Skeleton Video that Allows Users to Interact with Images
|
|
- Easter Stanley
- 6 years ago
- Views:
Transcription
1 Skeleton Video that Allows Users to Interact with Images Osamu Morikawa*1, Yoko Sakata*2, and Takanori Maesako*3 National Institute of Advanced Industrial Science and Technology(AIST) *1 Faculty of Communication, Aichi Shukutoku University*2 Faculty of Human Sciences, Osaka University*3 *1 *2 *3 Abstract A skeleton video is a new type of video that provides a framework and outline (skeleton) of the video contents and allows viewers to modify the video themselves in such a way that individual viewers create different adaptations of the video by viewers participation as subjects. We produce skeleton video teaching materials for young children (five years of age), conduct demonstrations, and examine the effectiveness of the skeleton video. 1. Introduction Electronic media, including TV, video devices, and PCs, have recently come to be commonplace throughout daily life. Electronic media are used as learning tools in education sites, such as schools and kindergartens, and introduce major changes in the forms of instruction and learning. Information is dispersed to students unidirectionally through learning using TV or video. For that reason, there are few interaction elements in which information is transmitted through experience, and which enable the students to solve problems independently. However, interactions [1] and experiences [2][3] are important methods for young children in particular to reach their solutions. We propose a new type of video called a skeleton video in this report that allows interactions between participants and images and examine its effectiveness through the production and demonstration of skeleton video teaching materials. Section 2 describes the skeleton video, Section 3 cites related studies, Section 4 reports on the demonstration experiments, and Section 5 discusses the target age and consistency of the video images. 2. Skeleton Video A skeleton video is a new type of video that provides the framework and outline (skeleton) of the video contents and allow viewers to modify the video themselves as a subject in such a way that individual viewers create different adaptations of the video. Images in conventional videos represent the finished work of the producers; further modifications of the video contents cannot be performed. In contrast, a skeleton video is produced from the initial stage under the assumption of modification by viewers. A skeleton video has a structure similar to that of karaoke. A karaoke song becomes a finished musical creation only after it is combined with a human voice. Karaoke provides new ways to enjoy music through the enjoyment of singing songs, learning songs, and creating music through collaboration, as well as the enjoyment of listening to the final musical creation. Video Mixer Figure 1. Skeleton video where viewers participate as subjects by overlapped his/her image into the recorded video. A skeleton video becomes complete when the viewer is included in the image of his or her friends, who then travel to scenic areas and places of historical interest as if they were together (Fig.1,2). A complete image is created by incorporating the viewer into the image, for example, as if he or she were dancing with performers on a stage. A skeleton video provides a new way to enjoy video beyond simply viewing images, by allowing viewers to
2 participate in the process of completing the video contents. A: skeleton video B: viewer X C: viewer Y D: bad example Figure 2. Playing of skeleton video. As B and C are natural image, viewers feel as if they are there. In D, balance is bad, so she feels unconformable. 3. Related Studies Studies that enable viewers to become subjects in the image and synthesize images to achieve interaction, a sense of co-existence, and impression of integration with the virtual reality of the image include HyperMirror [4] by Morikawa, et al., Reflection of Presence [5] by Stefan et al., and the See-through Video Avatars system [6] by Yasuda et al. These are remote interaction systems, in which viewers interact by creating an image of their behavior as observed from an overhead point of view. This image is synthesized, and thus the viewer can interact by pointing out objects in their partner's space. The sense of being at the site is obtained in HyperMirror by creating an image of the viewer and partner as if they were in the same virtual room. Reflection of Presence and the See-through Video Avatars system provide virtual space for interactions that cannot exist in reality by changing the display sizes, display positions, and transparency of the interaction partner. The viewer is displayed as an video image in ALIVE [7] by Maes et al., while the partner interacts with an avatar in the computer. In contrast, the partner in VirtualActor [8] by Ishii et al. is displayed as a video image while the viewer interacts using an avatar. Both the viewer and partner become avatars in a virtual space that cannot exist in reality and interactions take place by moving avatars using a mouse or other device in DIVE [9] by Fahlen et al., InterSpace [10] by Sugawara et al., MASSIVE [11] by Greenhalgh et al., and GreenSpace [12] by Mandeville et al. 4. Experiments We anticipate that using a skeleton video will change learning through viewing only into learning through a video in which the viewer interacts with the image using his or her whole body. We produced skeleton video teaching material for young children (five years of age) and performed experiments using it. It must be noted that what viewers interact with is not recoded video material, but synthesized images with viewers. The recoded video material itself does not synchronize with viewers' action. The synthesized images with viewers, however, varies following to the viewers themselves. The experiments enable us to examine whether learning using a skeleton video is a joyful experience for young children. Learning through play is known to be effective in childhood [13]. It is important to have fun during learning. We believe that it is necessary to first examine whether the proposed form of learning is fun and easily accepted by children before we focus on the effects of learning and the ability to accomplish the objective. Skeleton Video Teaching Materials Camerawork is effective for increasing the power of expression in the video images. Similar effects can also be expected in a skeleton video; however, obtaining video of the viewer involves the camerawork being synchronized with the video, which requires sophisticated equipment. Poor camerawork will cause the viewers to easily perceive the image as being synthesized, which will hinder their progress into the world of the skeleton video. The authors believe that realizing a skeleton video that requires camerawork is presently too complex a process, and considered producing skeleton video teaching material using a fixed camera. We produced skeleton video teaching material using an "Algorithm Gymnastic Exercise," which is performed in NHK's educational program, "Pitagoraswitch," as the subject. This gymnastic exercise contains scenes in which two people clap their partner's hands and alternately stand and sit down, making it a gymnastic exercise that requires interactions with others. The skeleton video images of the completed version consist of a scene in which fourteen
