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We present a demonstration of REACT, a new Real-time Educational AI-powered Classroom Tool that employs EDM techniques for supporting the decision-making process of educators. REACT is a data-driven tool with a user-friendly graphical…
Increased attention has been paid over the last four years to dynamic network embedding. Existing dynamic embedding methods, however, consider the problem as limited to the evolution of a topology over a sequence of global, discrete states.…
Multimodal machine learning, mimicking the human brain's ability to integrate various modalities has seen rapid growth. Most previous multimodal models are trained on perfectly paired multimodal input to reach optimal performance. In…
This paper introduces Dynamic Embeddings with Task-Oriented prompting (DETOT), a novel approach aimed at improving the adaptability and efficiency of machine learning models by implementing a flexible embedding layer. Unlike traditional…
Traditional reinforcement learning methods for human-object interaction (HOI) rely on labor-intensive, manually designed skill rewards that do not generalize well across different interactions. We introduce SkillMimic, a unified data-driven…
The objective assessment of gait kinematics is crucial in evaluating human movement, informing clinical decisions, and advancing rehabilitation and assistive technologies. Assessing gait symmetry, in particular, holds significant importance…
We present a novel approach for synthesizing 3D facial motions from audio sequences using key motion embeddings. Despite recent advancements in data-driven techniques, accurately mapping between audio signals and 3D facial meshes remains…
We present a platform for student monitoring in remote education consisting of a collection of sensors and software that capture biometric and behavioral data. We define a collection of tasks to acquire behavioral data that can be useful…
Mobile imitation learning on portable demonstration interfaces faces two coupled bottlenecks: locomotion-contaminated action labels and inference-induced execution latency on a continuously moving base. Recent wrist-mounted interfaces lower…
Use-dependent bias is a phenomenon in human sensorimotor behavior whereby movements become biased towards previously repeated actions. Despite being well-documented, the reason why this phenomenon occurs is not yet clearly understood. Here,…
This article proposes the analysis on novel human computer interaction (HCI) platform based college mathematical education methodology. Above for the application of virtual reality technology in teaching the problems in the study, only…
Interest in and development of touchless gestural interfaces has recently exploded, fueled by the diffusion of both commercial midair gesture platforms and public interactive displays. This paper focuses on an application based on Microsoft…
Complex natural or engineered systems comprise multiple characteristic scales, multiple spatiotemporal domains, and even multiple physical closure laws. To address such challenges, we introduce an interface learning paradigm and put forth a…
Recent advancements in eye tracking technology are driving the adoption of gaze-assisted interaction as a rich and accessible human-computer interaction paradigm. Gaze-assisted interaction serves as a contextual, non-invasive, and explicit…
Building a general-purpose intelligent home-assistant agent skilled in diverse tasks by human commands is a long-term blueprint of embodied AI research, which poses requirements on task planning, environment modeling, and object…
Effective decision-making often relies on timely insights from complex visual data. While Information Visualization (InfoVis) dashboards can support this process, they rarely adapt to users' cognitive state, and less so in real time. We…
Student engagement plays a vital role in academic success with high engagement often linked to positive educational outcomes. Traditionally, student engagement is measured through self-reports, which are both labour-intensive and not…
Interactive computational environments can help students explore algorithmic concepts through collaborative hands-on experimentation. However, static and instructor controlled demos in lectures limit engagement. Even when interactive…
Summary of results (project period 1. 10. 2008 - 30. 9. 2009) of SNFS Project "From locomotion to cognition" The research that we have been involved in, and will continue to do, starts from the insight that in order to understand and design…
User experience research often uses surveys and interviews, which may miss subconscious user interactions. This study explores eye-tracking and biometric feedback as tools to assess user engagement and cognitive load in digital interfaces.…