Considering the emergence of artificial intelligence, virtual and augmented reality, 3D video and television, and holography, it is logical that we should also begin to create applications and businesses driven by these technologies. The 12 chapters of Accentuated Innovations in Cognitive Info-Communication focus on the research and development of state-of-the-art information in Cognitive Info-Communication. This interdisciplinary research area has emerged as a synergy between Info-Communication and Cognitive Sciences. It presents a synthetic, holistic combination of coherent technologies that will become increasingly important in the coming decade. It is a teaching and reference guide for VR, robotics, virtual classrooms and institutions, and medicine at the undergraduate and postgraduate levels. The discussed book is an immersive learning experience for students and teachers worldwide. In addition, it applies to other fields such as healthcare, performing arts, and television.
Author(s): Ryszard Klempous, Jan Nikodem, Péter Zoltán Baranyi
Series: Topics in Intelligent Engineering and Informatics, 16
Publisher: Springer
Year: 2022
Language: English
Pages: 263
City: Cham
Preface
Contents
*-1pc Different Aspects of Cognitive Systems
Methods for Analyzing Cognitive Architecture
1 Introduction
2 Adaptable Functions
3 Symmetry
4 Simulation Systems
5 Related Work
6 Conclusions
References
Cognitive Resonance and the Architecture Issues of Cognitive Information Systems
1 Introduction
2 What Makes CIS and What Is UBMSS?
3 UBMSS Versus CIS in Light of Zachman Framework
4 Cognitive Infocommunication and Cognitive Information Systems
5 Cognitive Mapping Approaches for Research of Cognitive Infocommunication
6 The Mental Model for the Carbon Agent
7 Reality and Expectations Form CIS in the Enterprise Environment
8 Zachman Architecture and Its Cognitive Elements
9 Cognitive Infocommunication in the Relation of CIS and Its Architecture
10 Conclusions
References
Dyspraxia: An Experimental Clinical Model for the Study of the Embodied Cognition
1 Introduction
2 Essential Aspects of the Embodied Cognition Theory
3 Clinical Description
4 Sensory Integration in the Dyspractic Child
5 The Voluntary Movement
6 Dyspraxia and Embodied Mind
7 An Extensive Research Program on the Emergence of the Mind from the Body
References
*-1pc Exploring the Use and Application of Virtual Reality
Role of Presence, Memory and Spatial Ability in a Desktop Virtual Reality
1 Introduction
1.1 Desktop Virtual Reality
1.2 MaxWhere Virtual Reality
2 Role of Spatial Abilities
3 Sense of Presence
3.1 Presence Profile of MaxWhere Virtual Reality
3.2 Role of Prior Experience
4 Human Memory
4.1 Visual Memory and the Picture Superiority Effect
4.2 Presence and Memory
4.3 Virtual Memory Palaces
4.4 Highlight Visual Information in Virtual Spaces
4.5 Supplementary Information
5 Conclusion
References
Experiences and Guidelines for Developing 3D VR Curricula
1 Introduction
2 The MaxWhere VR Platform
3 The Main Outcomes of Examinations by VR Learning Research Lab
4 Key Concepts and Definitions
5 Research Framework
5.1 Hypotheses
5.2 Applied VR Spaces
6 Discussion
6.1 Clear Educational Goal
6.2 Spatial Awareness
6.3 Digital Fragmentation
6.4 Digital Workflow
6.5 Online Collaboration
6.6 Control Questions and Feedback
7 Research Results
7.1 Specification of Educational Goal
7.2 Spatial Awareness
7.3 Digital Fragmentation
7.4 Online Collaboration
7.5 Control Questions and Feedback
8 Experiences in the Practical Application of VR Teaching Materials
8.1 Hypothesis 1
8.2 Hypothesis 2
8.3 Hypothesis 3
8.4 Hypothesis 4
9 Support to Developing Quality VR Curriculum
10 Conclusion
References