3 kindergarten children perform the "Algorithm Gymnastic Exercise" by forming pairs. Therefore, video was recorded of each individual scene of thirteen children in which either the male or female child of the pair at the top was omitted and was used as the skeleton video for female and male children(fig. 3). The video was recorded through cooperation with fourteen five-year-old kindergarten children as the subjects of the experiment of "Algorithm Gymnastic Exercise." This exercise was conducted frequently in the same kindergarten class, and thus most children in that kindergarten knew the routine and were able to perform the exercise. We presumed that the children would attain a sense of co-existence and integration in the image with children familiar to them from the kindergarten by becoming part of the video content. Furthermore, it is also possible to incorporate elements of learning by experience since the children act in synchronization with the image. Figure 3. Skeleton Video Teaching Materials. A participant (top) and the synthesized image with her (bottom). Experiment Equipment A large screen and camera were placed in front of the classroom for the experiment, as illustrated in Fig. 4, and the video contents were projected on an area 120 cm wide and 90 cm high, located 30 cm above the floor. The resolutions of the camera and screen were on the level of NTSC TV signals. A stage was provided for the children to stand in the rear part of the classroom. A blue carpet was placed on the floor of the stage, and a blue curtain was hung to cover the entire wall. The image of the skeleton video teaching material and the image of the children were synthesized by Chromakey and input to the projector. The projector reversed the video contents laterally and then projected the result on the screen in the front portion of the classroom. camera screen projector blue stage Figure 4. Equipment. The child on the blue stage dances in the recorded video image on the screen. Scoring Procedures It is difficult to objectively measure to what extent children are feeling joyful. Questionnaires, sensation evaluations, or introspection methods can be applied to adults, but the verbal abilities of young children are undeveloped and it is difficult for them to express subjective impressions in an objective manner. We measured the concentration of metabolic-type immunity globulin A (s-iga) and that of cortisol in sputum in this study and examined the changes in concentrations during viewing of the skeleton video. s-iga is an immunity component that increases with relaxation and positive emotions [14], while cortisol increases under stress [15]. Method Our experiment subjects included a total of eleven five-year-old children, consisting of five male and seven female children (ranging in age from 5.5 to 6.3 years, with an average age of 5.8). The first sample of sputum was collected from the subject children after they had rinsed their mouths with water. The subject children were instructed to stand roughly at the center of the stage. Their positions were not strictly specified. Instead, the camera position was adjusted so that the skeleton video could be completed using the children's chosen positions. An ordinary video that was not a skeleton video was projected on the front screen. The contents of the video were the completed version of the images in which fourteen children, divided into pairs, performed the "Algorithm Gymnastic Exercise." The children participating in the experiment simply watched this video on the screen in the first session. The skeleton video was projected with the participating children synthesized into it in the second session, and the children were instructed to perform the same exercise while watching. The
4 second sample of sputum was collected after the exercise. Samples of sputum were collected using a alivette, which was developed for collecting sputum (made by SARSTEDT, Inc.), after the children rinsed their mouths with the supplied water. The salivette is composed of a centrifugal tube body, suspended insert, cylindrical absorbent cotton, and cap. A sample of sputum is collected when the subject child bites the sterilized cylindrical absorbent cotton. The subject children were very young, and thus a piece of string was threaded through the cylindrical absorbent cotton, and the end of the string was held while the subject children bit the cotton, to prevent them from swallowing it. The cylindrical absorbent cotton soaked with sputum was returned to the tube body and immediately refrigerated so that the intact components could be extracted later. The intact components were analyzed by SRL cooperation in Japan. s-iga(µg/ml pre-test post-test Figure 5. Changes in s-iga concentration in pre-post test. cortisolµ/ pre-test P<.059 P<.01 post-test Figure 6. Changes in Cortisol concentration in pre-post test. Results The samples of sputum collected before and after viewing the skeleton video were extracted and their concentrations of s-iga and cortisol were measured (Fig.5 and 6). We conducted t-test (one-sided test) before and after the experiment, which revealed that the concentration of s-iga increased significantly (t=1.707, df=10, p<.059) while the concentration of cortisol decreased significantly (t=3.444, df=10, p<.01). Our initial hypothesis, described above, was supported by the analysis results of the two components. It was evident that the skeleton video is a system that can be utilized joyfully and positively, and not a system that makes young children feel stress or a sense of incongruity. 