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Titlebook: Distributed, Ambient and Pervasive Interactions; 8th International Co Norbert Streitz,Shin‘ichi Konomi Conference proceedings 2020 Springer

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楼主: 贪污
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Mood Board Tool - An Innovation Method in Vehicle HMI Designe a mood board as the tool to integrate “software” and “hardware” in-vehicle HMI interaction design. The effectiveness and feasibility of this tool are supported by the industrial design undergraduate course, which is the transportation concept design. We were using the proposed mood board tool as a
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Teaching by Demonstrating – How Smart Assistive Systems Can Learn from Usersed how people can be supported with such systems. However, there has been little work on the question on how to generate and author sequential instructions for assitive systems. In this paper, we present a new concept and a prototypical implementation of an assitive system that can be taught by demo
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Towards an Ambient Intelligent Environment for Multimodal Human Computer Interactionslific, and their use has resulted in fairly rigid and standardized techniques for achieving a desired result. Whether this includes physical actions, or direct voice queries to the system via pre-defined wake words and queries, there is a stark boundary between the human and the system. We aim to ex
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Making Object Detection Available to Everyone—A Hardware Prototype for Semi-automatic Synthetic Dataion algorithms is facilitated through frameworks and publications, a big issue is the creation of the necessary training data. To tackle this issue, this work shows the design and evaluation of a prototype, which allows users to create synthetic datasets for object detection in images. The prototype
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On the Integration of Multiple Modeling Methodologies into a Single User Interface These, in turn, require a variety of modeling techniques that can be used for different aspects of a given ES or IoT project. ES and IoT projects nowadays are well beyond pencil-and-paper development and analysis, so sophisticated tools with well-designed human-computer interfaces are required. Suc
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https://doi.org/10.1057/978-1-349-96056-9applications is on the visualization, exploiting 3D immersive graphics as a central feature of VR. While navigation is often required in these applications to select a suitable location for observing the visualization or interacting with the simulation content it is not in the focus of the designers
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https://doi.org/10.1057/978-1-349-96056-9s well-defined patterns for including a whole community of users encompassing people with disabilities. Current interaction scenarios with pervasive computing technologies present design challenges for the applicability of standards and guidelines such as those of the W3C Web Content Accessibility G
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