This paper presents a multimodal interaction architecture that is proposed as the interaction/control component of new or existing computer applications, particularly for 2D/3D visual computing applications. The architecture aims to encourage multimodality in interaction between the user and the computer application in order to achieve a more natural interaction, easier and user friendly. The presented architecture integrates specialized interaction modules in different modalities (hand gestures and voice initially) operating simultaneously. The information resulting from these modules is processed by a multimodal integration module to detect simultaneous actions/commands. The architecture was integrated with BingMaps application to allow navigation in maps through voice and gestures. Some results of an initial evaluation using the current prototype are presented where we get information regarding its functionality and the resulting user experience. Keywords-human computer interaction; user experience; new paradigms of interaction; multimodal interaction; gestual interaction; voice interaction; navigation in maps. I. INTRODUCCIÓNAunque la interacción con el computador se ha basado por décadas en un grupo limitado de modalidades (ratón y teclado), la interacción humana con el medio circundante y con otros seres humanos es sin duda multimodal, es decir que se usan múltiples canales de comunicación para transmitir información (e.g., los gestos manuales, la voz, la escritura, la mirada) o para adquirir información (a través de la vista, el oído y el tacto). El acercar la interacción de los usuarios de una aplicación computacional a mecanismos y metáforas más naturales favorece la usabilidad y la satisfacción para los usuarios. Los recientes avances tecnológicos en las áreas de procesamiento de señales, visión computacional e interacción HombreMáquina han hecho posible el estudio y desarrollo de interfaces multimodales.Este trabajo propone una arquitectura para el desarrollo de interfaces de interacción multimodal, la cual permite que la componente de interacción de una aplicación computacional integre múltiples modalidades, cada modalidad con su procesamiento especializado, para luego integrar sus resultados y definir acciones/comandos conjuntos que se comunican a la aplicación. La expresión de la interacción de la aplicación se define por una máquina de estados finitos donde se identifican los posibles estados de la aplicación y las transiciones entre estados corresponden a las acciones/comandos que debe reconocer la capa de interacción a partir de las entradas dadas por el usuario.La arquitectura propuesta se valida con un caso de estudio en el que se implementa una interfaz de interacción multimodal usando la aplicación Bing-Maps [1] y definiendo un conjunto de gestos manuales y comandos de voz para realizar las acciones comunes en la navegación de mapas. Egenhofer [2] y McGee et al. [3] sugieren que las interfaces multimodales son más eficientes para interactuar con información geo-espacial que la interacción uni...
La metáfora y la metonimia amplifican el sistema expresivo que ha tejido el séptimo arte a lo largo de su historia. Nos interesa mostrar cómo dichas figuras son capaces de producir sentido más allá de las formas clásicas del lenguaje. Sin negar su rol funcional, su verdadera fuerza radica en su uso poético. Ambas figuras operan como estrategias narrativas que permiten hacer variaciones sobre la narrativa clásica y que dan pie a procesos transtextuales. En calidad de análisis de caso realizamos una exegesis de cuatro filmes que pertenecen al cine clásico de Hollywood y al cine postmoderno para mostrar el funcionamiento de la metáfora y la metonimia en dos momentos diferentes de la historia del cine.Metaphor and metonymy amplify the expressive system that has woven the seventh art throughout its history. We want to show how these figures are capable of producing meaning beyond the classical forms of language. Without denying their functional role, its real strength lies in its poetic use. Both figures operate as narrative strategies that make variations on the classic narrative and give rise to trans-textual processes. As a case analysis, we did an exegesis of four films that belong to classic Hollywood cinema and postmodern cinema to show the operation of metaphor and metonymy in two different moments in the history of cinema.
Although play is not limited to childhood, children are quickly associated with the act of playing. It may even be thought that children who do not play a significant piece of their childhood is taken away from them. To this extent, in this work, we review the way Colombian children play in recent years, in a socio-political context marked by war, which, in principle, seems to operate in a way that eliminates gambling. However, following the work of Huizinga, Caillois and Fink, we would like to think about the dynamics of the game without reducing it to an exclusively playful or peripheral practice for man. We believe that the game puts us on the track of the way in which the body of children creates a way of living, in any kind of context, no matter how adverse. To think about the game is to think about the way to create your own ecology that does not depend on the forms of socialization of the adult. Now, we will review the Colombian children’s game within the framework of Colombian cinema (a device that in itself is a game of masks) to highlight the traces of survival in poetic terms that children materialize, from the narratives that give them a path. And this, we believe, thanks to the fact that the game, in difficult situations (from war to the crisis at home), always supposes a form of creative resistance. To do this, we will analyze seven Colombian films that allow us to put into play the force of children’s play.
This study asks about the contemporary forms that have been used in children’s theater, in particular, the post-dramatic strategies that are incorporated into many stage practices at the beginning of this century, and that are visualized here in digital performance- scenic Un poco invisible, by the Chilean company Maleza. This phenomenon will be approached from a descriptive hermeneutical perspective, which collects elements of the language of stop motion animation; use will be made of theoretical elements from theater studies, and their drifts in performance studies, which requires the analysis of the close relationships that weaves the theater scene focused on children and the image of the video that circulates in their inside.
Roberto Gerhard fue uno de los precursores de la música electrónica occidental y de la aplicación de su experiencia a la música orquestal. En el desarrollo de su personal técnica, amalgama el uso del folclore que emana de su profesor Felipe Pedrell y del estructuralismo que aprendió de la mano de Arnold Schönberg. En este artículo se analiza la técnica serial que aplicó a la Sinfonía 4 ‘New York’ (encargo de la Orquesta Filarmónica de Nueva York en su 125º aniversario) comparando la aplicación real con el universo teórico que expuso en sus artículos, que en muchas ocasiones son meras formulaciones sin un desarrollo práctico. El artículo plantea ejemplos de cada proceso concreto tales como estructura, tempo, time-set y sistemas hexacordales aplicados a la Sinfonía 4 ‘New York’.
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