5. Discussion This form of learning using a skeleton video, which incorporates interactions with images and elements of learning by experience, is effective for teaching young children. The experiment results indicated that the skeleton video can be joyfully and positively utilized by young children. However, one issue remains unresolved. The children must be active while watching the image in which they are synthesized. Therefore, the students must always look at the image of themselves. They must move appropriately to synchronize their action with the image. This is seldom experienced in daily life except when one looks into a mirror. The five-year-old children moved appropriately during the experiment by recognizing the images on the screen as themselves. However, it is questionable whether this can be achieved without difficulty by four-year-old or younger children. Effects of Displaying One's Own Image Adults recognize their own mirrored image and feel no sense of incongruity. However, this recognition of an image of oneself is not a innate behavior. Lewis & Brooks-Gunn [16] reported that normal children become able to discriminate between themselves and others at the age of one and a half, and become aware of themselves in the mirror. They pass the mark test, a technique used in the field of developmental psychology, at about the age of two. In this test, a colored lipstick is applied to an area of the subject child that he or she cannot look at directly, such as the nose. The child is then allowed to look at a mirror and the psychologist observes whether the child touches his or her nose. It can be assumed that if the child touches his or her nose that he or she recognizes that the image in the mirror is that of him- or herself. The image of a child with a lipstick mark was recorded on video in more recent studies, and the image was shown to the child after roughly three minutes to assess his or her ability to recognize an image of him- or herself [17][18]. It was reported that recognition of oneself becomes possible at the age of four or older under conditions involving such a delay. Thus, the ability to recognize an image of oneself develops from the age of two to four, depending on the experiment conditions. These facts suggest that
5 Figure 7. The camera work for participant has to synchronize with the camera work of the recorded video. The third flame is unnatural image created by unsuitable one.. there is no guarantee that the present experiment results for five-year-old children are applicable to children at the age of four or younger. It is necessary to consider the developmental stage when utilizing skeleton video for young children, such as those in kindergarten. Consistency of Images Morikawa [19] demonstrated that there are at least three methods for interpreting synthesized images that differ qualitatively. Let's consider that two images, A and B, are synthesized and displayed in a single image. There is a positional relation between A and B on the screen. There is also a mode to interpret that they are not related to each other (0) and two modes to interpret whether they are related to the contents of the display (1, 2). These are further divided into two modes: mode 1 to interpret whether A and B are in separate spaces and mode 2 to interpret whether they are in the same 3D space. For example, on a TV news screen, while character string A that represents the current time is in the relation of mode 0 with background image B, character string A that represents the name of a crime suspect is in the relation of mode 1 with the image of person B in the background, in the sense that A is an explanation of B. When weather forecaster A points to weather chart B, some may interpret that the relation is mode 2 while others interpret it as mode 1. Special effects images in a movie are produced under the assumption that they will be interpreted as being in mode 2, but some may interpret them as being in mode 1. Special effects images with poor consistency are difficult to interpret as being in mode 2, so viewers will interpret them as being in mode 1. Skeleton videos generally aim to produce synthesized images containing the viewer with good consistency, though this depends somewhat on their purpose. For example, skeleton videos for traveling to scenic locales and places of historical interest must produce a synthetic image that enables the viewers to feel merged into the world of the video image as if they were actually traveling. This is necessary for viewers to interpret the video work as being in mode 2. However, it is rare for video contents to consist of a single image taken by a fixed camera. There are generally many instances in which the contents involve various types of camerawork, such as camera zooms, pans, and switching. Techniques to synthesize the image of viewers in synchronization with the camerawork used when taking the original video are necessary when the video contents involve camerawork. For example, virtually dancing together with performers on a stage requires synthesizing that is synchronized with the camerawork used on the stage when the original video was recorded. It may become necessary to prepare multiple cameras to record video of the viewer and mechanisms for the skeleton video to control the camerawork, such as switching cameras (Fig.7). We used skeleton video taken by a fixed camera for our experiment, and therefore the videotape itself constituted the skeleton video. However, a skeleton video that involves camerawork must be a combination of video images with related camerawork control data for the viewer's camera and various control data for image-synthesizing positions. Moreover, extreme accuracy is required for the control data. Viewers will easily detect that the images are synthesized if the accuracy of the camerawork is poor, and they will be unable to merge themselves into the world of the skeleton video by abandoning the interpretation in mode 2. Further research and technical developments are required since realizing a skeleton video that involves camerawork is presently too complex a process. 6. Conclusion We proposed here a skeleton video in which viewers participate as subjects. We produced teaching material for young children and examined
6 its effectiveness. Interactions in a skeleton video are interactions with video contents using one's whole body. We conducted a experiment using five-year-old children. The results confirmed that the skeleton video was accepted and greatly enjoyed. The content at this time was Algorithm Gymnastic Exercise; skeleton videos will ultimately be applicable to various types of learning. Utilization of skeleton video teaching materials for four-year-old or younger children whose mirror image selfrecognition is not yet fully developed requires further study. In contrast, many more applications can be expected if the targets are expanded to elementary school and junior-high school students, university students, and adults. The authors have conducted research and development of an operation training system that utilizes skeleton video for use by medics performing operations using an endoscope [20]. Operations by skilled doctors are converted into video teaching material; viewers as medics go into the world of the video and mimic the operations by skilled doctors to learn their techniques. The subjects are not limited to skilled doctors. Skeleton videos can be applied to transfer the expertise of more common workers, which may be