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Artículos de revistas sobre el tema "Human-computer interest"

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1

Wang, Yangyang, Yibo Li, and Xiaofei Ji. "Human Action Recognition Based on Normalized Interest Points and Super-Interest Points." International Journal of Humanoid Robotics 11, no. 01 (March 2014): 1450005. http://dx.doi.org/10.1142/s0219843614500054.

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Visual-based human action recognition is currently one of the most active research topics in computer vision. The feature representation directly has a crucial impact on the performance of the recognition. Feature representation based on bag-of-words is popular in current research, but the spatial and temporal relationship among these features is usually discarded. In order to solve this issue, a novel feature representation based on normalized interest points is proposed and utilized to recognize the human actions. The novel representation is called super-interest point. The novelty of the pr
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2

Chen, Keh-Hsun. "INCREASING INTEREST." ICGA Journal 26, no. 1 (March 1, 2003): 2. http://dx.doi.org/10.3233/icg-2003-26102.

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3

Kawas, Saba, Sarah K. Chase, Jason Yip, Joshua J. Lawler, and Katie Davis. "Sparking interest: A design framework for mobile technologies to promote children’s interest in nature." International Journal of Child-Computer Interaction 20 (June 2019): 24–34. http://dx.doi.org/10.1016/j.ijcci.2019.01.003.

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4

Hochheiser, Harry, and Rupa S. Valdez. "Human-Computer Interaction, Ethics, and Biomedical Informatics." Yearbook of Medical Informatics 29, no. 01 (August 2020): 093–98. http://dx.doi.org/10.1055/s-0040-1701990.

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Objectives: To provide an overview of recent work at the intersection of Biomedical Informatics, Human-Computer Interaction, and Ethics. Methods: Search terms for Human-Computer Interaction, Biomedical Informatics, and Ethics were used to identify relevant papers published between 2017 and 2019.Relevant papers were identified through multiple methods, including database searches, manual reviews of citations, recent publications, and special collections, as well as through peer recommendations. Identified articles were reviewed and organized into broad themes. Results: We identified relevant pa
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5

Costaner, Loneli, Guntoro Guntoro, and Lisnawita Lisnawita. "Analysis of Students to Follow Computer Extracurricular Activities using Fuzzy Logic Method." SISTEMASI 12, no. 1 (January 31, 2023): 244. http://dx.doi.org/10.32520/stmsi.v12i1.2211.

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An educational institution will carry out activities for the development of human resources. In improving good human resources, additional lessons are needed to increase students' skills, especially in the computer field. The current obstacle is that schools have difficulty measuring students' interest in participating in computer extracurricular, as a result the development of computer hardware needs is hampered. This study aims to provide knowledge to schools to find out what percentage of students are interested in learning computers. The method used is a Likert scale and fuzzy logic by mea
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6

Hu, Jing, Xiang Qi, and Jian Feng Chen. "Fights Behavior Detection Based on Space-Time Interest Points." Applied Mechanics and Materials 577 (July 2014): 659–63. http://dx.doi.org/10.4028/www.scientific.net/amm.577.659.

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Human action recognition belongs to the senior visual analysis of computer vision, which involves image processing, artificial intelligence, pattern recognition and so on, is becoming one of the most hot research topic in recent years. In this paper, on the basis of comparative analysis and study towards current methods related to human action recognition, we propose a novel fights behavior detection method which is based on spatial-temporal interest point. Since most information of human action in video are indicated by the space-time interest points of video, we combine spatial-temporal feat
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7

Wang, Fang. "Research of Image Processing Algorithm Based on Region of Interest." Advanced Materials Research 798-799 (September 2013): 814–17. http://dx.doi.org/10.4028/www.scientific.net/amr.798-799.814.

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With the further development of modern scientific study, it promotes the research of the image based on region of interest. By doing these studies, it satisfies the pressing needs in many fields such as military, production and living areas, etc. meanwhile, it is also the key problem in the fields of computer vision, image processing, artificial intelligence, video communication. Visual attention plays a very important role in the human information processing of the psychological adjustment mechanism. It is a conscious activity which chooses the useful information from large amounts of informa
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8

Sabir, Aafaq, Evan Lafontaine, and Anupam Das. "Analyzing the Impact and Accuracy of Facebook Activity on Facebook's Ad-Interest Inference Process." Proceedings of the ACM on Human-Computer Interaction 6, CSCW1 (March 30, 2022): 1–34. http://dx.doi.org/10.1145/3512923.

