Simulation-Based Usability Evaluation of Spoken and Multimodal Dialogue Systems


Book Description

This book describes an extension of the user behaviour simulation (UBS) of an existing tool for automatic usability evaluation (AUE). This extension is based upon a user study with a smart home system. It uses technical-sociological methods for the execution of the study and the analysis of the collected data. A comparison of the resulting UBS with former UBSs, as well as the empirical data, shows that the new simulation approach outperforms the former simulation. The improvement affects the prediction of dialogue metrics that are related to dialogue efficiency and dialogue effectiveness. Furthermore, the book describes a parameter-based data model, as well as a related framework. Both are used to uniformly describe multimodal human-computer interactions and to provide such descriptions for usability evaluations. Finally, the book proposes a new two-stage method for the evaluation of UBSs. The method is based on the computation of a distance measures between two dialogue corpora and the pair-wise comparison of distances among several dialogue corpora.







Evaluation of a Game-based Simulation During Distributed Exercises


Book Description

"Two exercises using a Game-Based Simulation (GBS) were conducted by the U.S. Army Research Development and Engineering Command, Simulation and Training Technology Center (RDECOM-STTC) and the United Kingdom Land Warfare Development Group. Soldiers from the U.S. Army and the U.K. military conducted coalition mission rehearsals during each exercise. Data were collected on the system user interface, on the effectiveness of unit and joint exercise sessions, and on After Action Review (AAR) functionality and applications. Several issues in technological capabilities limited and constrained the military tasks that could be performed during the exercises, and limited the AARs. Nevertheless, questionnaire data collected during each exercise indicated several positive aspects of using game-based simulations. The GBS system was considered capable of providing considerable scope for general dismounted Soldier rehearsal and training. The graphics and user interface were judged adequate for use in training rehearsals and AARs, especially in preparation for home station field training exercises. The largest negative issue was the limited number of weapon types and equipment. The second largest issue was the limited equipment functionality that the system supported. A third issue was the lack of sufficient numbers of civilians and opposing forces for different interactions in the non-kinetic exercises."--DTIC.










Proceedings of the Future Technologies Conference (FTC) 2020, Volume 3


Book Description

This book provides the state-of-the-art intelligent methods and techniques for solving real-world problems along with a vision of the future research. The fifth 2020 Future Technologies Conference was organized virtually and received a total of 590 submissions from academic pioneering researchers, scientists, industrial engineers, and students from all over the world. The submitted papers covered a wide range of important topics including but not limited to computing, electronics, artificial intelligence, robotics, security and communications and their applications to the real world. After a double-blind peer review process, 210 submissions (including 6 poster papers) have been selected to be included in these proceedings. One of the meaningful and valuable dimensions of this conference is the way it brings together a large group of technology geniuses in one venue to not only present breakthrough research in future technologies, but also to promote discussions and debate of relevant issues, challenges, opportunities and research findings. The authors hope that readers find the book interesting, exciting and inspiring.




VI Latin American Congress on Biomedical Engineering CLAIB 2014, Paraná, Argentina 29, 30 & 31 October 2014


Book Description

This volume presents the proceedings of the CLAIB 2014, held in Paraná, Entre Ríos, Argentina 29, 30 & 31 October 2014. The proceedings, presented by the Regional Council of Biomedical Engineering for Latin America (CORAL) offer research findings, experiences and activities between institutions and universities to develop Bioengineering, Biomedical Engineering and related sciences. The conferences of the American Congress of Biomedical Engineering are sponsored by the International Federation for Medical and Biological Engineering (IFMBE), Society for Engineering in Biology and Medicine (EMBS) and the Pan American Health Organization (PAHO), among other organizations and international agencies and bringing together scientists, academics and biomedical engineers in Latin America and other continents in an environment conducive to exchange and professional growth. The Topics include: - Bioinformatics and Computational Biology - Bioinstrumentation; Sensors, Micro and Nano Technologies - Biomaterials, Tissue Engineering and Artificial Organs - Biomechanics, Robotics and Motion Analysis - Biomedical Images and Image Processing - Biomedical Signal Processing - Clinical Engineering and Electromedicine - Computer and Medical Informatics - Health and home care, telemedicine - Modeling and Simulation - Radiobiology, Radiation and Medical Physics - Rehabilitation Engineering and Prosthetics - Technology, Education and Innovation










Serious Educational Game Assessment: Practical Methods and Models for Educational Games, Simulations and Virtual Worlds


Book Description

In an increasingly scientific and technological world the need for a knowledgeable citizenry, individuals who understand the fundamentals of technological ideas and think critically about these issues, has never been greater. There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens, not only regularly occurring in schools and in after-school programs, but also in informal settings like museums, science centers, zoos and aquariums, at home with family, in the workplace, during leisure time when children and adults participate in community-based activities. This blurring of the boundaries of where, when, why, how and with whom people learn, along with better understandings of learning as a personally constructed, life-long process of making meaning and shaping identity, has initiated a growing awareness in the field that the questions and frameworks guiding assessing these environments should be reconsidered in light of these new realities. The audience for this book will be researchers working in the Serious Games arena along with distance education instructors and administrators and students on the cutting edge of assessment in computer generated environments.