 6th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132423364","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":"Towards a physiology based difficulty control system for serious games","authors":"M. Köles, Luca Szegletes, B. Forstner","doi":"10.1109/COGINFOCOM.2015.7390612","DOIUrl":"https://doi.org/10.1109/COGINFOCOM.2015.7390612","url":null,"abstract":"Serious games can be most efficient if the users are motivated and engaged in the gameplay. Whereas improving core gameplay mechanics can probably yield good results, a dynamic difficulty controlling system might offer additional benefit to a well-designed game. Although performance is the easiest measure to base a control framework on, it is a combination of many different effects. Physiology channels, such as electroencephalography, electrocardiography and pupillometry can reveal the changes in invested mental effort levels and would serve as a more objective base for a difficulty controlling system. To test this assumption, we used Tetris because it is a well-known game and it is simple to manipulate difficulty. In the first half of the experiment, all participants played four pre-set difficulty levels and one customized. In the second part, we tried to elicit certain mental states (boredom, frustration, engagement and fatigue) that are important markers for a controlling system by manipulating difficulty in different patterns. We have found that only pupil diameter data corresponded with expected results. Possible causes and future directions are discussed.","PeriodicalId":377891,"journal":{"name":"2015 6th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123225108","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}
K. Hercegfi, A. Komlódi, Bálint Szabó, M. Köles, E. Lógó, Balázs Péter Hámornik, Gyöngyi Rózsa
{"title":"Experiences of virtual desktop collaboration experiments","authors":"K. Hercegfi, A. Komlódi, Bálint Szabó, M. Köles, E. Lógó, Balázs Péter Hámornik, Gyöngyi Rózsa","doi":"10.1109/COGINFOCOM.2015.7390622","DOIUrl":"https://doi.org/10.1109/COGINFOCOM.2015.7390622","url":null,"abstract":"The Virtual Desktop series of experiments of the NeuroCogSpace project is an explorative research on collaboration behavior in virtual space applying Virtual Collaboration Arena (VirCA). A series of methodological challenges such as application of EEG, ECG, and mobile eye-tracking in immersive Virtual Reality (VR) environment were introduced. In this paper, experiences on experiment design and preliminary results are presented.","PeriodicalId":377891,"journal":{"name":"2015 6th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121703879","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":"Influencing household location decision making: Potential in transportation management?","authors":"B. Gaal","doi":"10.1109/COGINFOCOM.2015.7390585","DOIUrl":"https://doi.org/10.1109/COGINFOCOM.2015.7390585","url":null,"abstract":"Housing location decision is basic information for transportation modeling. As the basis of trip generation its modelling is quite well-studied. These models are based on economic theories and assume the knowledge of a broad range of decisive information. At the same time people tend to make decision knowing far less information using heuristics. Utilizing this decision making process the question arises: providing more detailed, easily accessible information do people make more rational decision? And further considering: providing these information could we influence decision making to match with the objectives of regional development and transportation management?","PeriodicalId":377891,"journal":{"name":"2015 6th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"289 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122103429","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":"HoloR: Interactive mixed-reality rooms","authors":"Carsten Schwede, T. Hermann","doi":"10.1109/COGINFOCOM.2015.7390647","DOIUrl":"https://doi.org/10.1109/COGINFOCOM.2015.7390647","url":null,"abstract":"Existing virtual reality technologies conver only certain areas of the mixed-reality spectrum: Augmented reality goggles are unable to provide immersion while head-mounted displays make it difficult to interact with the real world. In this paper we introduce HoloR - short for Holographic Room: A stereoscopic, multi-person, multi-viewer, spatial projected augmented reality system, which enables applications to blend between different parts of the mixed-reality spectrum. By using web-technologies like JavaScript and WebGL the operation of HoloR does not require any installation or compiling process and thus enables rapid development of applications and extensions. We present different sample applications ranging from collaborative data exploration to augmented persons and ambient information systems.","PeriodicalId":377891,"journal":{"name":"2015 6th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129688697","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":"Posters, metadata, description schemas","authors":"Margit Némethi-Takács","doi":"10.1109/COGINFOCOM.2015.7390581","DOIUrl":"https://doi.org/10.1109/COGINFOCOM.2015.7390581","url":null,"abstract":"The number of electronic archives holding image documents such as posters is increasing besides traditional, textual materials. It is definitely true for the digitized poster collections that the use of metadata is essential for their operation as with the help of metadata electronic documents can be efficiently sorted and retrieved. This study shows an example how it is possible to store the metadata of posters efficiently.","PeriodicalId":377891,"journal":{"name":"2015 6th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124958216","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":"Empirical findings in cognitive entity management: A challenge in the digital era","authors":"Patrick Waldbuesser, L. Komlosi","doi":"10.1109/COGINFOCOM.2015.7390632","DOIUrl":"https://doi.org/10.1109/COGINFOCOM.2015.7390632","url":null,"abstract":"Our research project has been triggered by recent research findings in the field of cognitive info-communications. Our interest has been intrigued specifically by views and definitions of cognitive infocommunications (CogInfoCom) as formulated, e.g. in (Baranyi and Csapo, 2014 and Baranyi, Csapo and Sallai, eds, 2015). We have conducted empirical research to find out how the cognitive processes of the human mind co-evolve with infocommunications devices and interact with other cognitive systems. Our research suggests that smart systems (human and non-human cognizing entities alike) will be enabled in digital space to cooperate in efficient ways never experienced before, thus showing novel ways of information management. The central assumption of the paper draws on the claim about the irrevocable appearance of a new perception and conceptualization of information management and digital cognition. On the basis of an analysis of a representative sample of questionnaires of more than 1.700 respondents belonging to different generations of the staff of AUDI AG Germany and Audi Hungaria we put forward the characterization of a new phenomenon termed the Connected Cognitive Entity Generation (CCE Generation). The paper explains in what ways the concept of \"generation CE\" introduced in (Baranyi, Csapo and Sallai, eds, 2015) has been extended here. It is claimed that the perception of information management and the resulting behavior is not only faster involving greater complexities, but it also facilitates coping with virtualization in general, leading to efficiently shaping cultures taking into consideration augmented reality. The paper delineates the individual perspective on cognition and the socially embedded (connected) perspective of the cognitive personalities (\"reasoning entities\") on social cognition within a corporate environment. The paper makes an attempt to elaborate on the innovative drive which resides in interactive informational frameworks which consist of a multitude of connections of a cognitive personality to other cognitive entities, human and non-human alike. It is shown that management ought to be seen as the meta-level of organizational interactive behavior. The main objective of the paper is to show the possible impacts of digital culture on the nature of management and leadership in corporate settings. A particular focus of the paper is to throw light on the various aspects of identification for cognitive personalities in the context of corporate management.","PeriodicalId":377891,"journal":{"name":"2015 6th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116359464","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}