difficult to explain verbally. Skeleton videos are recorded teaching material, and thus they are reproducible and can be enjoyed repeatedly. For example, autistic children who are poor at communication can attempt to improve their symptoms by utilizing a skeleton video and can communicate in the world of the video by using their whole body. References [1] Sakata,Y., & Kawai,N. Does a communicative video enhance preschool children's memorization? The Japanese Journal of Developmental Psychology, 15, (2004) [2] Nakamura,K. The effect of manual operation of a moving target on young children's perception of causality. The Japanese Journal of Developmental Psychology, 7, (1996) [3] Nakano,S. The effects of pre-play experience on problem-solving activities in preschool children. The Japanese Journal of Educational Psychology, 29, (1981) [4] Morikawa,O. & Maesako,T. HyperMirror: Toward Pleasant-to-use Video Mediated Communication System, CSCW'98, (1998) [5] Stefan Agamanolis, Alex Westner, & V. Michael Bove, Jr. Reflection of Presence:Toward more natural and responsive telecollaboration, Proc SPIE Multimedia Networks,MIT97, 3228A (1997) [6] Yasuda,K., Sugita,K., Ushida,K., Naemura,T. & Harashima,H., A Mutual Communication-Support Using See-through Video Avatars, Proc. Virtual Reality Society of Japan, pp (2002)(in Japanese) [7] Maes, P., Darrell, T., Blumberg, B. & Pentland. A., The ALIVE System: Wireless, Full-Body Interaction with Autonomous Agents, Multimedia Systems 5(2): (1997) [8] Ishii,Y., Watanabe,T., Developmrnts of an embodied video communication system in which own VirtualActor is superimposed for virtual face-to-face scene (in Japanese), HIS2002,99-102(2002) [9] Fahlen,L., Brown,C., Stahl,O., Carlsson,C.: A Space Based Model for User Interaction in Shared Synthetic Environments, INTERCHI'93,43-48(1993) [10] Sugawara,S., et al., InterSpace: Networked Virtual World for Visual Communication,IEICE transactions on Information and Systems,E77-D(12), (1994) [11] Greenhalgh,C. & Benford,S., Massive: A collaborative virtual enviroment for teleconferencing. ACM Transactions on Computer-Human Inteaction,2.3, (1995). [12] Mandeville,J. et al., GreenSpace: Creating a Distributed Virtual Environment for Global Applications, In Proceedings of IEEE Networked Virtual Reality Workshop (1995) [13] Sylva, K., Bruner, J. S., & Genova, P. The role of play in the problem solving of children 3-5 years old. In Bruner, J. S., Jolly, A. and Sylva, K. (Eds.), Play. Penguin Books (1974) [14] Tsujita,S., & Morimoto,K. Secretory IgA in saliva can be a useful stress marker. Environmental Health and Preventive Medicine, 4, 1-8 (1999) [15] Suga,K., Sato,M., Yonezawa,H., Naga,S., & Shimizu,J. Effects of robot-assisted activity on senior citizens. -Indicators of HVA, MHPG, and CS concentrations in saliva-, Journal of Analytical Bio- Science. 26, (2003) [16] Lewis, M., & Brooks-Gunn, J. Social cognition and the acquisition of self. New York: Plenum Press(1979) [17] Kinoshita,Y. Judgement of legitimacy of group decision-making over indivisual concerns. A developmental study. The Japanese Journal of Developmental Psychology, 12, (2001) [18] Povinelli, D. J., Landau, K. R., & Perilloux, H. K. Self-recognition in young children using delayed versus live feedback: Evidence of a developmental asynchrony. Child Development, 67, (1996) [19] Morikawa,O. Explanation of Togetherness in Video Communication System by Cognitive Modes (In Japanese), Information Processing Society of Japan,Vol.46-7, (2005) [20] Morikawa,O., Kumagai,T., Yamashita,J., Yokoyama, T. An endoscopic surgical skill training system using HyperMirror(In Japanese), Proc. of 14th Annual Meeting of Japan Society of Computer Aided Surgery, (2005)
The Relationship between the Arrangement of Participants and the Comfortableness of Conversation in HyperMirror
The Relationship between the Arrangement of Participants and the Comfortableness of Conversation in HyperMirror Osamu Morikawa 1 and Takanori Maesako 2 1 Research Institute for Human Science and Biomedical
More informationAutonomic gaze control of avatars using voice information in virtual space voice chat system
Autonomic gaze control of avatars using voice information in virtual space voice chat system Kinya Fujita, Toshimitsu Miyajima and Takashi Shimoji Tokyo University of Agriculture and Technology 2-24-16
More informationHyperMirror: Toward Pleasant-to-use Video Mediated Communication System
HyperMirror: Toward Pleasant-to-use Video Mediated Communication System Osamu Morikawa National Institute of Bioscience and Human-Technology, 1-1 Higashi, Tsukuba, Ibaragi 305-8566,Japan +81-298-54-6775
More informationDevelopment of Video Chat System Based on Space Sharing and Haptic Communication
Sensors and Materials, Vol. 30, No. 7 (2018) 1427 1435 MYU Tokyo 1427 S & M 1597 Development of Video Chat System Based on Space Sharing and Haptic Communication Takahiro Hayashi 1* and Keisuke Suzuki
More informationCare-receiving Robot as a Tool of Teachers in Child Education
Care-receiving Robot as a Tool of Teachers in Child Education Fumihide Tanaka Graduate School of Systems and Information Engineering, University of Tsukuba Tennodai 1-1-1, Tsukuba, Ibaraki 305-8573, Japan
More informationTele-Nursing System with Realistic Sensations using Virtual Locomotion Interface
6th ERCIM Workshop "User Interfaces for All" Tele-Nursing System with Realistic Sensations using Virtual Locomotion Interface Tsutomu MIYASATO ATR Media Integration & Communications 2-2-2 Hikaridai, Seika-cho,
More informationENHANCED HUMAN-AGENT INTERACTION: AUGMENTING INTERACTION MODELS WITH EMBODIED AGENTS BY SERAFIN BENTO. MASTER OF SCIENCE in INFORMATION SYSTEMS
BY SERAFIN BENTO MASTER OF SCIENCE in INFORMATION SYSTEMS Edmonton, Alberta September, 2015 ABSTRACT The popularity of software agents demands for more comprehensive HAI design processes. The outcome of
More informationDevelopment of an Automatic Camera Control System for Videoing a Normal Classroom to Realize a Distant Lecture
Development of an Automatic Camera Control System for Videoing a Normal Classroom to Realize a Distant Lecture Akira Suganuma Depertment of Intelligent Systems, Kyushu University, 6 1, Kasuga-koen, Kasuga,
More informationFacilitating Interconnectedness between Body and Space for Full-bodied Presence - Utilization of Lazy Susan video projection communication system -
Facilitating Interconnectedness between Body and Space for Full-bodied Presence - Utilization of video projection communication system - Shigeru Wesugi, Yoshiyuki Miwa School of Science and Engineering,
More informationThe Use of Avatars in Networked Performances and its Significance
Network Research Workshop Proceedings of the Asia-Pacific Advanced Network 2014 v. 38, p. 78-82. http://dx.doi.org/10.7125/apan.38.11 ISSN 2227-3026 The Use of Avatars in Networked Performances and its