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Social media platforms like Facebook have become increasingly popular for serving targeted ads to their users. This has led to increased privacy concerns due to the lack of transparency regarding how ads are matched against each user profile. Facebook infers user interests through their activities and targets ads based on those interests. Although Facebook provides explanations for why a particular interest is inferred about a user, there is still a gap in understanding what activities lead to interest inferences and the extent to which the sentiment or context of activities is considered in i
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9

K., Priyadharshini, and R. Aroul Canessane. "Blockchain Concepts on Computer Vision With Human-Computer Interaction and Secured Data-Sharing Framework." International Journal of Fuzzy System Applications 11, no. 4 (October 1, 2022): 1–21. http://dx.doi.org/10.4018/ijfsa.312240.

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Presently, the technological developments in the field of human-computer interaction (HCI) have shown that developers are developing cognitive vision systems that provide normal and effective operating mechanism for smart sensors, and the privacy should be maintained in the course of data transfer. Blockchain technology received significant interest to remove third-party business providers, to introduce HCI rapidly, and for secure information sharing in the network. Therefore this paper presents blockchain assisted cognitive vision systems for human-computer interaction and secured data sharin
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10

Nayar, Narinder. "State of the Art and Current Activities in Human Modelling Technology." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 39, no. 9 (October 1995): 516–18. http://dx.doi.org/10.1177/154193129503900916.

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Computer-based human modelling technology has been in existence since the early 1980s. However, most earlier human models were either hard to use or lacked appealing graphics. With rapid developments in 3D computer graphics, it is now possible to interactively manipulate and analyze human models in a virtual environment. This coupled with growing user interest has spurred rapid development and use of human modelling and simulation.
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11

Yin, Jing Hai, Zheng Dong Mu, and Jian Feng Hu. "The Application of BCI Technology in Android RPG Game." Applied Mechanics and Materials 496-500 (January 2014): 2015–18. http://dx.doi.org/10.4028/www.scientific.net/amm.496-500.2015.

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To enhance human interaction with machines, research interest is growing to develop a Brain-Computer Interface (BCI), which allows communication of a human with a machine only by use of brain signals. In this paper, one type of android RPG game was designed for application of brain computer interfaces.
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12

Nakatsuji, Makoto, Makoto Yoshida, and Toru Ishida. "Detecting innovative topics based on user-interest ontology." Journal of Web Semantics 7, no. 2 (April 2009): 107–20. http://dx.doi.org/10.1016/j.websem.2009.01.001.

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13

TREU, SIEGFRIED. "RECOGNITION OF LOGICAL INTERFACE STRUCTURES TO ENHANCE HUMAN-COMPUTER INTERACTION." International Journal of Pattern Recognition and Artificial Intelligence 03, no. 02 (June 1989): 217–36. http://dx.doi.org/10.1142/s0218001489000176.

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The objects of pattern recognition have in the past been primarily physical in nature, describable in terms of some physical units of measurement. The patterns of interest in this paper are conceptual or logical. They are to be representative of structures known to be operative in the human mind. A hybrid technique is proposed, involving the use of structural prototypes from pattern recognition combined with production systems from artificial intelligence. The purpose is to enable the computer interface to observe, detect, identify and anticipate conceptual structures. As a result, the interfa
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14

Mao, Xiaoqian, Wei Li, Huidong He, Bin Xian, Ming Zeng, Huihui Zhou, Linwei Niu, and Genshe Chen. "Object Extraction in Cluttered Environments via a P300-Based IFCE." Computational Intelligence and Neuroscience 2017 (2017): 1–12. http://dx.doi.org/10.1155/2017/5468208.

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One of the fundamental issues for robot navigation is to extract an object of interest from an image. The biggest challenges for extracting objects of interest are how to use a machine to model the objects in which a human is interested and extract them quickly and reliably under varying illumination conditions. This article develops a novel method for segmenting an object of interest in a cluttered environment by combining a P300-based brain computer interface (BCI) and an improved fuzzy color extractor (IFCE). The induced P300 potential identifies the corresponding region of interest and obt
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15

Ismanjanov, Akbar. "INTELLECTUAL PROPERTY LAW OF COMPUTER-GENERATED WORKS DERIVING FROM ARTIFICIAL INTELLIGENCE." International Journal of Legal Studies ( IJOLS ) 5, no. 1 (June 30, 2019): 339–48. http://dx.doi.org/10.5604/01.3001.0013.3243.

