- Research Article
2066
- 10.1016/s0272-4944(02)00109-3
Tracking restoration in natural and urban field settings
- May 07, 2003
- Journal of Environmental Psychology
- Terry Hartig + 4 more +4
Tracking restoration in natural and urban field settings
This paper evaluates the performance of a multimodal interface under exerted conditions in a natural field setting. The subjects in the present study engaged in a strenuous activity while multimodally performing map-based tasks using handheld computing devices. This activity made the users breathe heavily and become fatigued during the course of the study. We found that the performance of both speech and gesture recognizers degraded as a function of exertion, while the overall multimodal success rate was stable. This stabilization is accounted for by the mutual disambiguation of modalities, which increases significantly with exertion. The system performed better for subjects with a greater level of physical fitness, as measured by their running speed, with more stable multimodal performance and a later degradation of speech and gesture recognition as compared with subjects who were less fit. The findings presented in this paper have a significant impact on design decisions for multimodal interfaces targeted towards highly mobile and exerted users in field environments.
Tracking restoration in natural and urban field settings
Tracking restoration in natural and urban field settings
Audio-Visual Speech and Gesture Recognition by Sensors of Mobile Devices
Audio-visual speech recognition (AVSR) is one of the most promising solutions for reliable speech recognition, particularly when audio is corrupted by noise. Additional visual information can be used for both automatic lip-reading and gesture recognition. Hand gestures are a form of non-verbal communication and can be used as a very important part of modern human–computer interaction systems. Currently, audio and video modalities are easily accessible by sensors of mobile devices. However, there is no out-of-the-box solution for automatic audio-visual speech and gesture recognition. This study introduces two deep neural network-based model architectures: one for AVSR and one for gesture recognition. The main novelty regarding audio-visual speech recognition lies in fine-tuning strategies for both visual and acoustic features and in the proposed end-to-end model, which considers three modality fusion approaches: prediction-level, feature-level, and model-level. The main novelty in gesture recognition lies in a unique set of spatio-temporal features, including those that consider lip articulation information. As there are no available datasets for the combined task, we evaluated our methods on two different large-scale corpora—LRW and AUTSL—and outperformed existing methods on both audio-visual speech recognition and gesture recognition tasks. We achieved AVSR accuracy for the LRW dataset equal to 98.76% and gesture recognition rate for the AUTSL dataset equal to 98.56%. The results obtained demonstrate not only the high performance of the proposed methodology, but also the fundamental possibility of recognizing audio-visual speech and gestures by sensors of mobile devices.
Read moreChapter 4: Willingness-to-Pay vs Actual Behavior: Sustainable Procurement at Festivals
Sales and purchases of socially and environmentally responsible festival clothing are a way for festival attendees to engage in ethical consumption and for event organizers to undertake sustainable procurement. Although there have been a number of studies examining willingness-to-pay (WTP), few of them examine this in a festival setting, and there is a gap in existing research regarding the determination of actual behavior. The goal of this study is therefore to explore participants’ willingness-to-pay for apparel based on more external motivations (visible environmental messages) and then ascertain whether this behavior was actually replicated in a natural field setting. This study first collected surveys from 427 festival-goers in 2015, then used a natural field experiment in 2016 to investigate whether attendees at the Mariposa Folk Festival in Ontario, Canada, would actually be prepared to pay a premium for ethical festival T-shirts over a conventional alternative. The findings reveal that attendees not only showed a willingness-to-pay but they also did actually pay a premium for such T-shirts.
Read moreUsing On-campus Monitoring Wells to Enhance Student Learning in Geo-hydrology Courses
This project aimed at effective teaching of hydrologic concepts in the water sciences curriculum at the University of Northern Iowa and the State University of New York at New Paltz. The primary goal was to use outdoor instructional facilities to fill the large gap between classroom learning of concepts and its application at the watershed level. In this project, groundwater monitoring wells were set up within walking distance from the instructional buildings. Students were involved in hands-on activities, such as water sampling, on-site chemical analysis, well purging, preparing flow-nets, mapping water table contours, etc. The well clusters served as an effective intermediate step in learning hydrologic concepts. While the shallow wells were useful for unsaturated flow exercises, the deeper bedrock wells were very effective in teaching the natural hydrologic environment in the area. It was much easier for them to understand the negative impact of land use on area waters. We concluded that an on-campus or near campus instructional facility that is built in a natural field setting can bring the students a more effective experience of science. It promotes the basic elements of science inquiry among students, which includes curiosity, observation, synthesis of observed data, reasoning, and objective conclusions.
