This document describes research into using pen and voice input for drawing system configurations. It presents an approach called "TalkingDraw" that allows users to draw diagrams and insert elements while speaking to describe configurations. Two experiments tested different techniques for switching between drawing freehand and having inputs be recognized as commands. The "pigtail" technique, where users draw a curl at the end of a stroke, performed best as it allowed natural drawing and talking without disrupting either. The document discusses opportunities to improve gesture recognition and address concurrent voice and pen inputs.
This document describes experiments conducted to test new mechanics for improving the fluidity and player agency of dialog in video games. Two hypotheses were that making choice options feel continuous and using emotions to drive dialog could make it feel more natural. An initial prototype controlled emotions with an analog stick but players felt a lack of agency. A second iteration tested hiding available options with a slider or resolving choices with a toggle. Results showed the toggle mechanic provided the best sense of agency while maintaining fluid dialog flow, though more testing is needed. The goal is to integrate a bespoke solution for continuous dialog into game development tools.
This document summarizes a presentation on a smart note taker technology. The smart note taker allows users to take notes by drawing in thin air, which are then stored digitally. It works by sensing 3D shapes and motions and storing the information in a memory chip. The notes can then be viewed on a display device or shared digitally. The smart note taker has advantages like being helpful for blind people or those talking on the phone by allowing them to share visual information. It also recognizes many languages and could be useful for presentations.
The document discusses prototyping and introduces tools for prototyping mobile apps. It provides an overview of Jamaal Davis and his skills and hobbies. It then defines what a prototype is and explains the benefits of prototyping. Different types of prototypes like paper prototypes, click-through prototypes, and coded prototypes are presented. Common prototyping tools like Figma, InVision, Adobe XD, Framer Studio, and Proto.io are introduced along with their pros and cons. Finally, the document outlines a hands-on exercise to prototype a mobile app called "My Digital Persona" and provides resources for further prototyping learning.
My introductory slides on interaction design and the basics of prototyping for the Intelligent Interactive Systems master's Information Science course given at the University of Amsterdam.
The document describes a smart note taker product that allows users to take notes by writing in the air. The notes are sensed and stored digitally. Key features include allowing blind users to write freely, and enabling instructors to write notes during presentations that are broadcast to students. It works using sensors to detect 3D writing motions, which are processed, stored, and can be viewed on a display or sent to other devices. An applet program and database are used to recognize words written in the air and print them. The smart note taker offers advantages over digital pens like ease of use and time savings.
This document provides an introduction to computers and their components. It defines a computer as an electronic device that takes input, processes it, and produces output. The three main parts of a computer are identified as input, output, and processing. Input devices are then described in detail, including keyboards, pointing devices like mice and trackballs, biometric devices, microphones, digital cameras, and scanners. Common input devices are explained along with their purposes.
The Smart Note Taker is such a helpful product that satisfies the needs of the people in today's technologic and fast life. This product can be used in many ways. The Smart Note Taker provides taking fast and easy notes to people who are busy one's self with something. With the help of Smart Note Taker, people will be able to write notes on the air, while being busy with their work. The written note will be stored on the memory chip of the pen, and will be able to read in digital medium after the job has done. This will save time and facilitate life.
The document describes a smart note taker device that allows users to write notes in the air that are then converted to digital text. It works by using sensors to detect hand motions and shapes, processes this data, and saves it to a memory chip to be viewed later on another device. Current products include a mobile note taker that stores notes on an LCD and a PC note taker that displays handwritten notes in real time on a computer. Advantages include convenience and time savings, while disadvantages include cost and limited formatting options. Potential applications are in education, presentations, and for blind users.
This document describes experiments conducted to test new mechanics for improving the fluidity and player agency of dialog in video games. Two hypotheses were that making choice options feel continuous and using emotions to drive dialog could make it feel more natural. An initial prototype controlled emotions with an analog stick but players felt a lack of agency. A second iteration tested hiding available options with a slider or resolving choices with a toggle. Results showed the toggle mechanic provided the best sense of agency while maintaining fluid dialog flow, though more testing is needed. The goal is to integrate a bespoke solution for continuous dialog into game development tools.
This document summarizes a presentation on a smart note taker technology. The smart note taker allows users to take notes by drawing in thin air, which are then stored digitally. It works by sensing 3D shapes and motions and storing the information in a memory chip. The notes can then be viewed on a display device or shared digitally. The smart note taker has advantages like being helpful for blind people or those talking on the phone by allowing them to share visual information. It also recognizes many languages and could be useful for presentations.
