Abstract. The grand challenge of multimodal interface creation is to build reliable processing systems able to analyze and understand multiple communication means in real-time. This opens a number of associated issues covered by this chapter, such as heterogeneous data types fusion, architectures for real-time processing, dialog management, machine learning for multimodal interaction, modeling languages, frameworks, etc. This chapter does not intend to cover exhaustively all the issues related to multimodal interfaces creation and some hot topics, such as error handling, have been left aside. The chapter starts with the features and advantages associated with multimodal interaction, with a focus on particular findings and guidelines, as well as cognitive foundations underlying multimodal interaction. The chapter then focuses on the driving theoretical principles, time-sensitive software architectures and multimodal fusion and fission issues. Modeling of multimodal interaction as well as tools allowing rapid creation of multimodal interfaces are then presented. The article concludes with an outline of the current state of multimodal interaction research in Switzerland, and also summarizes the major future challenges in the field.
This article proposes an evaluation framework to benchmark the performance of multimodal fusion engines. The paper first introduces different concepts and techniques associated with multimodal fusion engines and further surveys recent implementations. It then discusses the importance of evaluation as a mean to assess fusion engines, not only from the user perspective, but also at a performance level. The article further proposes a benchmark and a formalism to build testbeds for assessing multimodal fusion engines. In its last section, our current fusion engine and the associated system HephaisTK are evaluated thanks to the evaluation framework proposed in this article. The article concludes with a discussion on the proposed quantitative evaluation, suggestions to build useful testbeds, and proposes some future improvements.
This article introduces the problem of modeling multimodal interaction, in the form of markup languages. After an analysis of the current state of the art in multimodal interaction description languages, nine guidelines for languages dedicated at multimodal interaction description are introduced, as well as four different roles that such language should target: communication, configuration, teaching and modeling. The article further presents the SMUIML language, our proposed solution to improve the time synchronicity aspect while still fulfilling other guidelines. SMUIML is finally mapped to these guidelines as a way to evaluate their spectrum and to sketch future works.
The advent of advanced mobile devices in combination with new interaction modalities and methods for the tracking of contextual information, opens new possibilities in the field of context-aware user interface adaptation. One particular research direction is the automatic context-aware adaptation of input modalities in multimodal mobile interfaces. We present existing adaptive multimodal mobile input solutions and position them within closely related research fields. Based on a detailed analysis of the state of the art, we propose eight design guidelines for adaptive multimodal mobile input solutions. The use of these guidelines is further illustrated through the design and development of an adaptive multimodal calendar application.
Purpose The purpose of this research is to study how current research reports reflect on using public displays in the smart city. In particular, it looks at the state-of-the-art of this domain from two angles. On the one hand, it investigates the participation of citizens in the development of public displays. On the other hand, it aims at understanding how public displays may foster citizen participation in addressing urban issues. Its goal is to provide a literature review of this field, and a research agenda. Design/methodology/approach A systematic literature review (SLR) was conducted following a thoroughly detailed protocol. It surveys 34 recent papers through multiple aspects, including interaction modality, level of participation, socio-demographics of participating citizens, topic of participation, evaluation of the display and participation of end-users in the early development stages of the display. Then, a research agenda informed by the results of the SLR is discussed in light of related literature. Findings The SLR showed that further research is needed to improve the involvement of citizens in the early stages of the development of public displays, broaden the spectrum of citizen participation achieved through public displays, integrate public displays with other means of participation and handle the changing urban context to improve the participation experience. Originality/value Previous literature reviews have been conducted in the field of public displays, including one specifically related to citizen participation. However, they have emphasized the technological aspects of public displays and omitted other essential aspects. This article aims at addressing this gap by conducting a literature review, including also non-technological perspectives such as socio-demographics and participation in development, complementing other works.
This paper reviews the challenges associated with the development of tangible and multimodal interfaces and exposes our experiences with the development of three different software architectures to rapidly prototype such interfaces. The article first reviews the state of the art, and further compares existing systems with our approaches. Finally, the article stresses the major issues associated with the development of toolkits allowing the creation of multimodal and tangible interfaces, and presents our future objectives.
This paper proposes a generic interactive system architecture describing in a structured way, both hardware and software components of an interactive system. It makes explicit all the components that play a role in the information processing from input devices to the interactive application and back to the output devices. Along with the generic interactive system architecture the paper proposes a process for selecting and connecting those components in order to tune the generic interactive system architecture for a specific interactive application. This select, connect and tune-on-demand approach helps handle complexity of interactive applications featuring innovative interaction techniques by splitting the interactive software into dedicated functional components. It also supports design flexibility by making explicit the components impacted when the interaction design evolves. This interactive system architecture and its related process have been applied to the development of several real-life interactive systems and we illustrate their application on an interactive application offering multi-mice, multi-touch and leap motion interactions in the context of interactive cockpits of large civil aircrafts.
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