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With the proliferation of artificial intelligence, the significant domain forming the copy-rightable works autonomously created by the computer, without significant expenditure of human effort and skill. The reality of today is that information content is predominantly coming from the computer, where the idea-expression dichotomy of originality is rather referring to the computer than a human author. However, the copyright is revolving around the human-centered authorship its showing resistance to non-human creativity. In the context of authorship, the artificial category of a corporation owni
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16

Chen, Xiaojun, Xitong Lin, Deyun Mo, Xiaoqun Xia, Manfeng Gong, Haishan Lian, and Yihui Luo. "High-sensitivity, fast-response flexible pressure sensor for electronic skin using direct writing printing." RSC Advances 10, no. 44 (2020): 26188–96. http://dx.doi.org/10.1039/d0ra04431h.

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Bionic electronic skin with human sensory capabilities has attracted extensive research interest, which has been applied in the fields of medical health diagnosis, wearable electronics, human–computer interaction, and bionic prosthetics.
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17

Murad, Sharefa, Abdallah Qusef, and Muhanna Muhanna. "CHR vs. Human-Computer Interaction Design for Emerging Technologies: Two Case Studies." Advances in Human-Computer Interaction 2023 (February 14, 2023): 1–11. http://dx.doi.org/10.1155/2023/8710638.

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Recent years have seen a surge in interest in the multifaceted topic of human-computer interaction (HCI). Since the advent of the Fourth Industrial Revolution, the significance of human-computer interaction in the field of safety risk management has only grown. There has not been a lot of focus on developing human-computer interaction for identifying potential hazards in buildings. After conducting a comprehensive literature review, we developed a study framework for the use of human-computer interaction in the identification of construction-related hazards (CHR-HCI). Future studies will focus
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18

Devi, S. N. Shobha. "Methods to Revive and Revitalize the Interest of Students towards Basic Sciences." Mapana - Journal of Sciences 4, no. 1 (July 11, 2005): 33–35. http://dx.doi.org/10.12723/mjs.6.7.

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India is one of the developing countries with rich human resources. It has proved its achievements in the field of research by launching its space vehicle with the help Of indigenous rocket. The contribution Of scientist and engineers go together in achieving this benchmark. The progress Of science and technology is the result Of human resource development. At this instant one must be aware Of the fact that, the progress of technology clone Without basic science will not bring fruitful result. It is also true that the computer revolution in century has made remarkable changes in social iife_ T
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19

Lima, Franklin M. da C., Gabriel A. M. Vasiljevic, Leonardo Cunha De Miranda, and M. Cecília C. Baranauskas. "An Analysis of IHC and HCII Publication Titles: Revealing and Comparing the Topics of Interest of their Communities." Journal on Interactive Systems 12, no. 1 (March 1, 2021): 1–20. http://dx.doi.org/10.5753/jis.2021.997.

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Analyzing how the conferences of a given research field are evolving contributes to the academic community in that the researchers can better situate their research towards the advancement of knowledge in their area of expertise. Thus, in this work we present the results of a correlation analysis performed within and between-conferences of the field of Human-Computer Interaction, using data from the conference on Human-Computer Interaction International (HCII) and from the Brazilian Symposium on Human Factors in Computing Systems (IHC). More than 209 thousand words from the titles of over 18 t
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20

Miller, Douglas L., Alton J. Volanth, G. Jonathan Wolfman, and R. Timothy Mullins. "Electronic Meeting Systems in Computer Human Interface Design: A Case Study." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 39, no. 18 (October 1995): 1190–93. http://dx.doi.org/10.1177/154193129503901809.

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The increasing economic and practical necessity of groups or teams of individuals working together to accomplish shared objectives can be observed in many diverse organizations (Alvai and Keen, 1989; Kraemer and King, 1988). This trend is reflected in many ways in complex system development environments. For example, the growing emphasis on concurrent engineering practices, and the application of tools that better organize and coordinate engineering efforts across diverse groups (e.g., CASE tools), both require and reflect the need for coordinated group activities. In turn, the growth of group
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21

Jouandet, Marc L., Mark Jude Tramo, Daniel M. Herron, Allison Hermann, William C. Loftus, Josh Bazell, and Michael S. Gazzaniga. "Brainprints: Computer-Generated Two-Dimensional Maps of the Human Cerebral Cortex in vivo." Journal of Cognitive Neuroscience 1, no. 1 (January 1989): 88–117. http://dx.doi.org/10.1162/jocn.1989.1.1.88.

