Advances in Human-Computer Interaction最新文献

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Exploring Sign Language Detection on Smartphones: A Systematic Review of Machine and Deep Learning Approaches 探索智能手机上的手语检测:机器学习和深度学习方法的系统回顾
IF 2.9
Advances in Human-Computer Interaction Pub Date : 2024-03-11 DOI: 10.1155/2024/1487500
Iftikhar Alam, Abdul Hameed, Riaz Ahmad Ziar
{"title":"Exploring Sign Language Detection on Smartphones: A Systematic Review of Machine and Deep Learning Approaches","authors":"Iftikhar Alam, Abdul Hameed, Riaz Ahmad Ziar","doi":"10.1155/2024/1487500","DOIUrl":"https://doi.org/10.1155/2024/1487500","url":null,"abstract":"In this modern era of technology, most of the accessibility issues are handled with the help of smart devices and cutting-edge gadgets. Smartphones play a crucial role in addressing various accessibility challenges, including voice recognition, sign language detection and interpretation, navigation systems, speech-to-text conversion, and vice versa, among others. They are computationally powerful enough to handle and run numerous machine and deep learning applications. Among various accessibility challenges, speech disorders represent a disability where individuals struggle to communicate verbally. Similarly, hearing loss is a disability that impairs an individual’s ability to hear, necessitating reliance on gestures for communication. A significant challenge encountered by people with speech disorders, hearing loss, or both is their inability to effectively convey or receive messages from others. Hence, these individuals heavily depend on the sign language (a gesture-based communication) method, typically involving hand movements and expressions. To the best of our knowledge, there are currently no comprehensive review and/or survey articles available that cover the literature on speech disabilities and sign language detection and interpretation via smartphones utilizing machine learning and/or deep learning approaches. This study fills the gap in the literature by analyzing research publications on speech disabilities, published from 2012 to July 2023. A rigorous search and standard strategy for formulating the literature along with a well-defined theoretical framework for results and findings have been used. The paper has implications for practitioners and researchers working in accessibilities in general and smart/intelligent gadgets and applications for speech-disabled people in specific.","PeriodicalId":44873,"journal":{"name":"Advances in Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":2.9,"publicationDate":"2024-03-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140252442","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}
引用次数: 0
Evaluating Students’ User Experience on Student Management Information Systems 评估学生管理信息系统的用户体验
IF 2.9
Advances in Human-Computer Interaction Pub Date : 2024-03-05 DOI: 10.1155/2024/8450204
N. Kuadey, Carlos Ankora, Laurene Adjei, E. Krampa, Stephen Oladagba Bolatimi, Lily Bensah, C. C. M. Agbesi
{"title":"Evaluating Students’ User Experience on Student Management Information Systems","authors":"N. Kuadey, Carlos Ankora, Laurene Adjei, E. Krampa, Stephen Oladagba Bolatimi, Lily Bensah, C. C. M. Agbesi","doi":"10.1155/2024/8450204","DOIUrl":"https://doi.org/10.1155/2024/8450204","url":null,"abstract":"Studies evaluating students’ UX of applications that will influence their continuance use of educational systems in Higher Educational Institutions (HEIs) have not been sufficiently addressed in the African region, specifically in Ghana. Thus, conducting a study on students’ UX of systems in HEIs will enhance students’ interest in continuing to use such systems. Therefore, this study examines students’ user experience (UX) and how it impacts their continued use of the Student Management Information System (SMIS). The study proposed a research model by integrating user experience questionnaire (UEQ) constructs with continuance intention to use. The study adopted an online questionnaire to collect data from 415 students at Koforidua Technical University (KTU). The partial least square-structural equation model (PLS-SEM) method was used to evaluate the proposed model’s reliability, validity, and relationship among the constructs. The UEQ data analysis tool was used in analysing the data. The study’s findings showed that attractiveness, perspicuity, efficiency, stimulation, and novelty significantly influenced students’ continuance intention to use the SMIS. However, dependability did not significantly affect students’ continuance intention to use the SMIS. Also, the study’s findings on the benchmark results showed that attractiveness, perspicuity, and stimulation were categorized as good, while dependability, efficiency, and novelty were categorized as excellent. These findings offer valuable insights for UX designers and developers aiming to create engaging and intuitive SMIS solutions. Also, it will provide students feedback on system UX that can be incorporated into future release updates. Furthermore, this research contributes significantly to the understanding of student UX with SMIS in developing country HEIs and its impact on continued usage.","PeriodicalId":44873,"journal":{"name":"Advances in Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":2.9,"publicationDate":"2024-03-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140265183","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}
