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Titlebook: Symbiotic Interaction; 5th International Wo Luciano Gamberini,Anna Spagnolli,Jonathan Freeman Conference proceedings‘‘‘‘‘‘‘‘ 2017 The Edito

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楼主: 多话
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Analysis of the Human-Computer Interaction on the Example of Image-Based CAPTCHA by Association Rulysis focuses on the attitude of the different Internet users in easily solving four different types of image-based CAPTCHAs which include facial expressions such as: animated character, old woman, surprised face, worried face. To pursue this goal, an experiment is realized involving 100 Internet use
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A Biosymtic (Biosymbiotic Robotic) Approach to Human Development and Evolution,ical and mental health problems and appears not to be maximizing children’s cognitive development and performance. To potentiate children’s physical and mental health (including cognitive development and performance) we conceived a new approach to human development and evolution. This approach propo
发表于 2025-3-25 16:29:46 | 显示全部楼层
Interactive Content-Based Image Retrieval with Deep Neural Networks,sual features for any target query makes them a good choice for systems dealing with large and diverse image datasets. However, employing deep neural networks in interactive CBIR systems still poses challenges: either the search target has to be predetermined, such as with hashing, or the computatio
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Maritime Cognitive Workload Assessment,ely to cause accidents than technical failure, e.g. in the challenging job of tugboat captains. Here, cognitive workload is crucial, as its excess is a main cause of dangerous situations and accidents while being highly participant and situation dependent. However, knowing the captain’s level of wor
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How Human-Mouse Interaction can Accurately Detect Faked Responses About Identity,nses about identity. Experimental results showed that this technique is able to detect fake responses about identities with an accuracy higher than 95%. In addition to a high sensitivity, the described methodology exceeds the limits of the biometric measures currently available for identity verifica
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Prediction of Difficulty Levels in Video Games from Ongoing EEG,ts. In this study we thus aimed at predicting the difficulty level of a video game a person is playing at a particular moment from the ongoing EEG activity. Therefore, we made use of power modulations in the theta (4–7 Hz) and alpha (8–13 Hz) frequency bands of the EEG which are known to reflect cog
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Investigating Tactile Stimulation in Symbiotic Systems,ntegrated into a symbiotic system. The selection of the appropriate stimulation is indeed important in order not to hinder the interaction from the user’s perspective. Here we present the process of selecting the most adequate tactile stimulation delivered by a tactile vest while users were engaged
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