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We describe an in vivo method for the quantitative analysis of human necrotical anatomy. The technique allows unfolded regions of functional and morphological interest to be measured planimetrically. Two-dimensional cortical maps and surface area determinations derived from magnetic resonance images of monozygotic twins are presented. In addition, reconstructions and measurements of published post-mortem human and rhesus monkey hemispheres are reported. Potential applications for the study of brain organization in relation to cognitive, motor, and perceptual performance in normal and neurologi
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22

Kurniati, Kurniati. "Pengembangan Digital Library Universitas Bina Darma Menggunakan Pendekatan Human Computer Interaction." Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) 2, no. 2 (July 15, 2018): 542–53. http://dx.doi.org/10.29207/resti.v2i2.441.

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Bina Darma University has implemented a digital library which is located in http://digilib.binadarma.ac.id. With this facility, it will be easier for students, faculty, and visitors to obtain information relating to digital documents such as journals, theses or other library activities. However, application of digital library Bina Darma University in Palembang assessed not maximized because of the small number of visitors who use these facilities and prefer to search digital documents such as journals by search engines as a source of information. Human Computer Interaction (HCI) approach metho
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23

Miyahara, Shinji, Toru Sadakata, Hidenori Okuda, and Masahiro Oku. "Discovery Search System That Supports the User's Interest Using the Referrals of Other Users." International Journal of Human-Computer Interaction 23, no. 1-2 (June 29, 2007): 131–42. http://dx.doi.org/10.1080/10447310701363072.

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24

Lapshin, V. A. "Determining the term structure of interest rates." Moscow University Computational Mathematics and Cybernetics 33, no. 4 (December 2009): 206–13. http://dx.doi.org/10.3103/s0278641909040062.

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25

Ding, Xueyan, and Yi Zhang. "Human-Computer Interaction System Application in Hotel Management Teaching Practice." Mobile Information Systems 2022 (July 12, 2022): 1–8. http://dx.doi.org/10.1155/2022/6215736.

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With the increasing demand for the performance and security of communication networks, the fifth-generation mobile technology has developed rapidly and has attracted unprecedented attention. At the same time, this article analyzes the current research status of visual gesture recognition and human-computer interaction based on the Internet of Things. In view of the current shortcomings of gesture recognition, this article proposes a solution that involves using Biaonect somatosensory sensors to recognize gestures and explore human-computer interaction. Then, we analyze how the Kinea somatosens
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26

Byelas, Heorhiy, and Alexandru Telea. "Towards realism in drawing areas of interest on architecture diagrams." Journal of Visual Languages & Computing 20, no. 2 (April 2009): 110–28. http://dx.doi.org/10.1016/j.jvlc.2008.09.001.

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27

Vijayan, V., and CEL Tan. "A computer-generated three-dimensional view of the developing human biliary system." Proceedings, annual meeting, Electron Microscopy Society of America 54 (August 11, 1996): 626–27. http://dx.doi.org/10.1017/s0424820100165598.

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With the advent of computers, microscopy has entered an exciting new era of computerised three dimensional (3D) reconstruction. Using serial sections, it is now possible to generate complex 3D images, that can be rotated at various angles to study the organ systems of interest. In this project, the first of its kind, we have used computer generated 3D reconstruction to study the developing human biliary system.The human biliary system consists of the extra and intrahepatic components. The extrahepatic system develops from the embryonic hepatic diverticulum and is tubular from the start. The in
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28

Morse, Katherine L., Lubomir Bic, and Michael Dillencourt. "Interest Management in Large-Scale Virtual Environments." Presence: Teleoperators and Virtual Environments 9, no. 1 (February 2000): 52–68. http://dx.doi.org/10.1162/105474600566619.

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Large-scale distributed simulations model the activities of thousands of entities interacting in a virtual environment simulated over wide-area networks. Originally these systems used protocols that dictated that all entities broadcast messages about all activities, including remaining immobile or inactive, to all other entities, resulting in an explosion of incoming messages for all entities, most of which were of no interest. Using a filtering mechanism called interest management, some of these systems now allow entities to express interest in only the subset of information that is relevant
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29

He, Dacheng, Dafang Zhang, Yanbiao Li, Wei Liang, and Meng-Yen Hsieh. "An efficient and DoS-resilient name lookup for NDN interest forwarding." Connection Science 33, no. 3 (March 16, 2021): 735–52. http://dx.doi.org/10.1080/09540091.2021.1875988.