引用次数: 0
Learning Experience of Students Using the Learning Management System: User’s Perspective on the Use of Moodle in the University of Jordan 学生使用学习管理系统的学习体验:用户对约旦大学使用 Moodle 的看法
IF 2.9
Advances in Human-Computer Interaction Pub Date : 2023-12-31 DOI: 10.1155/2023/6659245
Ahmad Althunibat, W. Alzyadat, Ibrahim Almarashdeh, M. Alsmadi, Aoun Othman Al Shawabkeh, A. Abuhamdah, M. Alzaqebah
{"title":"Learning Experience of Students Using the Learning Management System: User’s Perspective on the Use of Moodle in the University of Jordan","authors":"Ahmad Althunibat, W. Alzyadat, Ibrahim Almarashdeh, M. Alsmadi, Aoun Othman Al Shawabkeh, A. Abuhamdah, M. Alzaqebah","doi":"10.1155/2023/6659245","DOIUrl":"https://doi.org/10.1155/2023/6659245","url":null,"abstract":"This study aimed to evaluate the effectiveness of Moodle LMS as an alternative delivery mode for education, particularly in the higher education system of Jordan, which has not been evaluated before. The research is based on Moore’s transactional distance learning theory, which considers interactions among students, instructors, and course material, as well as personal characteristics of students. The study included 50 participants who have taken courses on Moodle LMS at the University of Jordan. Both interviews and research surveys were conducted to gather in-depth perceptions and analysis of the participants’ experiences with Moodle LMS. The findings suggest that Moodle LMS was an effective alternative study tool during the COVID-19 pandemic and the user-friendly course design enhanced the user experience of using Moodle LMS. Participants also provided suggestions to optimize the system for better integration in the University of Jordan. Fixing Moodle LMS based on the recommendations of the study participants will significantly improve the learning experience of students. This study contributes to the advancement of the state of the art by evaluating the effectiveness of Moodle LMS in the higher education system of Jordan and providing recommendations for improvement.","PeriodicalId":44873,"journal":{"name":"Advances in Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":2.9,"publicationDate":"2023-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139129912","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}
引用次数: 0
A Digital Painting Learning Model Using Mixed-Reality Technology to Develop Practical Skills in Character Design for Animation 使用混合现实技术开发动画角色设计实用技能的数字绘画学习模型
Advances in Human-Computer Interaction Pub Date : 2023-10-31 DOI: 10.1155/2023/5230762
Vipusit Piankarnka, Kridsanapong Lertbumroongchai, Pallop Piriyasurawong
{"title":"A Digital Painting Learning Model Using Mixed-Reality Technology to Develop Practical Skills in Character Design for Animation","authors":"Vipusit Piankarnka, Kridsanapong Lertbumroongchai, Pallop Piriyasurawong","doi":"10.1155/2023/5230762","DOIUrl":"https://doi.org/10.1155/2023/5230762","url":null,"abstract":"This research aims to (1) synthesize the digital painting learning process by using mixed-reality technology to develop practical skills in character design for animation and (2) develop and evaluate digital painting learning models using mixed-reality technology to develop practical skills in character design for animation. This research was conducted by studying documentation and related research and designing digital painting learning models using mixed-reality technology to develop practical skills in character design for animation. Using a questionnaire, a total of 9 experts evaluated the model’s suitability. The statistics used in the research were the mean and standard deviation. The study found that a component of the digital painting learning process involves using mixed-reality technology to develop practical skills in character design for animation. It consists of the following four components: (1) input data, (2) the digital painting learning process, (3) output assessment, and (4) feedback. The expert’s evaluation of the model’s suitability found that the digital painting learning model using mixed-reality technology to develop practical skills in character design for animation was at the highest level (mean ± SD = 4.38 ± 0.21). This research is beneficial to faculty who teach character design and development for animation. The results of the study can be applied to teaching and learning.","PeriodicalId":44873,"journal":{"name":"Advances in Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135810393","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}
引用次数: 0
Advancing Pandemic Preparedness in Healthcare 5.0: A Survey of Federated Learning Applications 在医疗保健5.0中推进流行病防范:联邦学习应用调查
Advances in Human-Computer Interaction Pub Date : 2023-10-25 DOI: 10.1155/2023/9992393
Saeed Hamood Alsamhi, Ammar Hawbani, Alexey V. Shvetsov, Santosh Kumar