The document discusses prototyping and introduces tools for prototyping mobile apps. It provides an overview of Jamaal Davis and his skills and hobbies. It then defines what a prototype is and explains the benefits of prototyping. Different types of prototypes like paper prototypes, click-through prototypes, and coded prototypes are presented. Common prototyping tools like Figma, InVision, Adobe XD, Framer Studio, and Proto.io are introduced along with their pros and cons. Finally, the document outlines a hands-on exercise to prototype a mobile app called "My Digital Persona" and provides resources for further prototyping learning.
My introductory slides on interaction design and the basics of prototyping for the Intelligent Interactive Systems master's Information Science course given at the University of Amsterdam.
The document describes a smart note taker product that allows users to take notes by writing in the air. The notes are sensed and stored digitally. Key features include allowing blind users to write freely, and enabling instructors to write notes during presentations that are broadcast to students. It works using sensors to detect 3D writing motions, which are processed, stored, and can be viewed on a display or sent to other devices. An applet program and database are used to recognize words written in the air and print them. The smart note taker offers advantages over digital pens like ease of use and time savings.
This document provides an introduction to computers and their components. It defines a computer as an electronic device that takes input, processes it, and produces output. The three main parts of a computer are identified as input, output, and processing. Input devices are then described in detail, including keyboards, pointing devices like mice and trackballs, biometric devices, microphones, digital cameras, and scanners. Common input devices are explained along with their purposes.
The Smart Note Taker is such a helpful product that satisfies the needs of the people in today's technologic and fast life. This product can be used in many ways. The Smart Note Taker provides taking fast and easy notes to people who are busy one's self with something. With the help of Smart Note Taker, people will be able to write notes on the air, while being busy with their work. The written note will be stored on the memory chip of the pen, and will be able to read in digital medium after the job has done. This will save time and facilitate life.
The document describes a smart note taker device that allows users to write notes in the air that are then converted to digital text. It works by using sensors to detect hand motions and shapes, processes this data, and saves it to a memory chip to be viewed later on another device. Current products include a mobile note taker that stores notes on an LCD and a PC note taker that displays handwritten notes in real time on a computer. Advantages include convenience and time savings, while disadvantages include cost and limited formatting options. Potential applications are in education, presentations, and for blind users.
The document discusses a smart note taker product that allows users to write notes in the air that are then digitally stored. It works by using a digital pen connected to a processor that senses hand motions and shapes using a database to recognize words. Notes can then be viewed on a display, shared digitally, or printed. Current products mentioned include mobile note takers that work with smartphones and PC note takers that capture and display writing in real time on a computer. Advantages include assistance for blind users and note-taking during phone calls or presentations.
This document discusses user-centered design and low-fidelity prototyping techniques. It explains that user-centered design is based on understanding users' needs and involving users throughout the design process. Low-fidelity prototyping allows designers to get early feedback through paper sketches and simulations before significant development work. Examples are provided of paper prototyping techniques like storyboards and card sorting. Other low-fi techniques discussed include paper prototypes, Wizard of Oz testing, and electronic sketching tools like DENIM and SILK.
This document provides a training summary on AutoCAD. It begins with an introduction to AutoCAD, including what it is, who developed it, and its uses. It then covers the different versions of AutoCAD over time. The main content sections include explanations and exercises on how to get started with AutoCAD, how to draw basic shapes and edit objects, set up drawings, add dimensions, change object properties like color and line weight, and work with layers. Trainees are guided through hands-on practice with the various drawing, editing and formatting tools in AutoCAD.
What is a Design Guide? (design spec)
It's a better way for designers to co-work with developers.
Assistor official site - http://www.assistor.net/en/assistor
Facebook - https://www.facebook.com/assistorAPPitnl
Twitter - https://twitter.com/Assistor_PS
The document provides an overview of human-computer interaction (HCI), including key definitions and concepts. It discusses how HCI draws from multiple disciplines including computer science, psychology, and ergonomics. The document also describes several HCI design models, including the waterfall model and star life cycle model. It explores different types of interfaces such as graphical user interfaces, virtual reality, and natural language interfaces. Eye tracking research methodology is also summarized as a way to study what users look at when interacting with computers.
The document provides an overview of human-computer interaction (HCI), including key definitions and concepts. It discusses how HCI draws from multiple disciplines including computer science, psychology, and ergonomics. The document also describes several HCI design models, including the waterfall model and star life cycle model. It examines different types of interfaces such as graphical user interfaces, virtual reality, and natural language interfaces. Eye tracking research methodology is also briefly discussed as a way to study what users look at when interacting with computers.
Learning Outcome: 1- Gain knowledge and understanding the meaning of computer language? 2- Draw conclusions about concepts: data types, variables, Conditional statements, looping statements, functions and Object Oriented Programming.
Key Concepts: 1- Concept of computer language. 2- Concept of different data types, variables, Conditional statements, looping statements, functions and Object Oriented Programming.