Read moreDeep Learning for Intelligent Human–Computer Interaction
In recent years, gesture recognition and speech recognition, as important input methods in Human–Computer Interaction (HCI), have been widely used in the field of virtual reality. In particular, with the rapid development of deep learning, artificial intelligence, and other computer technologies, gesture recognition and speech recognition have achieved breakthrough research progress. The search platform used in this work is mainly the Google Academic and literature database Web of Science. According to the keywords related to HCI and deep learning, such as “intelligent HCI”, “speech recognition”, “gesture recognition”, and “natural language processing”, nearly 1000 studies were selected. Then, nearly 500 studies of research methods were selected and 100 studies were finally selected as the research content of this work after five years (2019–2022) of year screening. First, the current situation of the HCI intelligent system is analyzed, the realization of gesture interaction and voice interaction in HCI is summarized, and the advantages brought by deep learning are selected for research. Then, the core concepts of gesture interaction are introduced and the progress of gesture recognition and speech recognition interaction is analyzed. Furthermore, the representative applications of gesture recognition and speech recognition interaction are described. Finally, the current HCI in the direction of natural language processing is investigated. The results show that the combination of intelligent HCI and deep learning is deeply applied in gesture recognition, speech recognition, emotion recognition, and intelligent robot direction. A wide variety of recognition methods were proposed in related research fields and verified by experiments. Compared with interactive methods without deep learning, high recognition accuracy was achieved. In Human–Machine Interfaces (HMIs) with voice support, context plays an important role in improving user interfaces. Whether it is voice search, mobile communication, or children’s speech recognition, HCI combined with deep learning can maintain better robustness. The combination of convolutional neural networks and long short-term memory networks can greatly improve the accuracy and precision of action recognition. Therefore, in the future, the application field of HCI will involve more industries and greater prospects are expected.
Read moreA hardware and software architecture to deal with multimodal and collaborative interactions in multiuser virtual reality environments
Most advanced immersive devices provide collaborative environment within several users have their distinct head-tracked stereoscopic point of view. Combining with common used interactive features such as voice and gesture recognition, 3D mouse, haptic feedback, and spatialized audio rendering, these environments should faithfully reproduce a real context. However, even if many studies have been carried out on multimodal systems, we are far to definitively solve the issue of multimodal fusion, which consists in merging multimodal events coming from users and devices, into interpretable commands performed by the application. Multimodality and collaboration was often studied separately, despite of the fact that these two aspects share interesting similarities. We discuss how we address this problem, thought the design and implementation of a supervisor that is able to deal with both multimodal fusion and collaborative aspects. The aim of this supervisor is to ensure the merge of user’s input from virtual reality devices in order to control immersive multi-user applications. We deal with this problem according to a practical point of view, because the main requirements of this supervisor was defined according to a industrial task proposed by our automotive partner, that as to be performed with multimodal and collaborative interactions in a co-located multi-user environment. In this task, two co-located workers of a virtual assembly chain has to cooperate to insert a seat into the bodywork of a car, using haptic devices to feel collision and to manipulate objects, combining speech recognition and two hands gesture recognition as multimodal instructions. Besides the architectural aspect of this supervisor, we described how we ensure the modularity of our solution that could apply on different virtual reality platforms, interactive contexts and virtual contents. A virtual context observer included in this supervisor in was especially designed to be independent to the content of the virtual scene of targeted application, and is use to report high-level interactive and collaborative events. This context observer allows the supervisor to merge these interactive and collaborative events, but is also used to deal with new issues coming from our observation of two co-located users in an immersive device performing this assembly task. We highlight the fact that when speech recognition features are provided to the two users, it is required to automatically detect according to the interactive context, whether the vocal instructions must be translated into commands that have to be performed by the machine, or whether they take a part of the natural communication necessary for collaboration. Information coming from this context observer that indicates a user is looking at its collaborator, is important to detect if the user is talking to its partner. Moreover, as the users are physically co-localised and head-tracking is used to provide high fidelity stereoscopic rendering, and natural walking navigation in the virtual scene, we have to deals with collision and screen occlusion between the co-located users in the physical work space. Working area and focus of each user, computed and reported by the context observer is necessary to prevent or avoid these situations.