More informationWhen Audiences Start to Talk to Each Other: Interaction Models for Co-Experience in Installation Artworks
When Audiences Start to Talk to Each Other: Interaction Models for Co-Experience in Installation Artworks Noriyuki Fujimura 2-41-60 Aomi, Koto-ku, Tokyo 135-0064 JAPAN noriyuki@ni.aist.go.jp Tom Hope tom-hope@aist.go.jp
More informationDevelopment a File Transfer Application by Handover for 3D Video Communication System in Synchronized AR Space
Development a File Transfer Application by Handover for 3D Video Communication System in Synchronized AR Space Yuki Fujibayashi and Hiroki Imamura Department of Information Systems Science, Graduate School
More informationRemote Kenken: An Exertainment Support System using Hopping
64 Remote Kenken: An Exertainment Support System using Hopping Hirotaka Yamashita*, Junko Itou**, and Jun Munemori** *Graduate School of Systems Engineering, Wakayama University, Japan **Faculty of Systems
More informationHAND-SHAPED INTERFACE FOR INTUITIVE HUMAN- ROBOT COMMUNICATION THROUGH HAPTIC MEDIA
HAND-SHAPED INTERFACE FOR INTUITIVE HUMAN- ROBOT COMMUNICATION THROUGH HAPTIC MEDIA RIKU HIKIJI AND SHUJI HASHIMOTO Department of Applied Physics, School of Science and Engineering, Waseda University 3-4-1
More informationHaptics in Remote Collaborative Exercise Systems for Seniors
Haptics in Remote Collaborative Exercise Systems for Seniors Hesam Alizadeh hesam.alizadeh@ucalgary.ca Richard Tang richard.tang@ucalgary.ca Permission to make digital or hard copies of part or all of
More informationGLOSSARY for National Core Arts: Media Arts STANDARDS
GLOSSARY for National Core Arts: Media Arts STANDARDS Attention Principle of directing perception through sensory and conceptual impact Balance Principle of the equitable and/or dynamic distribution of
More informationQuiddler Skill Connections for Teachers
Quiddler Skill Connections for Teachers Quiddler is a game primarily played for fun and entertainment. The fact that it teaches, strengthens and exercises an abundance of skills makes it one of the best
More informationEvaluation of a Tricycle-style Teleoperational Interface for Children: a Comparative Experiment with a Video Game Controller
2012 IEEE RO-MAN: The 21st IEEE International Symposium on Robot and Human Interactive Communication. September 9-13, 2012. Paris, France. Evaluation of a Tricycle-style Teleoperational Interface for Children:
More informationYoung Children s Folk Knowledge of Robots
Young Children s Folk Knowledge of Robots Nobuko Katayama College of letters, Ritsumeikan University 56-1, Tojiin Kitamachi, Kita, Kyoto, 603-8577, Japan E-mail: komorin731@yahoo.co.jp Jun ichi Katayama
More informationVIRTUAL REALITY Introduction. Emil M. Petriu SITE, University of Ottawa
VIRTUAL REALITY Introduction Emil M. Petriu SITE, University of Ottawa Natural and Virtual Reality Virtual Reality Interactive Virtual Reality Virtualized Reality Augmented Reality HUMAN PERCEPTION OF
More informationTangible interaction : A new approach to customer participatory design
Tangible interaction : A new approach to customer participatory design Focused on development of the Interactive Design Tool Jae-Hyung Byun*, Myung-Suk Kim** * Division of Design, Dong-A University, 1
More informationHaptic Abilities of Freshman Engineers as Measured by the Haptic Visual Discrimination Test
a u t u m n 2 0 0 3 Haptic Abilities of Freshman Engineers as Measured by the Haptic Visual Discrimination Test Nancy E. Study Virginia State University Abstract The Haptic Visual Discrimination Test (HVDT)
More informationArbitrating Multimodal Outputs: Using Ambient Displays as Interruptions
Arbitrating Multimodal Outputs: Using Ambient Displays as Interruptions Ernesto Arroyo MIT Media Laboratory 20 Ames Street E15-313 Cambridge, MA 02139 USA earroyo@media.mit.edu Ted Selker MIT Media Laboratory
More informationInteractive Multimedia Contents in the IllusionHole
Interactive Multimedia Contents in the IllusionHole Tokuo Yamaguchi, Kazuhiro Asai, Yoshifumi Kitamura, and Fumio Kishino Graduate School of Information Science and Technology, Osaka University, 2-1 Yamada-oka,
More informationThe Effects of Mindfulness on Teacher Self-Efficacy with Teacher Candidates
The Effects of Mindfulness on Teacher Self-Efficacy with Teacher Candidates Ernest Solar, Ph.D. Mount St. Mary s University solar@msmary.edu Presented at the 2018 Contemplative Practices for 21 st Century
More informationHandsIn3D: Supporting Remote Guidance with Immersive Virtual Environments
HandsIn3D: Supporting Remote Guidance with Immersive Virtual Environments Weidong Huang 1, Leila Alem 1, and Franco Tecchia 2 1 CSIRO, Australia 2 PERCRO - Scuola Superiore Sant Anna, Italy {Tony.Huang,Leila.Alem}@csiro.au,
More informationPopObject: A Robotic Screen for Embodying Video-Mediated Object Presentations
PopObject: A Robotic Screen for Embodying Video-Mediated Object Presentations Kana Kushida (&) and Hideyuki Nakanishi Department of Adaptive Machine Systems, Osaka University, 2-1 Yamadaoka, Suita, Osaka
More informationInteractive System for Origami Creation
Interactive System for Origami Creation Takashi Terashima, Hiroshi Shimanuki, Jien Kato, and Toyohide Watanabe Graduate School of Information Science, Nagoya University Furo-cho, Chikusa-ku, Nagoya 464-8601,
More informationAbstract. Keywords: virtual worlds; robots; robotics; standards; communication and interaction.
On the Creation of Standards for Interaction Between Robots and Virtual Worlds By Alex Juarez, Christoph Bartneck and Lou Feijs Eindhoven University of Technology Abstract Research on virtual worlds and
More informationImage Interpretation System for Informed Consent to Patients by Use of a Skeletal Tracking
Image Interpretation System for Informed Consent to Patients by Use of a Skeletal Tracking Naoki Kamiya 1, Hiroki Osaki 2, Jun Kondo 2, Huayue Chen 3, and Hiroshi Fujita 4 1 Department of Information and
More informationMultimedia Virtual Laboratory: Integration of Computer Simulation and Experiment
Multimedia Virtual Laboratory: Integration of Computer Simulation and Experiment Tetsuro Ogi Academic Computing and Communications Center University of Tsukuba 1-1-1 Tennoudai, Tsukuba, Ibaraki 305-8577,
More informationSTRATEGO EXPERT SYSTEM SHELL
STRATEGO EXPERT SYSTEM SHELL Casper Treijtel and Leon Rothkrantz Faculty of Information Technology and Systems Delft University of Technology Mekelweg 4 2628 CD Delft University of Technology E-mail: L.J.M.Rothkrantz@cs.tudelft.nl
More informationPaper on: Optical Camouflage
Paper on: Optical Camouflage PRESENTED BY: I. Harish teja V. Keerthi E.C.E E.C.E E-MAIL: Harish.teja123@gmail.com kkeerthi54@gmail.com 9533822365 9866042466 ABSTRACT: Optical Camouflage delivers a similar
More informationDoes the Appearance of a Robot Affect Users Ways of Giving Commands and Feedback?