Skills: At the completion of the program, students should be able to: 1- understand the structure of the program. 2- Design some programs include different data types, variables, Conditional statements and looping statements. 3- Compile the program (Run).
Essential Questions: 1- What is meant by programming language and give some examples? 2- What are the key features or characteristics of language? Textbook and Resource Materials: https://www.w3schools.com
Evidence of Learning: Create a presentation contains some concepts of computer languages and display the Concepts of different data types, variables, Conditional statements, looping statements, functions and Object Oriented Programming.
SEC Topic & Code: Using appropriate programming language to produce a project that solves societal or learning problem creatively
This document describes a smart note taker device that can instantly convert handwritten notes into editable text. It discusses the system overview including the construction details, working, advantages and disadvantages. The smart note taker uses a Java applet program and database to recognize words written in the air. It has applications for teachers, students, instructors and anyone needing to write notes digitally. The conclusion states that this note taking device increases note-taking capacity by converting handwriting to text without paper.
This document discusses principles of designing mobile apps and prototyping tools. It recommends that designers know how to code to better communicate with developers. Several prototyping tools are listed, including Origami, which is free, state-based, supports real-time updates, and has over 100 patches available. While Origami lacks documentation and only runs on Macs, it allows creating interactive prototypes without code.
This document describes a project to create virtual vision glasses to help blind people. The glasses will use optical character recognition, computer vision techniques, text-to-speech, and translation to assist users with daily tasks like reading text, navigating surroundings, and understanding foreign languages. The proposed system will be built using a Raspberry Pi single board computer with a camera, and will include applications for text recognition, translation, and assistance from Google Assistant. It aims to make an affordable assistive device for the blind and help with issues like reading signs, books, and instructions in different languages.
A multiple device approach for Supporting Whiteboard-based Interactions (Reki...Jun Rekimoto
This document proposes a multi-device approach for improving digital whiteboard interactions. It involves using a wall-sized display combined with palmtop computers to address issues with traditional single-screen whiteboards. Users can pick and drop digital objects between the wall display and their palmtop using wireless networking. They can also use a physical toolglass palette on the palmtop to select attributes and paste objects from a personal buffer onto the shared whiteboard display. This allows for more flexible and collaborative drawing and interaction among multiple users.
nothing at all for programming site<ggggggAnasAshraf34
This document summarizes a physical session that included various team-building and programming activities:
1. The session started with an icebreaker where participants shared facts about themselves and had to guess which one was false.
2. They then learned tips for problem-solving and completed a challenge to program a simple calculator app using block-based coding.
3. In the second half of the session, participants worked on tasks involving text-based coding in RoboMind to complete maps and navigate a robot through mazes, applying programming concepts.
This document discusses event-driven programming paradigms and GUI programming using Tkinter in Python. It defines key concepts in event-driven programming like events, event handlers, and trigger functions. It then provides an introduction to GUI programming using Tkinter, describing how Tkinter applications are event-driven. It discusses various Tkinter widgets like labels, buttons, and geometry managers for widget layout. Overall, the document provides an overview of event-driven and GUI programming concepts as well as the Tkinter module in Python for building graphical user interfaces.
The document discusses various interactive input and output tools for computers. It describes keyboards, mice, joysticks, touchscreens, and voice input as common input devices. Keyboards were originally designed for typewriters and use the QWERTY layout. Mice allow cursor movement and object selection. Touchscreens allow natural hand and eye coordination but can cause fatigue. When choosing input tools, it is important to consider the task, user, and environment. Common output devices discussed are computer displays. Displays have limitations compared to paper and can cause eye strain. Color use on displays should follow guidelines for visibility and readability.
The document describes a technical seminar report on a smart note taker device, including an overview of the system and its construction, current products like mobile and PC note takers as well as smart pens, the technologies used including display and handwriting recognition, advantages and disadvantages, applications, future scope, and conclusions. It provides details on the interior structure and technical requirements and includes diagrams of the smart note taker system and current products.
This document provides an introduction to basic computer concepts. It begins by outlining the goals of learning common computer terms, hardware, software and the desktop. It then defines a computer as a device that accepts input, processes data, stores and retrieves information, and provides output. Hardware is described as the physical components like the console, monitor, mouse, keyboard and printers. Software is defined as the set of instructions that directs the hardware. The desktop, icons, taskbar, start button and system tray are introduced as core elements of the graphical user interface. Basic mouse and keyboard functions are also reviewed.
Building your first UX Lab : Presented at GDSCraig Spencer
The document discusses considerations for building a first UX lab. It outlines key factors to consider such as the lab's intended uses like mobile testing and focus groups. Two lab configuration options are presented, including capabilities like screen mirroring, eye tracking, and recording equipment. Lessons learned include that the lab won't immediately change stakeholder behavior, equipment should allow for additions, and the lab should be modular and have flexible storage for recorded footage. Stakeholder backing is also important from a financial perspective.