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30

Berretti, Stefano, Naoufel Werghi, Alberto del Bimbo, and Pietro Pala. "Matching 3D face scans using interest points and local histogram descriptors." Computers & Graphics 37, no. 5 (August 2013): 509–25. http://dx.doi.org/10.1016/j.cag.2013.04.001.

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31

Ahmed, Tanveer, and Abhishek Srivastava. "A Prototype Model to Predict Human Interest: Data Based Design to Combine Humans and Machines." IEEE Transactions on Emerging Topics in Computing 8, no. 1 (January 1, 2020): 31–44. http://dx.doi.org/10.1109/tetc.2017.2686487.

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32

Lam, Wai, and Javed Mostafa. "Modeling user interest shift using a bayesian approach." Journal of the American Society for Information Science and Technology 52, no. 5 (2001): 416–29. http://dx.doi.org/10.1002/1532-2890(2001)9999:9999<::aid-asi1078>3.0.co;2-o.

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33

Pervukhina, Svetlana Vladimirovna, Gyulnara Vladimirovna Basenko, Irina Gennadjevna Ryabtseva, and Elena Evgenyevna Sakharova. "Approaches to Text Simplification: Can Computer Technologies Outdo a Human Mind?" GEMA Online® Journal of Language Studies 21, no. 3 (August 30, 2021): 37–51. http://dx.doi.org/10.17576/gema-2021-2103-03.

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Narrowly specialized information is addressed to a limited circle of professionals though it provokes interest among people without specialized education. This gives rise to a need for the popularization of scientific information. This process is carried out through simplified texts as a kind of secondary texts that are directly aimed at the addressee. Age, language proficiency and background knowledge are the main features which are usually taken into consideration by the author of the secondary text who makes changes in the text composition, as well as in its pragmatics, semantics and syntax
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34

Menelas, Bob-Antoine J., Lorenzo Picinali, Patrick Bourdot, and Brian F. G. Katz. "Non-visual identification, localization, and selection of entities of interest in a 3D environment." Journal on Multimodal User Interfaces 8, no. 3 (February 17, 2014): 243–56. http://dx.doi.org/10.1007/s12193-014-0148-1.

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35

Agah, Arvin, and Kazuo Tanie. "Multimedia Human-Computer Interaction for Presence and Exploration in a Telemuseum." Presence: Teleoperators and Virtual Environments 8, no. 1 (February 1999): 104–11. http://dx.doi.org/10.1162/105474699566071.

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It is not always feasible or practical to be present at a location of interest. Telepresence makes such possible. This paper presents the design and implementation of a telepresence system in which a mobile manipulator robot is utilized to explore a museum at a remote site, sending live video and audio on demand to a user at the local site. The user's sense of presence is also enhanced through the capability to manipulate objects remotely via the robot's gripper. The display system is a slightly modified, off-the-shelf mediascope, a television display system that can be worn like a pair of gla
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36

Simonnet, Mathieu, and Stéphane Vieilledent. "Accuracy and Coordination of Spatial Frames of Reference during the Exploration of Virtual Maps: Interest for Orientation and Mobility of Blind People?" Advances in Human-Computer Interaction 2012 (2012): 1–14. http://dx.doi.org/10.1155/2012/835246.

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Even if their spatial reasoning capabilities remain quite similar to those of sighted people, blind people encounter difficulties in getting distant information from their surroundings. Thus, whole body displacements, tactile map consultations, or auditory solutions are needed to establish physical contacts with their environment. Therefore, the accuracy of nonvisual spatial representations heavily relies upon the efficiency of exploration strategies and the ability to coordinate egocentric and allocentric spatial frames of reference. This study aims to better understand the mechanisms of this
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37

XIE, Songyun, Xiaowei ZHANG, Liuzhi ZHOU, Xianghui LIU, and Xinzhou XIE. "A method of brain computer cooperative navigation combined with simultaneous localization and mapping." Xibei Gongye Daxue Xuebao/Journal of Northwestern Polytechnical University 40, no. 2 (April 2022): 330–36. http://dx.doi.org/10.1051/jnwpu/20224020330.