19th IEEE International Symposium on Robot and Human Interactive Communication Principe di Piemonte - Viareggio, Italy, Sept. 12-15, 2010 Does the Appearance of a Robot Affect Users Ways of Giving Commands
More informationMotion Capturing Empowered Interaction with a Virtual Agent in an Augmented Reality Environment
Motion Capturing Empowered Interaction with a Virtual Agent in an Augmented Reality Environment Ionut Damian Human Centered Multimedia Augsburg University damian@hcm-lab.de Felix Kistler Human Centered
More informationShadow Communication:
Shadow Communication: System for Embodied Interaction with Remote Partners Yoshiyuki Miwa Faculty of Science and Engineering, Waseda University #59-319, 3-4-1,Ohkubo, Shinjuku-ku Tokyo, 169-8555, Japan
More informationDevelopment and Integration of Artificial Intelligence Technologies for Innovation Acceleration
Development and Integration of Artificial Intelligence Technologies for Innovation Acceleration Research Supervisor: Minoru Etoh (Professor, Open and Transdisciplinary Research Initiatives, Osaka University)
More informationThe Visitors Behavior Study and an Experimental Plan for Reviving Scientific Instruments in a New Suburban Science Museum
The Visitors Behavior Study and an Experimental Plan for Reviving Scientific Instruments in a New Suburban Science Museum Jeng-Horng Chen National Cheng Kung University, Tainan, TAIWAN chenjh@mail.ncku.edu.tw
More informationNew interface approaches for telemedicine
New interface approaches for telemedicine Associate Professor Mark Billinghurst PhD, Holger Regenbrecht Dipl.-Inf. Dr-Ing., Michael Haller PhD, Joerg Hauber MSc Correspondence to: mark.billinghurst@hitlabnz.org
More informationVideo Game Education
Video Game Education Brian Flannery Computer Science and Information Systems University of Nebraska-Kearney Kearney, NE 68849 flannerybh@lopers.unk.edu Abstract Although video games have had a negative
More informationVIRTUAL REALITY APPLICATIONS IN THE UK's CONSTRUCTION INDUSTRY
Construction Informatics Digital Library http://itc.scix.net/ paper w78-1996-89.content VIRTUAL REALITY APPLICATIONS IN THE UK's CONSTRUCTION INDUSTRY Bouchlaghem N., Thorpe A. and Liyanage, I. G. ABSTRACT:
More informationEnhancement of Dynamic Local Lag Control for Networked Musical Performance
Enhancement of Dynamic Local Lag Control for Networked Musical Performance Mya Sithu, Yutaka Ishibashi, and Norishige Fukushima Graduate School of Engineering Nagoya Institute of Technology Nagoya, Japan
More informationPerception of room size and the ability of self localization in a virtual environment. Loudspeaker experiment
Perception of room size and the ability of self localization in a virtual environment. Loudspeaker experiment Marko Horvat University of Zagreb Faculty of Electrical Engineering and Computing, Zagreb,
More informationAir-filled type Immersive Projection Display
Air-filled type Immersive Projection Display Wataru HASHIMOTO Faculty of Information Science and Technology, Osaka Institute of Technology, 1-79-1, Kitayama, Hirakata, Osaka 573-0196, Japan whashimo@is.oit.ac.jp
More informationEvaluating 3D Embodied Conversational Agents In Contrasting VRML Retail Applications
Evaluating 3D Embodied Conversational Agents In Contrasting VRML Retail Applications Helen McBreen, James Anderson, Mervyn Jack Centre for Communication Interface Research, University of Edinburgh, 80,
More informationInteraction rule learning with a human partner based on an imitation faculty with a simple visuo-motor mapping
Robotics and Autonomous Systems 54 (2006) 414 418 www.elsevier.com/locate/robot Interaction rule learning with a human partner based on an imitation faculty with a simple visuo-motor mapping Masaki Ogino
More informationDevelopment of an Interactive Humanoid Robot Robovie - An interdisciplinary research approach between cognitive science and robotics -
Development of an Interactive Humanoid Robot Robovie - An interdisciplinary research approach between cognitive science and robotics - Hiroshi Ishiguro 1,2, Tetsuo Ono 1, Michita Imai 1, Takayuki Kanda
More informationEye catchers in comics: Controlling eye movements in reading pictorial and textual media.
Eye catchers in comics: Controlling eye movements in reading pictorial and textual media. Takahide Omori Takeharu Igaki Faculty of Literature, Keio University Taku Ishii Centre for Integrated Research
More informationKeywords: Innovative games-based learning, Virtual worlds, Perspective taking, Mental rotation.
Immersive vs Desktop Virtual Reality in Game Based Learning Laura Freina 1, Andrea Canessa 2 1 CNR-ITD, Genova, Italy 2 BioLab - DIBRIS - Università degli Studi di Genova, Italy freina@itd.cnr.it andrea.canessa@unige.it
More informationTHE EFFECTS OF PC-BASED TRAINING ON NOVICE DRIVERS RISK AWARENESS IN A DRIVING SIMULATOR
THE EFFECTS OF PC-BASED TRAINING ON NOVICE DRIVERS RISK AWARENESS IN A DRIVING SIMULATOR Anuj K. Pradhan 1, Donald L. Fisher 1, Alexander Pollatsek 2 1 Department of Mechanical and Industrial Engineering
More informationAnalysis of Engineering Students Needs for Gamification
Analysis of Engineering Students Needs for Gamification based on PLEX Model Kangwon National University, saviour@kangwon.ac.kr Abstract A gamification means a use of game mechanism for non-game application
More informationAnalysis and Synthesis of Latin Dance Using Motion Capture Data
Analysis and Synthesis of Latin Dance Using Motion Capture Data Noriko Nagata 1, Kazutaka Okumoto 1, Daisuke Iwai 2, Felipe Toro 2, and Seiji Inokuchi 3 1 School of Science and Technology, Kwansei Gakuin
More informationKeywords: user experience, product design, vacuum cleaner, home appliance, big data
Quantifying user experiences for integration into a home appliance design process: a case study of canister and robotic vacuum cleaner user experiences Ai MIYAHARA a, Kumiko SAWADA b, Yuka YAMAZAKI b,
More informationFinding, Selecting & Working with a Behavioral Health Provider: How do you choose the right provider
Finding, Selecting & Working with a Behavioral Health Provider: How do you choose the right provider Congratulations. You are taking a positive step by deciding to seek help for yourself or someone else.