Computer and information technology lesson 1Raramuri2
This document provides instructions on essential computer skills, including starting and shutting down a computer, using storage media, opening and closing windows, and working with files and folders. It explains how to properly start up a computer using the graphical user interface, shut down using the "Turn Off Computer" option, and format storage media like floppy disks. It describes the parts of a window like the title bar, menu bar, and scroll bar. It provides steps for opening the Recycle Bin, maximizing and minimizing windows, and creating and renaming folders for organizing files.
Creating Touchless HMIs Using Computer Vision for Gesture InteractionICS
Touchscreens are everywhere in public spaces, from grocery store express checkouts to airline check-in counters. As COVID-19 has made people hesitant to touch public surfaces, which can act as vectors for the virus, you may wish to embrace contactless user interfaces for your customer-facing products. In this engineering-focused webinar, we’ll offer technical insight on how to emulate the touch experience via computer vision and gesture technology, and explain best practices to incorporate AirTouch into multimodal interfaces.
This slide describes our proposition of concept regarding an OS wide user interface for free gestures input devices such as Leap Motion. This was presented in GNOME Asia 2015 on 9th May 2015. We discusses how we tackle the design issue and our prototype of the concept implemented in GNOME and browser.
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
More Related Content
Similar to Drawing in Talking: Using Pen and Voice for Drawing System Configuration Figures in Talking
The document discusses a smart note taker product that allows users to write notes in the air that are then digitally stored. It works by using a digital pen connected to a processor that senses hand motions and shapes using a database to recognize words. Notes can then be viewed on a display, shared digitally, or printed. Current products mentioned include mobile note takers that work with smartphones and PC note takers that capture and display writing in real time on a computer. Advantages include assistance for blind users and note-taking during phone calls or presentations.
This document discusses user-centered design and low-fidelity prototyping techniques. It explains that user-centered design is based on understanding users' needs and involving users throughout the design process. Low-fidelity prototyping allows designers to get early feedback through paper sketches and simulations before significant development work. Examples are provided of paper prototyping techniques like storyboards and card sorting. Other low-fi techniques discussed include paper prototypes, Wizard of Oz testing, and electronic sketching tools like DENIM and SILK.
This document provides a training summary on AutoCAD. It begins with an introduction to AutoCAD, including what it is, who developed it, and its uses. It then covers the different versions of AutoCAD over time. The main content sections include explanations and exercises on how to get started with AutoCAD, how to draw basic shapes and edit objects, set up drawings, add dimensions, change object properties like color and line weight, and work with layers. Trainees are guided through hands-on practice with the various drawing, editing and formatting tools in AutoCAD.
What is a Design Guide? (design spec)
It's a better way for designers to co-work with developers.
Assistor official site - http://www.assistor.net/en/assistor
Facebook - https://www.facebook.com/assistorAPPitnl
Twitter - https://twitter.com/Assistor_PS
The document provides an overview of human-computer interaction (HCI), including key definitions and concepts. It discusses how HCI draws from multiple disciplines including computer science, psychology, and ergonomics. The document also describes several HCI design models, including the waterfall model and star life cycle model. It explores different types of interfaces such as graphical user interfaces, virtual reality, and natural language interfaces. Eye tracking research methodology is also summarized as a way to study what users look at when interacting with computers.
The document provides an overview of human-computer interaction (HCI), including key definitions and concepts. It discusses how HCI draws from multiple disciplines including computer science, psychology, and ergonomics. The document also describes several HCI design models, including the waterfall model and star life cycle model. It examines different types of interfaces such as graphical user interfaces, virtual reality, and natural language interfaces. Eye tracking research methodology is also briefly discussed as a way to study what users look at when interacting with computers.
Learning Outcome: 1- Gain knowledge and understanding the meaning of computer language? 2- Draw conclusions about concepts: data types, variables, Conditional statements, looping statements, functions and Object Oriented Programming.
Key Concepts: 1- Concept of computer language. 2- Concept of different data types, variables, Conditional statements, looping statements, functions and Object Oriented Programming.
Skills: At the completion of the program, students should be able to: 1- understand the structure of the program. 2- Design some programs include different data types, variables, Conditional statements and looping statements. 3- Compile the program (Run).
Essential Questions: 1- What is meant by programming language and give some examples? 2- What are the key features or characteristics of language? Textbook and Resource Materials: https://www.w3schools.com
Evidence of Learning: Create a presentation contains some concepts of computer languages and display the Concepts of different data types, variables, Conditional statements, looping statements, functions and Object Oriented Programming.