{"title":"Advancing Pandemic Preparedness in Healthcare 5.0: A Survey of Federated Learning Applications","authors":"Saeed Hamood Alsamhi, Ammar Hawbani, Alexey V. Shvetsov, Santosh Kumar","doi":"10.1155/2023/9992393","DOIUrl":"https://doi.org/10.1155/2023/9992393","url":null,"abstract":"The intersection of Federated Learning (FL) and Healthcare 5.0 promises a transformative shift towards a more resilient future, particularly concerning pandemic preparedness. Within this context, Healthcare 5.0 signifies a holistic approach to healthcare delivery, where interconnected technologies enable data-driven decision-making, patient-centric care, and enhanced efficiency. This paper provides an in-depth exploration of FL’s role within the framework of Healthcare 5.0 and its implications for the pandemic response. Specifically, FL offers the potential to revolutionize pandemic preparedness within Healthcare 5.0 in several vital ways: it enables collaborative learning from distributed data sources without compromising individual data privacy, facilitates decentralized decision-making by empowering local healthcare institutions to contribute to a collective knowledge pool, and enhances real-time surveillance, enabling early detection of outbreaks and informed responses. We start by laying out the concepts of FL and Healthcare 5.0, followed by an analysis of current pandemic preparedness and response mechanisms. We delve into FL’s applications and case studies in healthcare, highlighting its potential benefits, including privacy protection, decentralized decision-making, and implementation challenges. By articulating how FL fits into Healthcare 5.0, we envisage future applications in a technologically integrated health system. By examining current applications and case studies of FL in healthcare, we highlight its potential benefits, including enhanced privacy protection and more effective decision support systems. Our findings demonstrate that FL can significantly improve pandemic response times and accuracy. Moreover, we speculate on the potential scenarios where FL could enhance pandemic preparedness and make healthcare more resilient. Finally, we recommend that policymakers, technologists, and educators address potential challenges and maximize the benefits of FL in Healthcare 5.0. This paper aims to contribute to the discourse on next-generation healthcare technologies, emphasizing FL’s potential to shape a more resilient healthcare future.","PeriodicalId":44873,"journal":{"name":"Advances in Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-10-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134973211","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}
引用次数: 0
Afan Oromo Speech-Based Computer Command and Control: An Evaluation with Selected Commands Afan Oromo基于语音的计算机命令与控制:选择命令的评估
Advances in Human-Computer Interaction Pub Date : 2023-10-16 DOI: 10.1155/2023/9959015
Kebede Teshite, Getachew Mamo, Kris Calpotura
{"title":"Afan Oromo Speech-Based Computer Command and Control: An Evaluation with Selected Commands","authors":"Kebede Teshite, Getachew Mamo, Kris Calpotura","doi":"10.1155/2023/9959015","DOIUrl":"https://doi.org/10.1155/2023/9959015","url":null,"abstract":"Speech-based computer command and control utilize natural speech to enable computers to understand human language and execute tasks through commands. However, there has been no study or development of a speech-based command and control system for Microsoft Word in Afan Oromo. The primary aim of this research is to investigate and develop a speech-based command and control system for Afan Oromo using a selected set of command-and-control words from MS Word. To accomplish this objective, a speech recognizer was developed using the HTK toolkit, employing a small vocabulary, isolated words, speaker independence, and HMM-based techniques. The translation of the selected MS command words from English to Afan Oromo was completed in order to develop this automatic speech-based computer command system. Audio recordings were obtained from 38 speakers (16 females and 22 males) aged between 18 and 40 years, based on their availability. Word-level speech recognition was performed using MFCC and data processing, which are widely used and are effective approaches in speech recognition. Out of a total of 64 MS command words, 54 words (84.37%) were used for training and 10 words (15.63%) were used for testing. Live and nonlive evaluation techniques were employed to assess the performance of the recognizer. The live recognizer, which considers variations in the environment, outperformed the nonlive recognizer due to the influence of neighboring phones. The performance results for the monophone tied state, triphone, and triphone-based recognizers were 78.12%, 86.87%, and 88.99%, respectively. Thus, the triphone-based recognizer exhibited the best performance among the nonlive recognizers. The challenges of limited resources in this research study were limited to investigate speech-based commands for computers using only selected MS commands, which play a crucial role in text processing. In order to evaluate a speech-based interface in a real environment, there were no components available for object-as-a-service. The experimental findings of this study demonstrated that if an adequate amount of language resources was available, a computer-based Afan Oromo speech-based interface for command-and-control purposes could be developed.","PeriodicalId":44873,"journal":{"name":"Advances in Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-10-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136078843","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}