More informationAssessments of Grade Crossing Warning and Signalization Devices Driving Simulator Study
Assessments of Grade Crossing Warning and Signalization Devices Driving Simulator Study Petr Bouchner, Stanislav Novotný, Roman Piekník, Ondřej Sýkora Abstract Behavior of road users on railway crossings
More informationBOX, Floor 5, Tower 3, Clements Inn, London WC2A 2AZ, United Kingdom
QuickTime and a TIFF (Uncompressed) decompressor are needed to see this picture. Collective Innovation for Lunar Exploration: Using LEGO Robotics, ŌSerious GamesÕ and Virtual Reality to Involve a Massive
More informationINTELLIGENT GUIDANCE IN A VIRTUAL UNIVERSITY
INTELLIGENT GUIDANCE IN A VIRTUAL UNIVERSITY T. Panayiotopoulos,, N. Zacharis, S. Vosinakis Department of Computer Science, University of Piraeus, 80 Karaoli & Dimitriou str. 18534 Piraeus, Greece themisp@unipi.gr,
More informationHoboken Public Schools. Visual and Arts Curriculum Grades K-6
Hoboken Public Schools Visual and Arts Curriculum Grades K-6 Visual Arts K-6 HOBOKEN PUBLIC SCHOOLS Course Description Visual arts education teaches the students that there are certain constants in art,
More informationInternational Journal of Computer Engineering and Applications, Volume XII, Issue IV, April 18, ISSN
International Journal of Computer Engineering and Applications, Volume XII, Issue IV, April 18, www.ijcea.com ISSN 2321-3469 AUGMENTED REALITY FOR HELPING THE SPECIALLY ABLED PERSONS ABSTRACT Saniya Zahoor
More informationintroduction to the course course structure topics
topics: introduction to the course brief overview of game programming how to learn a programming language sample environment: scratch to do instructor: cisc1110 introduction to computing using c++ gaming
More informationParent Mindfulness Manual
Parent Mindfulness Manual Parent Mindfulness Manual Table of Contents What is mindfulness?... 1 What are the benefits of mindfulness?... 1 How is mindfulness being taught at my child s school?... 2 How
More informationApplication of Virtual Reality Technology in College Students Mental Health Education
Journal of Physics: Conference Series PAPER OPEN ACCESS Application of Virtual Reality Technology in College Students Mental Health Education To cite this article: Ming Yang 2018 J. Phys.: Conf. Ser. 1087
More informationInteractive Media Artworks as Play Therapy through Five Senses
, pp.108-114 http://dx.doi.org/10.14257/astl.2013.39.21 Interactive Media Artworks as Play Therapy through Five Senses Joohun Lee 1, Haehyun Jung 2, and Hyunggi Kim 1*, 1 An-Sung, Gyeonggi, South Korea
More informationDesign and Application of Multi-screen VR Technology in the Course of Art Painting
Design and Application of Multi-screen VR Technology in the Course of Art Painting http://dx.doi.org/10.3991/ijet.v11i09.6126 Chang Pan University of Science and Technology Liaoning, Anshan, China Abstract
More informationThe Mixed Reality Book: A New Multimedia Reading Experience
The Mixed Reality Book: A New Multimedia Reading Experience Raphaël Grasset raphael.grasset@hitlabnz.org Andreas Dünser andreas.duenser@hitlabnz.org Mark Billinghurst mark.billinghurst@hitlabnz.org Hartmut
More informationThe Effect of Haptic Feedback on Basic Social Interaction within Shared Virtual Environments
The Effect of Haptic Feedback on Basic Social Interaction within Shared Virtual Environments Elias Giannopoulos 1, Victor Eslava 2, María Oyarzabal 2, Teresa Hierro 2, Laura González 2, Manuel Ferre 2,
More informationIntroduction to HCI. CS4HC3 / SE4HC3/ SE6DO3 Fall Instructor: Kevin Browne
Introduction to HCI CS4HC3 / SE4HC3/ SE6DO3 Fall 2011 Instructor: Kevin Browne brownek@mcmaster.ca Slide content is based heavily on Chapter 1 of the textbook: Designing the User Interface: Strategies
More informationU ROBOT March 12, 2008 Kyung Chul Shin Yujin Robot Co.
U ROBOT March 12, 2008 Kyung Chul Shin Yujin Robot Co. Is the era of the robot around the corner? It is coming slowly albeit steadily hundred million 1600 1400 1200 1000 Public Service Educational Service
More informationLow Vision Assessment Components Job Aid 1
Low Vision Assessment Components Job Aid 1 Eye Dominance Often called eye dominance, eyedness, or seeing through the eye, is the tendency to prefer visual input a particular eye. It is similar to the laterality
More informationVideo Synthesis System for Monitoring Closed Sections 1
Video Synthesis System for Monitoring Closed Sections 1 Taehyeong Kim *, 2 Bum-Jin Park 1 Senior Researcher, Korea Institute of Construction Technology, Korea 2 Senior Researcher, Korea Institute of Construction
More informationCS8678_L1. Course Introduction. CS 8678 Introduction to Robotics & AI Dr. Ken Hoganson. Start Momentarily
Class Will CS8678_L1 Course Introduction CS 8678 Introduction to Robotics & AI Dr. Ken Hoganson Start Momentarily Contents Overview of syllabus (insert from web site) Description Textbook Mindstorms NXT
More informationAn Educational Game for Teaching and Learning Concurrency
An Educational Game for Teaching and Learning Concurrency Naoki Akimoto and Jingde Cheng Department of Information and Computer Sciences Saitama University 255 Shimo-Okubo, Sakura-ku, Saitama 338-8570,
More informationProceedings of th IEEE-RAS International Conference on Humanoid Robots ! # Adaptive Systems Research Group, School of Computer Science
Proceedings of 2005 5th IEEE-RAS International Conference on Humanoid Robots! # Adaptive Systems Research Group, School of Computer Science Abstract - A relatively unexplored question for human-robot social
More informationMOBAJES: Multi-user Gesture Interaction System with Wearable Mobile Device
MOBAJES: Multi-user Gesture Interaction System with Wearable Mobile Device Enkhbat Davaasuren and Jiro Tanaka 1-1-1 Tennodai, Tsukuba, Ibaraki 305-8577 Japan {enkhee,jiro}@iplab.cs.tsukuba.ac.jp Abstract.
More informationDEVELOPING AN INTERFACE FOR THE SPECIAL TARGET GROUP: COMPARISON OF VERBAL AND NON-VERBAL VOICE INTERACTION
DEVELOPING AN INTERFACE FOR THE SPECIAL TARGET GROUP: COMPARISON OF VERBAL AND NON-VERBAL VOICE INTERACTION 1,2 Vladimír Bureš, 1,2 Pavel Čech, 1 Daniela Ponce 1 Faculty of Informatics and Management,
More informationA Study on the Physical Effects in 4D
, pp.9-13 http://dx.doi.org/10.14257/astl.2014.77.03 A Study on the Physical Effects in 4D SooTae Kwon 1, GwangShin Kim 2, SoYoung Chung 3, SunWoo Ko 4, GeunHo Lee 5 1 Department of SmartMedia, Jeonju
More informationDesign Science Research Methods. Prof. Dr. Roel Wieringa University of Twente, The Netherlands
Design Science Research Methods Prof. Dr. Roel Wieringa University of Twente, The Netherlands www.cs.utwente.nl/~roelw UFPE 26 sept 2016 R.J. Wieringa 1 Research methodology accross the disciplines Do
More informationComputer Haptics and Applications
Computer Haptics and Applications EURON Summer School 2003 Cagatay Basdogan, Ph.D. College of Engineering Koc University, Istanbul, 80910 (http://network.ku.edu.tr/~cbasdogan) Resources: EURON Summer School
More informationMovie Production. Course Overview
Movie Production Description Movie Production is a semester course which is skills and project-based. Students will learn how to be visual storytellers by analyzing and discussing techniques used in contemporary
More informationINTERACTIONS WITH ROBOTS:
INTERACTIONS WITH ROBOTS: THE TRUTH WE REVEAL ABOUT OURSELVES Annual Review of Psychology Vol. 68:627-652 (Volume publication date January 2017) First published online as a Review in Advance on September
More informationThe media equation. Reeves & Nass, 1996
12-09-16 The media equation Reeves & Nass, 1996 Numerous studies have identified similarities in how humans tend to interpret, attribute characteristics and respond emotionally to other humans and to computer
More informationDrawing on Your Memory
Level: Beginner to Intermediate Flesch-Kincaid Grade Level: 11.0 Flesch-Kincaid Reading Ease: 46.5 Drawspace Curriculum 2.2.R15-6 Pages and 8 Illustrations Drawing on Your Memory Techniques for seeing
More informationActing for Management Spring "It's hard to lead a cavalry charge if you think you look funny on a horse." Adlai E.