SEC Topic & Code: Using appropriate programming language to produce a project that solves societal or learning problem creatively
This document describes a smart note taker device that can instantly convert handwritten notes into editable text. It discusses the system overview including the construction details, working, advantages and disadvantages. The smart note taker uses a Java applet program and database to recognize words written in the air. It has applications for teachers, students, instructors and anyone needing to write notes digitally. The conclusion states that this note taking device increases note-taking capacity by converting handwriting to text without paper.
This document discusses principles of designing mobile apps and prototyping tools. It recommends that designers know how to code to better communicate with developers. Several prototyping tools are listed, including Origami, which is free, state-based, supports real-time updates, and has over 100 patches available. While Origami lacks documentation and only runs on Macs, it allows creating interactive prototypes without code.
This document describes a project to create virtual vision glasses to help blind people. The glasses will use optical character recognition, computer vision techniques, text-to-speech, and translation to assist users with daily tasks like reading text, navigating surroundings, and understanding foreign languages. The proposed system will be built using a Raspberry Pi single board computer with a camera, and will include applications for text recognition, translation, and assistance from Google Assistant. It aims to make an affordable assistive device for the blind and help with issues like reading signs, books, and instructions in different languages.
A multiple device approach for Supporting Whiteboard-based Interactions (Reki...Jun Rekimoto
This document proposes a multi-device approach for improving digital whiteboard interactions. It involves using a wall-sized display combined with palmtop computers to address issues with traditional single-screen whiteboards. Users can pick and drop digital objects between the wall display and their palmtop using wireless networking. They can also use a physical toolglass palette on the palmtop to select attributes and paste objects from a personal buffer onto the shared whiteboard display. This allows for more flexible and collaborative drawing and interaction among multiple users.
nothing at all for programming site<ggggggAnasAshraf34
This document summarizes a physical session that included various team-building and programming activities:
1. The session started with an icebreaker where participants shared facts about themselves and had to guess which one was false.
2. They then learned tips for problem-solving and completed a challenge to program a simple calculator app using block-based coding.
3. In the second half of the session, participants worked on tasks involving text-based coding in RoboMind to complete maps and navigate a robot through mazes, applying programming concepts.
This document discusses event-driven programming paradigms and GUI programming using Tkinter in Python. It defines key concepts in event-driven programming like events, event handlers, and trigger functions. It then provides an introduction to GUI programming using Tkinter, describing how Tkinter applications are event-driven. It discusses various Tkinter widgets like labels, buttons, and geometry managers for widget layout. Overall, the document provides an overview of event-driven and GUI programming concepts as well as the Tkinter module in Python for building graphical user interfaces.
The document discusses various interactive input and output tools for computers. It describes keyboards, mice, joysticks, touchscreens, and voice input as common input devices. Keyboards were originally designed for typewriters and use the QWERTY layout. Mice allow cursor movement and object selection. Touchscreens allow natural hand and eye coordination but can cause fatigue. When choosing input tools, it is important to consider the task, user, and environment. Common output devices discussed are computer displays. Displays have limitations compared to paper and can cause eye strain. Color use on displays should follow guidelines for visibility and readability.
The document describes a technical seminar report on a smart note taker device, including an overview of the system and its construction, current products like mobile and PC note takers as well as smart pens, the technologies used including display and handwriting recognition, advantages and disadvantages, applications, future scope, and conclusions. It provides details on the interior structure and technical requirements and includes diagrams of the smart note taker system and current products.
This document provides an introduction to basic computer concepts. It begins by outlining the goals of learning common computer terms, hardware, software and the desktop. It then defines a computer as a device that accepts input, processes data, stores and retrieves information, and provides output. Hardware is described as the physical components like the console, monitor, mouse, keyboard and printers. Software is defined as the set of instructions that directs the hardware. The desktop, icons, taskbar, start button and system tray are introduced as core elements of the graphical user interface. Basic mouse and keyboard functions are also reviewed.
Building your first UX Lab : Presented at GDSCraig Spencer
The document discusses considerations for building a first UX lab. It outlines key factors to consider such as the lab's intended uses like mobile testing and focus groups. Two lab configuration options are presented, including capabilities like screen mirroring, eye tracking, and recording equipment. Lessons learned include that the lab won't immediately change stakeholder behavior, equipment should allow for additions, and the lab should be modular and have flexible storage for recorded footage. Stakeholder backing is also important from a financial perspective.
Computer and information technology lesson 1Raramuri2
This document provides instructions on essential computer skills, including starting and shutting down a computer, using storage media, opening and closing windows, and working with files and folders. It explains how to properly start up a computer using the graphical user interface, shut down using the "Turn Off Computer" option, and format storage media like floppy disks. It describes the parts of a window like the title bar, menu bar, and scroll bar. It provides steps for opening the Recycle Bin, maximizing and minimizing windows, and creating and renaming folders for organizing files.