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Introducing human brain intelligence into robot system is an effective means to improve robot's cognition and decision-making ability. Aiming at the problems of human brain fatigue and the need of multi lead information in brain robot control, a brain computer cooperative navigation method combining synchronous localization and mapping (SLAM) is proposed in this paper. Through the steady-state visual evoked potential based on three leads, the image of the target area of interest of human brain is selected, and the brain computer cooperative navigation task is completed by combining SLAM and ar
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38

Sonali and Ashok Kumar Bathla. "A Review on Classification Techniques for Human Activity Recognition." Journal of Advance Research in Business Management and Accounting (ISSN: 2456-3544) 1, no. 2 (February 28, 2015): 01–06. http://dx.doi.org/10.53555/nnbma.v1i2.131.

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Recognizing human actions from video sequences has many important applications like video surveillance, patient monitoring, human computer interaction, dance choreography analysis, analysis of sports events and entertainment environments. It involves processing the video into frames firstly and finding out the interest points, then extracting the features and lastly specifying and labeling the videos following an appropriate classifying approach like Support Vector Machine, bag of words or nearest neighbor. This paper provides a detailed overview of various state-of-the-art research papers on
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39

Wijnker, Winnifred, Arthur Bakker, Stanislaw Schukajlow, and Paul Drijvers. "Modeling the mechanisms of interest raising videos in education." Human Behavior and Emerging Technologies 3, no. 5 (November 16, 2021): 823–31. http://dx.doi.org/10.1002/hbe2.314.

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40

Lawalata, Meike Ocktavia, Fredy Leiwakabessy, and Alwi Smith. "The effect of web-based blended learning echaced course on cognitive learning outcomes, scientific attitudes and learning interests of class VIII students Junior High Schools of gwamar Dobo and Negeri 1 Dobo." BIOEDUPAT: Pattimura Journal of Biology and Learning 2, no. 2 (October 13, 2022): 49–53. http://dx.doi.org/10.30598/bioedupat.v2.i2.pp49-53.

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ABSTRACT&#x0D; One of the learning problems is the integration of computer technology into learning activities that can trigger students to be able to develop learning and innovation skills, skills to use technology and information media, and be able to work and survive using life skills. The appropriate learning model that can be applied is the blended learning model that combines traditional face-to-face learning with computer-based learning with web (web enhanced) utilization. This study aims to see the effect of the web-enhanced blended learning model on cognitive learning outcomes, scient
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41

Widyantoro, Dwi H., Thomas R. Ioerger, and John Yen. "Learning user interest dynamics with a three-descriptor representation." Journal of the American Society for Information Science and Technology 52, no. 3 (2001): 212–25. http://dx.doi.org/10.1002/1532-2890(2000)9999:9999<::aid-asi1615>3.0.co;2-o.

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42

Liu, Xiaozhong, and Howard Turtle. "Real-time user interest modeling for real-time ranking." Journal of the American Society for Information Science and Technology 64, no. 8 (June 13, 2013): 1557–76. http://dx.doi.org/10.1002/asi.22862.

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43

YANNAKAKIS, GEORGIOS N., and JOHN HALLAM. "MODELING AND AUGMENTING GAME ENTERTAINMENT THROUGH CHALLENGE AND CURIOSITY." International Journal on Artificial Intelligence Tools 16, no. 06 (December 2007): 981–99. http://dx.doi.org/10.1142/s0218213007003667.

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This paper presents quantitative measurements/metrics of qualitative entertainment features within computer game environments and proposes artificial intelligence (AI) techniques for optimizing entertainment in such interactive systems. A human-verified metric of interest (i.e. player entertainment in real-time) for predator/prey games and a neuro-evolution on-line learning (i.e. during play) approach have already been reported in the literature to serve this purpose. In this paper, an alternative quantitative approach to entertainment modeling based on psychological studies in the field of co
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El Merhebi, Souad, Jean-Christophe Hoelt, Patrice Torguet, and Jean-Pierre Jessel. "Perception-Based Filtering for MMOGs." International Journal of Computer Games Technology 2008 (2008): 1–9. http://dx.doi.org/10.1155/2008/243107.