Read moreSpeech recognition for command entry in multimodal interaction
Speech recognition for command entry in multimodal interaction
An Overview of Multimodal Interaction Techniques and Applications
Desktop multimedia (multimedia personal computers) dates from the early 1970s. At that time, the enabling force behind multimedia was the emergence of the new digital technologies in the form of digital text, sound, animation, photography, and, more recently, video. Nowadays, multimedia systems mostly are concerned with the compression and transmission of data over networks, large capacity and miniaturized storage devices, and quality of services; however, what fundamentally characterizes a multimedia application is that it does not understand the data (sound, graphics, video, etc.) that it manipulates. In contrast, intelligent multimedia systems at the crossing of the artificial intelligence and multimedia disciplines gradually have gained the ability to understand, interpret, and generate data with respect to content. Multimodal interfaces are a class of intelligent multimedia systems that make use of multiple and natural means of communication (modalities), such as speech, handwriting, gestures, and gaze, to support human-machine interaction. More specifically, the term modality describes human perception on one of the three following perception channels: visual, auditive, and tactile. Multimodality qualifies interactions that comprise more than one modality on either the input (from the human to the machine) or the output (from the machine to the human) and the use of more than one device on either side (e.g., microphone, camera, display, keyboard, mouse, pen, track ball, data glove). Some of the technologies used for implementing multimodal interaction come from speech processing and computer vision; for example, speech recognition, gaze tracking, recognition of facial expressions and gestures, perception of sounds for localization purposes, lip movement analysis (to improve speech recognition), and integration of speech and gesture information. In 1980, the put-that-there system (Bolt, 1980) was developed at the Massachusetts Institute of Technology and was one of the first multimodal systems. In this system, users simultaneously could speak and point at a large-screen graphics display surface in order to manipulate simple shapes. In the 1990s, multimodal interfaces started to depart from the rather simple speech-and-point paradigm to integrate more powerful modalities such as pen gestures and handwriting input (Vo, 1996) or haptic output. Currently, multimodal interfaces have started to understand 3D hand gestures, body postures, and facial expressions (Ko, 2003), thanks to recent progress in computer vision techniques.
Read moreGesture Recognition for Enhancing Human Computer Interaction
Gesture recognition is critical in human-computer communication. As observed, a plethora of current technological developments are in the works, including biometric authentication, which we see all the time in our smartphones. Hand gesture focus, a frequent human-computer interface in which we manage our devices by presenting our hands in front of a webcam, can benefit people of different backgrounds. Some of the efforts in human-computer interface include voice assistance and virtual mouse implementation with voice commands, fingertip recognition and hand motion tracking based on an image in a live video. Human Computer Interaction (HCI), particularly vision-based gesture and object recognition, is becoming increasingly important. Hence, we focused to design and develop a system for monitoring fingers using extreme learning-based hand gesture recognition techniques. Extreme learning helps in quickly interpreting the hand gestures with improved accuracy which would be a highly useful in the domains like healthcare, financial transactions and global business
Read moreHobbit, a care robot supporting independent living at home: First prototype and lessons learned
Hobbit, a care robot supporting independent living at home: First prototype and lessons learned
Control Virtual Human with Speech Recognition and Gesture Recognition Technology
In accordance with the few kinds of virtual human control device, the application of speech recognition and gesture recognition in virtual human control was researched. The development status of limited collection isolated word recognition technology was introduced, the basic principle of data glove was analyzed, its correcting and data process technology were discussed. The principle of gesture recognition based on vision and its research status was introduced in detail. The realization of control virtual human with speech recognition and gesture recognition in engineering were introduced, and got anticipated result.