Creating Touchless HMIs Using Computer Vision for Gesture InteractionICS
Touchscreens are everywhere in public spaces, from grocery store express checkouts to airline check-in counters. As COVID-19 has made people hesitant to touch public surfaces, which can act as vectors for the virus, you may wish to embrace contactless user interfaces for your customer-facing products. In this engineering-focused webinar, we’ll offer technical insight on how to emulate the touch experience via computer vision and gesture technology, and explain best practices to incorporate AirTouch into multimodal interfaces.
This slide describes our proposition of concept regarding an OS wide user interface for free gestures input devices such as Leap Motion. This was presented in GNOME Asia 2015 on 9th May 2015. We discusses how we tackle the design issue and our prototype of the concept implemented in GNOME and browser.
Similar to Drawing in Talking: Using Pen and Voice for Drawing System Configuration Figures in Talking (20)
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
Infrastructure Challenges in Scaling RAG with Custom AI modelsZilliz
Building Retrieval-Augmented Generation (RAG) systems with open-source and custom AI models is a complex task. This talk explores the challenges in productionizing RAG systems, including retrieval performance, response synthesis, and evaluation. We’ll discuss how to leverage open-source models like text embeddings, language models, and custom fine-tuned models to enhance RAG performance. Additionally, we’ll cover how BentoML can help orchestrate and scale these AI components efficiently, ensuring seamless deployment and management of RAG systems in the cloud.
AI 101: An Introduction to the Basics and Impact of Artificial IntelligenceIndexBug
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GraphRAG for Life Science to increase LLM accuracyTomaz Bratanic
GraphRAG for life science domain, where you retriever information from biomedical knowledge graphs using LLMs to increase the accuracy and performance of generated answers
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/building-and-scaling-ai-applications-with-the-nx-ai-manager-a-presentation-from-network-optix/
Robin van Emden, Senior Director of Data Science at Network Optix, presents the “Building and Scaling AI Applications with the Nx AI Manager,” tutorial at the May 2024 Embedded Vision Summit.
In this presentation, van Emden covers the basics of scaling edge AI solutions using the Nx tool kit. He emphasizes the process of developing AI models and deploying them globally. He also showcases the conversion of AI models and the creation of effective edge AI pipelines, with a focus on pre-processing, model conversion, selecting the appropriate inference engine for the target hardware and post-processing.
van Emden shows how Nx can simplify the developer’s life and facilitate a rapid transition from concept to production-ready applications.He provides valuable insights into developing scalable and efficient edge AI solutions, with a strong focus on practical implementation.
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
Why You Should Replace Windows 11 with Nitrux Linux 3.5.0 for enhanced perfor...SOFTTECHHUB
The choice of an operating system plays a pivotal role in shaping our computing experience. For decades, Microsoft's Windows has dominated the market, offering a familiar and widely adopted platform for personal and professional use. However, as technological advancements continue to push the boundaries of innovation, alternative operating systems have emerged, challenging the status quo and offering users a fresh perspective on computing.
One such alternative that has garnered significant attention and acclaim is Nitrux Linux 3.5.0, a sleek, powerful, and user-friendly Linux distribution that promises to redefine the way we interact with our devices. With its focus on performance, security, and customization, Nitrux Linux presents a compelling case for those seeking to break free from the constraints of proprietary software and embrace the freedom and flexibility of open-source computing.
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
Dr. Sean Tan, Head of Data Science, Changi Airport Group
Discover how Changi Airport Group (CAG) leverages graph technologies and generative AI to revolutionize their search capabilities. This session delves into the unique search needs of CAG’s diverse passengers and customers, showcasing how graph data structures enhance the accuracy and relevance of AI-generated search results, mitigating the risk of “hallucinations” and improving the overall customer journey.
Drawing in Talking: Using Pen and Voice for Drawing System Configuration Figures in Talking
1. Drawing in Talking:
Using Pen and Voice for Drawing System Configuration
Figures in Talking
Research and Technology Department
Xingya Xu (xingya.xu@fujixerox.co.jp)
December 8, 2017
IDW/AD’ 17
December 6-8
Sendai, Japan
INP7/UXC6 - 2
Fuji Xerox Co., Ltd.
2. Drawing in talking vs Making in advance
2
Shop Server Database
Cloud
Drawing by hand
• Quick and easy
• Interact with listeners actively
Making in advance
• Neat and precise
• Well-designed icons and graphs
3. Purpose
3
How to drawing system configuration
figures easily and quickly?
Support drawing quickly and easily
Shop Server Databas
e
Cloud
How to drawing system
configurations in real-time talking?