Text-Based Second Language Learning in the Three-Dimensional Space
1 Introduction
2 The Cultural Inheritance of the Library of Alexandria
3 Callimachus and the Catalogue of the Library of Alexandria
4 The 3D Virtual Library Model
5 Application of the 3D Virtual Library Model for Presenting Selected Wikipedia Texts About Callimachus
6 Conclusions: Toward Successful Text-Based Language Learning in a Virtual 3D Environment
References
Interaction Patterns of Spatial Navigation and Smartboard Use in VR Workspaces
1 Introduction
2 Spatial Abilities
2.1 Spatial Visualization
2.2 Spatial Orientation
3 Spatial Navigation
3.1 Spatial Navigation in Virtual Reality
4 The MaxWhere Virtual Reality Platform
5 Aim of the Study
5.1 Modalities of Interaction at the Center of Analysis
6 Methods
6.1 Subjects
6.2 Maxwhere Virtual Reality Environment
6.3 Procedure
6.4 Measurements Recorded
7 Results
7.1 Video Game Usage Habits
7.2 Spatial Preference Points and Orientations
7.3 Activation and Deactivation of Smartboards
8 Discussion
9 Conclusion
References
Towards Rapid Prototyping of Digital Twins Based on Hand-Held Video
1 Introduction
2 Theoretical Motivations
2.1 Industry 4.0 and Smart Manufacturing
2.2 The Role of Digital Twins in Smart Manufacturing
2.3 The Role of VR in Increasing the Usability of Digital Twins
2.4 Role of Convolutional Neural Network Variants in DTs
3 Experimental Evaluation of Video-Based Object Recognition
3.1 The YOLO Family of Algorithms
3.2 Experimental Results
4 Framework for AI-Supported Digital Twin Creation in VR
5 Conclusion
References
*-1pc Possible Practical Applications
Finding Treasure in the Wild: A Field Study of a Collaborative Design Software
1 Introduction
2 Related Work
2.1 Going into the Wild: Ethnography and Field Study
2.2 Ethnography
2.3 Field Study
2.4 Collaborative Software Research Based on Ethnography and Field Studies
3 Aims and Context of Research
4 Method
4.1 The Evaluated Collaborative Software—Figma
4.2 Participants
4.3 Procedure
4.4 Analysis
5 Results
5.1 General Experience of Participants with Figma
5.2 Artifact Usage: Whiteboard and Notebook
5.3 Results Based on the Mechanics of Collaboration Framework
6 Discussion
7 Conclusion
8 Limitations
9 Future Work
References
Identifying the Function of Hand Gestures from Their Form in Political Speech
1 Introduction
2 Background Studies
2.1 Taxonomies of Gestures
2.2 The Recognition of Hand Gestures and Related Studies
3 The Videos and the Annotations
3.1 The Annotations of Hand Gestures
4 The Automatic Classification of Semiotic Types
5 Discussion
References
User Interface Design Based on Traditional Japanese Air Finger Drawings, ``Soragaki''
1 Introduction
1.1 Cognitive Infocommunications and Gesture User Interface
1.2 Problems with Gesture User Interface
1.3 The Aim of This Research
2 Related Works
2.1 Early Studies of the Gesture User Interface
2.2 Gesture UI with Wearable Devices
3 Proposed Method
3.1 Requirements for Gesture
3.2 ``Soragaki'' Gestures
3.3 Gesture Recognition by Machine Learning
4 Test Device
5 Experiment
5.1 The Result of Gesture Recognition by Machine Learning
5.2 Subjective Evaluation of Gestures
6 Conclusion
References
RobotCore—A General Multi-robot Simulation Framework
1 Introduction
1.1 Requirements
2 Background and Related Work
2.1 Multi-robot Systems
2.2 Background
2.3 Existing Simulation Frameworks
2.4 Human-Robot Collaboration and Learning
3 RobotCore Framework
3.1 Architecture
3.2 Operation
3.3 Plug-Ins
4 Example Simulation
4.1 3D Filling Problem
4.2 Model
4.3 Formalization
4.4 Simulation Setup
4.5 Test and Evaluation
5 Manual Testing
5.1 Test Case Editor
5.2 Real-Time Simulation
6 Future Work
6.1 Virtual City
6.2 Deployment on Real Robots
7 Conclusions
References
Index