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Online games have exploded in the last few years. These games face several problems linked to scalability and interactivity. In fact, online games should provide a quick feedback of users' interactions as well as a coherent view of the shared world. However, the search for enhanced scalability dramatically increases message exchange. Such an increase consumes processing power and bandwidth, and thus limits interactivity, consistency, and scalability. To reduce the rate of message exchange, distributed virtual environment systems use filtering techniques such as interest management that filters
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45

Hu, Xiaowen, Bing Xu, and Shangfeng Zhang. "Understanding the Influence of Interest Rate Liberalization on Economic Structure and Monetary Policy." Journal of Advanced Computational Intelligence and Intelligent Informatics 19, no. 4 (July 20, 2015): 500–507. http://dx.doi.org/10.20965/jaciii.2015.p0500.

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In this paper, a dynamic stochastic general equilibrium model with price stickiness is constructed to analyze quantitatively the effect of interest rate liberalization on economic structure and monetary policy. Using parameter calibration and Bayes estimation, we analyze the impulse responses and numerical simulation of the external shocks of technology shocks and monetary policy shock. The empirical results find the following conclusion: Firstly, the interest rate liberalization is conducive to economic restructuring as the investment ratio and capital growth is suppressed and the household a
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46

Xu, Bing, Qiuqin He, Xiaowen Hu, and Shangfeng Zhang. "Interest Rate Liberalization and Fiscal Policy in China: A New Keynesian DSGE Model." Journal of Advanced Computational Intelligence and Intelligent Informatics 18, no. 6 (November 20, 2014): 985–91. http://dx.doi.org/10.20965/jaciii.2014.p0985.

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By building a new Keynesian dynamic stochastic general equilibrium (DSGE) model, we analyze the effect of interest rate liberalization on fiscal policy. First, we find that when the interest rate increases, technology shocks, monetary policy shocks, and fiscal policy shocks can effectively stabilize economic fluctuations. Second, when the interest rate rises, fiscal policy enhances the positive effect on output first, with decreasing the negative effect on output later. Third, fiscal policy increases the original crowding-out effect on consumption and investment. However, this increase in the
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47

Li, Mingzhao, Zhifeng Bao, Farhana Choudhury, Hanan Samet, Matt Duckham, and Timos Sellis. "AOI-shapes: An Efficient Footprint Algorithm to Support Visualization of User-defined Urban Areas of Interest." ACM Transactions on Interactive Intelligent Systems 11, no. 3-4 (December 31, 2021): 1–32. http://dx.doi.org/10.1145/3431817.

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Understanding urban areas of interest (AOIs) is essential in many real-life scenarios, and such AOIs can be computed based on the geographic points that satisfy user queries. In this article, we study the problem of efficient and effective visualization of user-defined urban AOIs in an interactive manner. In particular, we first define the problem of user-defined AOI visualization based on a real estate data visualization scenario, and we illustrate why a novel footprint method is needed to support the visualization. After extensively reviewing existing “footprint” methods, we propose a parame
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48

Zhou, Chaoran, Jianping Zhao, Xin Zhang, and Chenghao Ren. "Entity Alignment Method of Points of Interest for Internet Location-Based Services." Journal of Advanced Computational Intelligence and Intelligent Informatics 24, no. 7 (December 20, 2020): 837–45. http://dx.doi.org/10.20965/jaciii.2020.p0837.

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In Internet applications, the description for the same point of interest (POI) entity for different location-based services (LBSs) is not completely identical. The POI entity information in a single LBS data source contains incomplete data and exhibits insufficient objectivity. Aligning and consolidating POI entities from various LBSs can provide users with more comprehensive, objective, and authoritative POI information. We herein propose a multi-attribute measurement-based entity alignment method for Internet LBSs to achieve POI entity alignment and data consolidation. This method is based o
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49

Fryer, Luke K., Kaori Nakao, and Andrew Thompson. "Chatbot learning partners: Connecting learning experiences, interest and competence." Computers in Human Behavior 93 (April 2019): 279–89. http://dx.doi.org/10.1016/j.chb.2018.12.023.

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50

Zhu, Shao Ping, and Yu Hua Chen. "Human Behavior Recognition Based on Motion Decomposition." Advanced Materials Research 945-949 (June 2014): 1780–83. http://dx.doi.org/10.4028/www.scientific.net/amr.945-949.1780.

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Human behavior recognition is an active research field in computer vision and image processing. A novel method is proposed for human behavior recognition in video image sequences. First of all, a video sequence is represented by extracting space-time interest points. Then Human behavior is represented by activities through Motion Decomposition. The activity comprises labeled bags that are composed of unlabeled instances comprising to action. Final labeled activities are used to train a strong classifier which is used to predict the labels of unseen behavior bags. Experimental results show the
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