Support drawing in talking
4. 4
To draw quickly and easily
Multimodal input
Make use of different input modalities such as
touch, pen, and speech in an integrated manner
The strength of Pen
• Talking or thinking during drawing
• Express the position and shape of objects
The strength of Voice
Express linguistic information
Approach 1
PC
smartphone
a. Circle Icon
b. Line Text
5. Previous Research
5
A user sitting on the chair can move the object by pointing to it and saying “move that
there”.
Put-That-There
Bolt, R.A. Put-that-there: Voice and gesture at the graphics
interface. ACM Computer Graphics 14, 3 (1980), 262–270
6. Previous Research
6
The problem of Put-That-There
Voice has two meanings
• to convey messages to the listeners
• to issue commands to the system
The problem of Put-That-There
Cause unintentional system behaviors
when the speaker talks to the listeners
Speaker
Listeners
System
Message
Command
In talking and drawing case, voice not only conveys
commands to the system, but also conveys messages
to the listeners
7. 7
To draw in talking smoothly and naturally
Approach 2
Free mode & Command mode
• In the free mode pen or speech input is
not considered as command.
• In the command mode inputs are
considered as part of a command.
Smooth mode switching
Switch between the free mode and the
command mode smoothly and not disturb
talking
PC
smartphone
a. Circle Icon
b. Line Text
8. 8
Approach 2
Mode switch techniques
Button
A basic technique
Tap
No need to specify the end, but need to
change hand holding posture
Pen-holding
No need to change hand holding posture
Pigtail
Draw a pigtail at the end of drawing
Pigtail gesture examples
Technique Description Start End
Button Press button before and
after drawing
Click Click
Tap Tap the panel before
drawing
Tap ―
Pen-holding Hold the pen for a while
before drawing
Hold the
pen
―
Pigtail Draw a pigtail at the end
of the stroke
― Pigtail
9. System implement
Design
9
TalkingDraw
A prototype system using C# on a Surface Pro 3
with a Surface Pen
Speech recognition
• Recognize users’ speech during the command
mode
Recognize Pen strokes
• Recognize the shape of users’ pen strokes when
the command is ended
• $P Point-Cloud Recognizer (R.D. Vatavu et.al.,
2012)
Talking
Drawing
Voice that will be recognized
Delay
(0.5s)
Start End
The command is automatically ended if there is
no pen and voice input detected in a 0.5s time
break.
10. Elements of system configurations
Design
smartphone
c. Line Line Text
PC
a. Circle Icon
cloud
cloud
b. Rectangle Box
text
d. Line Link
10
Shape of a
stroke Text of voice Behavior of
TalkingDraw
Circle “PC” Input an icon whose
name is “PC”
Rectangle “cloud” Show “cloud” in a text
box
Line
“smartphone” Show “smartphone” as
a simple text
― Make a link between
two objects
12. 12
Experiment 1
Participants: 16 people (12 males and 4 females, age avg. 48.1)
Scenario: TalkingDraw used as a drawing tool in talking.
Task: Participants must speak a given sentence and insert icons while speaking.
練習1) 「ネット」から「資料」をダウンロードしましょう。 The task sentence
The icons to be inserted
Talking-in-drawing task
13. 13
Experiment 1
Result
Task completion time
• One-way ANOVA: The main effect of
techniques was significant (F(3,45)=6.39,
p<.01).
• Tukey's method: Pigtail = Tap << Pen =
Button
Interview
• Pigtail was comfortable even the accuracy of
gesture recognition is complained.
• Pressing the button twice was a pain.
• It is hard to hold the pen on the screen
0.0
2.0
4.0
6.0
8.0
10.0
12.0
14.0
16.0
Button Tap Pen Pigtail
Taskcompletiontime(s)
(a) Experiment 1
14. 14
Experiment 2
Participants: 16 people (12 males and 4 females, age avg. 48.1)
Scenario : TalkingDraw as a drawing tool for system configuration figures.
Task: Participants must draw a given figure.
携帯 写真
アップロード データ
ベース
Example: The given figure and the sample
figure
Making-in-advance
15. 15
Experiment 2
Result
Task completion time
• One-way ANOVA: The main effect of
techniques was significant (F(3,45)=5.22,
p<.004).
• Tukey's method: Tap = Pigtail = Pen < Button
Interview
• There is no big difference between techniques.
• Button was more comfortable than in
Experiment 1.