Read moreInteractive multimodal user interfaces for mobile devices
Portable devices come with different limitations in user interaction like limited display size, small keyboard, and different sorts of input and output capabilities. With the advance of speech recognition and speech synthesis technologies, their complementary use becomes attractive for mobile devices in order to implement real multimodal user interaction. However, current systems and formats do not sufficiently integrate advanced multimodal interactions. We introduce an advanced generic multimodal interaction and rendering system (MIRS) dedicated for mobile devices. MIRS incorporates efficient processing of XML specification languages for limited, mobile devices and comes with the XML-based dialog and interface specification language (DISL). DISL can be considered as an UIML subset, which is enhanced by the means of state-oriented dialog specifications. The dialog specification is based on ODSN (object oriented dialog specification notation), which has been introduced to define user interface control by means of interaction states with transition rules.
Read morePerformance of isolated word recognition system for degraded speech
The performance of an isolated word speech recognition (IWSR) system is known to drop rapidly with increase in the degradation of the input speech. In this paper we propose a recognition scheme which adapts itself to mild degradations in speech. The scheme does not need apriori information regarding the nature and extent of noise. We suggest techniques which adaptively discriminate between noisy and noise-free parameters by using a selective weighting procedure in the final distance calculations. A suitable index is used to study the performance of the recognition system for small data sets. Our scheme lends itself to greater flexibility in handling degradations in speech input than do the existing recognition schemes. We illustrate our scheme by simulating an adaptive differential pulse code modulated (ADPCM) speech, where the main distortion is contributed by the quatization noise.
Read moreEgocentric Gesture Recognition Using 3D Convolutional Neural Networks for the Spatiotemporal Adaptation of Collaborative Robots
Collaborative robots are currently deployed in professional environments, in collaboration with professional human operators, helping to strike the right balance between mechanization and manual intervention in manufacturing processes required by Industry 4.0. In this paper, the contribution of gesture recognition and pose estimation to the smooth introduction of cobots into an industrial assembly line is described, with a view to performing actions in parallel with the human operators and enabling interaction between them. The proposed active vision system uses two RGB-D cameras that record different points of view of gestures and poses of the operator, to build an external perception layer for the robot that facilitates spatiotemporal adaptation, in accordance with the human's behavior. The use-case of this work is concerned with LCD TV assembly of an appliance manufacturer, comprising of two parts. The first part of the above-mentioned operation is assigned to a robot, strengthening the assembly line. The second part is assigned to a human operator. Gesture recognition, pose estimation, physical interaction, and sonic notification, create a multimodal human-robot interaction system. Five experiments are performed, to test if gesture recognition and pose estimation can reduce the cycle time and range of motion of the operator, respectively. Physical interaction is achieved using the force sensor of the cobot. Pose estimation through a skeleton-tracking algorithm provides the cobot with human pose information and makes it spatially adjustable. Sonic notification is added for the case of unexpected incidents. A real-time gesture recognition module is implemented through a Deep Learning architecture consisting of Convolutional layers, trained in an egocentric view and reducing the cycle time of the routine by almost 20%. This constitutes an added value in this work, as it affords the potential of recognizing gestures independently of the anthropometric characteristics and the background. Common metrics derived from the literature are used for the evaluation of the proposed system. The percentage of spatial adaptation of the cobot is proposed as a new KPI for a collaborative system and the opinion of the human operator is measured through a questionnaire that concerns the various affective states of the operator during the collaboration.
Read moreObtaining an object position using multimodal interaction for a service robot
Gestures are useful factor in communication. A gesture has different meanings depending on related objects, situation and so on. Authors aim that a robot recognizes gesture meanings and provides a service considering related objects. Object position is one of the important factors for a robot to recognize a gesture. This paper focused on multimodal interaction between human and a robot to obtain object positions. Proposed system combines gesture recognition and speech recognition as multimodal interaction, and manages the database with object position information through the interaction. The system expects improvement of infrastructure to support cognitive ability of robots.
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