94-801 Acting for Management Spring 018 "It's hard to lead a cavalry charge if you think you look funny on a horse." Adlai E. Stevenson II My biggest job in teaching you as actors is to bring you together
More informationChildren s age influences their perceptions of a humanoid robot as being like a person or machine.
Children s age influences their perceptions of a humanoid robot as being like a person or machine. Cameron, D., Fernando, S., Millings, A., Moore. R., Sharkey, A., & Prescott, T. Sheffield Robotics, The
More informationREBO: A LIFE-LIKE UNIVERSAL REMOTE CONTROL
World Automation Congress 2010 TSI Press. REBO: A LIFE-LIKE UNIVERSAL REMOTE CONTROL SEIJI YAMADA *1 AND KAZUKI KOBAYASHI *2 *1 National Institute of Informatics / The Graduate University for Advanced
More informationFOR EXCELLENT VISION QUALITY TO SUPPORT AN ACTIVE LIFESTYLE
WHY EDOF INTRAOCULAR LENSES? FOR EXCELLENT VISION QUALITY TO SUPPORT AN ACTIVE LIFESTYLE PATIENT INFORMATION Cataract treatment Insert your logo here 2 OK, I HAVE A CATARACT. NOW WHAT? WE UNDERSTAND YOUR
More informationVisuaLax: Visually Relaxing Augmented Reality Application Using Music and Visual Therapy
DOI: 10.7763/IPEDR. 2013. V63. 5 VisuaLax: Visually Relaxing Augmented Reality Application Using Music and Visual Therapy Jeremiah Francisco +, Benilda Eleonor Comendador, Angelito Concepcion Jr., Ron
More informationOptical Marionette: Graphical Manipulation of Human s Walking Direction
Optical Marionette: Graphical Manipulation of Human s Walking Direction Akira Ishii, Ippei Suzuki, Shinji Sakamoto, Keita Kanai Kazuki Takazawa, Hiraku Doi, Yoichi Ochiai (Digital Nature Group, University
More informationVIP I-Natural Team. Report Submitted for VIP Innovation Competition April 26, Name Major Year Semesters. Justin Devenish EE Senior First
VIP I-Natural Team Report Submitted for VIP Innovation Competition April 26, 2011 Name Major Year Semesters Justin Devenish EE Senior First Khoadang Ho CS Junior First Tiffany Jernigan EE Senior First
More informationHMM-based Error Recovery of Dance Step Selection for Dance Partner Robot
27 IEEE International Conference on Robotics and Automation Roma, Italy, 1-14 April 27 ThA4.3 HMM-based Error Recovery of Dance Step Selection for Dance Partner Robot Takahiro Takeda, Yasuhisa Hirata,
More informationInforming a User of Robot s Mind by Motion
Informing a User of Robot s Mind by Motion Kazuki KOBAYASHI 1 and Seiji YAMADA 2,1 1 The Graduate University for Advanced Studies 2-1-2 Hitotsubashi, Chiyoda, Tokyo 101-8430 Japan kazuki@grad.nii.ac.jp
More informationDesign Procedure on a Newly Developed Paper Craft
Journal for Geometry and Graphics Volume 4 (2000), No. 1, 99 107. Design Procedure on a Newly Developed Paper Craft Takahiro Yonemura, Sadahiko Nagae Department of Electronic System and Information Engineering,
More informationMindfulness in Education Benefits of whole-group mindfulness for general and special education students. Erin Kreger M.A. CCC-SLP
Mindfulness in Education Benefits of whole-group mindfulness for general and special education students Erin Kreger M.A. CCC-SLP What is Mindfulness? Mindfulness is paying attention in a particular way;
More informationFacial Caricaturing Robot COOPER in EXPO 2005
Facial Caricaturing Robot COOPER in EXPO 2005 Takayuki Fujiwara, Takashi Watanabe, Takuma Funahashi, Hiroyasu Koshimizu and Katsuya Suzuki School of Information Sciences and Technology Chukyo University
More informationBody Movement Analysis of Human-Robot Interaction
Body Movement Analysis of Human-Robot Interaction Takayuki Kanda, Hiroshi Ishiguro, Michita Imai, and Tetsuo Ono ATR Intelligent Robotics & Communication Laboratories 2-2-2 Hikaridai, Seika-cho, Soraku-gun,
More informationAffordance based Human Motion Synthesizing System
Affordance based Human Motion Synthesizing System H. Ishii, N. Ichiguchi, D. Komaki, H. Shimoda and H. Yoshikawa Graduate School of Energy Science Kyoto University Uji-shi, Kyoto, 611-0011, Japan Abstract
More informationTexture characterization in DIRSIG
Rochester Institute of Technology RIT Scholar Works Theses Thesis/Dissertation Collections 2001 Texture characterization in DIRSIG Christy Burtner Follow this and additional works at: http://scholarworks.rit.edu/theses
More informationImmersive Visualization and Collaboration with LS-PrePost-VR and LS-PrePost-Remote
8 th International LS-DYNA Users Conference Visualization Immersive Visualization and Collaboration with LS-PrePost-VR and LS-PrePost-Remote Todd J. Furlong Principal Engineer - Graphics and Visualization
More informationThe Perception of Optical Flow in Driving Simulators
University of Iowa Iowa Research Online Driving Assessment Conference 2009 Driving Assessment Conference Jun 23rd, 12:00 AM The Perception of Optical Flow in Driving Simulators Zhishuai Yin Northeastern
More informationUser involvement in the development of welfare technology Mötesplats välfärdsteknologi och e-hälsa Niina Holappa, Prizztech Ltd
User involvement in the development of welfare technology Mötesplats välfärdsteknologi och e-hälsa 23.1.2018 Niina Holappa, Prizztech Ltd Purpose of the HYVÄKSI project The purpose of the HYVÄKSI project
More information