0.0
5.0
10.0
15.0
20.0
25.0
30.0
35.0
Button Tap Pen Pigtail
Taskcompletiontime(s)
(b) Experiment 2
16. Pigtail performs best in experiment 1
• Specify the command mode after actions
• Need to improve the accuracy of pen gesture recognition
No big difference in experiment 2
• Participants don’t need to think during drawing a figure
• Techniques that specify the command mode before actions
perform better than in experiment 1
16
Discussion
17. 17
Future work
The accuracy of Pigtail recognition
• More samples
• Normalize
The accuracy of speech recognition
• Google cloud speech recognition
Context sensitive
• The voice input and the drawing are not concurrent
• Timestamp
• Semantic analysis
Voice input
Pen input
Key content
The command duration
Noise
The left one is a figure I draw by hand in five seconds to explain a fake cloud service. We usually draw many such kind of rough figures in discussion, brainstorming and so on. The advantages of drawing by hand is…. The right one is a figure I made in PowerPoint. Compared to the left one, it is neat and precise. I can also use some well-designed icons and graphs.
So how can we draw quickly and easily? Our approach is to use multimodal input, which means that…. The strength of Pen includes that we can talk or think during drawing. And pen is good at expressing the position and shape of objects. The strength of Voice is express linguistic information. We can talk much faster that drawing or writing.
For example, I draw a circle, and say something like “Here is a PC”. Then The system can get the position and shape of the object by this circle, and get the type of the icon, which is a ‘PC’. Actually, if PowerPoint is clever enough, it can input an PC icon here. Similarly, I draw a line and say ‘smartphone’, a text is inserted here.
There’s some previous researches about multimodal input. Put that there is a pen and voice system to input or modify objects. Like this picture shows, …
In talking and drawing case…
The problem of Put that there is that, when users are just freely talking and drawing, it may cause unintentional behaviors such as inserting wrong objects or sending unintentional command.
For example if I am saying something about a PC, and drawing a circle, that it may insert an icon of PC accidently. So we introduced two modes. First is the free mode, in the free mode…. Another is the command mode, in the command mode….
Then how to switch between…
We explored 4 mode switch techniques.
A basic technique is pressing a button to specify the start and the end of the command mode,.
However, pressing a button twice may be a pain for users. Therefore, we introduce a next Tap technique, where users must tap a panel before drawing to start the command mode. Users do not have to specify the end of the command mode. The system automatically judges the end of the command mode by recognizing a break of drawing and talking.
However, in this Tap technique, users must change the holding posture of their hand to draw something with a pen after tapping with their finger. To lessen this problem, we introduce a Pen-holding technique, where users keep the pen static for a short period of time before starting the command mode. In this technique, users do not have to change their hand posture.
These three techniques require to specify the mode switching before entering into the command mode. However, specifying the mode before doing actions might be difficult for users and this might disturb natural talking because users must judge which mode should they choose before drawing or before talking.
Therefore, we prepare another technique called a Pigtail technique. In this technique, users do not have to specify anything at the start of actions and they must specify the command mode at the end of drawing by using special drawing gesture, which is a crossed curve called a pigtail. In this technique, users don't care about mode during talking and drawing. They specify whether it is a command after performing actions.
We built a prototype system using C# on a Surface Pro 3 with a Surface Pen. The speech recognition engine recognizes users’ speech during the command. And We used an open-source pen gesture recognizer to recognize the shape of users’ pen strokes once the command is completed.
This figure shows how it works. This is the start of the command once starting to draw, and this is the end of the command if there is no pen and voice input detected in a 0.5s time break.
In current system, we recognize three kinds of shapes of a stroke. The first is a circle. When I draw a circle here and say PC, an icon of PC appears here. The second is … The third is …. Specially, if the line connects two objects, it becomes a link.
This is a demonstration video shows that how can TalkingDraw be used in an elemental school class. We used Pigtail in this video.
In the first experiment, we evaluated the 4 techniques in a talking-in-drawing task. The participants must speak a given sentence and insert icons while speaking.
This graph shows the task completion time of the techniques. We found Pigtail and Tap is much faster than Pen-holding and Button. Participants also reported that Pigtail was comfortable even the accuracy of gesture recognition is complained. In the contrast, they found Pressing the button twice was a pain, and it is hard to hold the pen on the screen.
In the second experiment, we evaluated the 4 techniques in a making-in-advance task. The participants must draw a given figure like this.
We found that Button is still the slowest, but there’s no big difference between other techniques. Participants also reported that Button was more comfortable than in Experiment 1.
We found that Pigtail performs best in experiment 1. We think the reason is that it specifies the command mode after actions so users don’t need to think when drawing. And we need to improve the accuracy of pen gesture recognition for Pigtail, which actually has affected its performance in the experiment.
There is no big difference found in experiment 2. Because participants don’t need to think during drawing a figure, techniques that specify the command mode before actions perform better than in experiment 1.
Finally, about the future work. The accuracy of Pigtail recognition and the accuracy of Japanese speech recognition can still we improved. Furthermore, we found that the voice input and the drawing are not concurrent. For example, if I want to inset a PC icon, I may draw the circle before I said “PC” in a sentence. This is a problem we need to figure out in the next experiment.