引用次数: 0
Serious Games Accessibility Design Model for Low-Vision Children 面向低视力儿童的严肃游戏易用性设计模型
Advances in Human-Computer Interaction Pub Date : 2023-10-04 DOI: 10.1155/2023/9528294
Nurul Izzah Othman, Hazura Mohamed, Nor Azan Mat Zin
{"title":"Serious Games Accessibility Design Model for Low-Vision Children","authors":"Nurul Izzah Othman, Hazura Mohamed, Nor Azan Mat Zin","doi":"10.1155/2023/9528294","DOIUrl":"https://doi.org/10.1155/2023/9528294","url":null,"abstract":"The evolution in information technology has brought worldwide access to information. Information technology has become an approach for effective learning in the education sector. This development provides an opportunity for people with disabilities. However, many educational software and applications in the market, such as serious games, cannot be accessed by low-vision children due to the visual properties in game design. For instance, small text and graphic sizes, lack of colour contrast, complex visual effects, or reliance on visual cues for instructions are among the visual properties that contribute to these accessibility challenges. They can play serious games as long as they are designed based on their accessibility needs. This paper proposed a serious games design model for low-vision children. The three main components are accessibility, game design, and pedagogy. The serious game accessibility design model is implemented using a low-fidelity prototype that takes the form of a serious game mockup. This prototype allows for basic interaction and testing of the game’s features, with a focus on accessibility considerations. The expert validation was conducted on the prototype using heuristic evaluation to assess its usability. Based on the evaluation, the experts agreed on implementing the proposed model to the prototype.","PeriodicalId":44873,"journal":{"name":"Advances in Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135552638","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}
引用次数: 0
Hand-Controller Latency and Aiming Accuracy in 6-DOF VR 六自由度虚拟现实中的手控延迟和瞄准精度
Advances in Human-Computer Interaction Pub Date : 2023-09-25 DOI: 10.1155/2023/1563506
Viktor Kelkkanen, David Lindero, Markus Fiedler, Hans-Jürgen Zepernick
{"title":"Hand-Controller Latency and Aiming Accuracy in 6-DOF VR","authors":"Viktor Kelkkanen, David Lindero, Markus Fiedler, Hans-Jürgen Zepernick","doi":"10.1155/2023/1563506","DOIUrl":"https://doi.org/10.1155/2023/1563506","url":null,"abstract":"All virtual reality (VR) systems have some inherent hand-controller latency even when operated locally. In remotely rendered VR, additional latency may be added due to the remote transmission of data, commonly conducted through shared low-capacity channels. Increased latency will negatively affect the performance of the human VR operator, but the level of detriment depends on the given task. This work quantifies the relations between aiming accuracy and hand-controller latency, virtual target speed, and the predictability of the target motion. The tested context involves a target that changes direction multiple times while moving in straight lines. The main conclusions are, given the tested context, first, that the predictability of target motion becomes significantly more important as latency and target speed increase. A significant difference in accuracy is generally observed at latencies beyond approximately 130 ms and at target speeds beyond approximately 3.5°/s. Second, latency starts to significantly impact accuracy at roughly 90 ms and approximately 3.5°/s if the target motion cannot be predicted. If it can, the numbers are approximately 130 ms and 12.7°/s. Finally, reaction times are on average 190–200 ms when the target motion changes to a new and unpredictable direction.","PeriodicalId":44873,"journal":{"name":"Advances in Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135815333","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}
引用次数: 0
Digital Future of Emergency Medical Services: Envisioning and Usability of Electronic Patient Care Report System 急诊医疗服务的数字化未来:电子病人护理报告系统的设想和可用性
IF 2.9
Advances in Human-Computer Interaction Pub Date : 2022-01-01 DOI: 10.1155/2022/6012241
S. Haliq, M. Jumaan
{"title":"Digital Future of Emergency Medical Services: Envisioning and Usability of Electronic Patient Care Report System","authors":"S. Haliq, M. Jumaan","doi":"10.1155/2022/6012241","DOIUrl":"https://doi.org/10.1155/2022/6012241","url":null,"abstract":"","PeriodicalId":44873,"journal":{"name":"Advances in Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":2.9,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"64782601","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}
引用次数: 0
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