Aádám Csapó

34771274700

Publications - 55

A Framework for Effective Virtual Commissioning: Guiding Principles for Seamless System Integration

Publication Name: Journal of Manufacturing and Materials Processing

Publication Date: 2024-08-01

Volume: 8

Issue: 4

Page Range: Unknown

Description:

Virtual commissioning (VC), defined as the simulation and testing of systems in a virtual environment before physical implementation, plays a key role in addressing the challenges of integrating and validating complex systems efficiently and effectively. This paper focuses on the topic of virtual commissioning, summarizing and organizing existing research in the field. The paper provides a comprehensive overview of various design methods and technologies currently in use. A case study of virtual commissioning is also presented within the area of the Cyber-Physical Manufacturing Systems Laboratory of the Széchenyi István University, detailing the solution steps taken. Drawing on both research and practical experience, the paper proposes a novel framework to support virtual commissioning design, referred to as the “Virtual Commissioning House” (VCH). The methodology is evaluated through comparisons with existing virtual commissioning solutions, demonstrating its effectiveness.

Open Access: Yes

DOI: 10.3390/jmmp8040165

Comparison of Auditory and Visual Short-Term Memory Capabilities using a Serious Game Application

Publication Name: Infocommunications Journal

Publication Date: 2024-06-01

Volume: 16

Issue: 2

Page Range: 51-60

Description:

A comprehensive serious game application has been designed and implemented to examine the capacity and effective- ness of short-term auditory and visual memory, otherwise known as working memory in human subjects. Participants engaged in an adaptation of the well-known paired association game that entails turning over cards and recalling their placement within a 2D matrix structure of various resolutions. Each trial introduced either visual icons (vision-only condition) or auditory objects (audio-only condition). User performance was evaluated through a detailed statistical analysis focusing only on the highest 6x8 resolution condition in the application. Findings suggest that visual memory did not conclusively outperform auditory memory in the context of this game. However, within the scope of auditory stimuli, familiar iconic sounds, such as excerpts of speech and commonplace sounds, were recalled more effectively than unfamiliar, synthetic sounds like parametric waveforms. Furthermore, performance appeared to be influenced by demographic factors, with male and younger subjects yielding superior results.

Open Access: Yes

DOI: 10.36244/ICJ.2024.2.7

Hypergraph-based Modeling of Cognitive Dataflow Systems

Publication Name: 2024 IEEE 15th International Conference on Cognitive Infocommunications Coginfocom 2024

Publication Date: 2024-01-01

Volume: Unknown

Issue: Unknown

Page Range: 37-42

Description:

Cognitive systems have become widespread in various computer-based applications, from assistants to robotic systems. Although such systems are useful even in their current version, there is a growing need to incorporate semantic information. This paper introduces HyMeKo, a framework for modeling information using hypergraphs, which allows for the creation of multiple relationships between information entities through a LALR(1)-based language. The framework’s primary application contexts are in robotics, cyber-physical systems, and intelligent systems. A key innovation of this work is a transformation method between hypergraph semantic descriptions and e-adjacency tensors. An additional practical result from the implementation of the framework is a hypergraph-based dataflow system, enabling the simultaneous description and execution of dataflow processes. The paper includes a minimal example to compare the compactness of the introduced language with the widespread URDF, to describe a minimal, 2-link system, demonstrating its advantages in terms of conciseness and flexibility.

Open Access: Yes

DOI: 10.1109/CogInfoCom63007.2024.10894728

Design and Evaluation of Abstract Aggregated Avatars in VR Workspaces

Publication Name: Infocommunications Journal

Publication Date: 2024-01-01

Volume: Unknown

Issue: Unknown

Page Range: 92-101

Description:

Avatars are commonly used in digital platforms to provide a visual representation of individual users to each other. Generally, avatar design in the past has focused on achieving visual fidelity and realism of social interactions. In this paper, we broaden the concept of avatars to incorporate displays using an abstract visual language and conveying information on aggregated, interpersonal information from the perspective of the digital platform as a whole. We propose a general design methodology for such aggregated avatars, and also introduce and experimentally evaluate an aggregated avatar which we have developed on the MaxWhere VR platform. Results are promising in that users were able to discern several key states of the avatar and correctly associate them with the correct virtual reality scenarios in a statistically meaningful way.

Open Access: Yes

DOI: 10.36244/ICJ.2024.5.11

Elicitation of Content Layout Preferences in Virtual 3D Spaces Based on a Free Layout Creation Task

Publication Name: Electronics Switzerland

Publication Date: 2023-05-01

Volume: 12

Issue: 9

Page Range: Unknown

Description:

Three-dimensional virtual reality (VR) environments, whether operating on desktop platforms or immersive screens, have been recognized for enabling novel and extremely engaging methods of interacting with digital content across various fields of application. Studies conducted over the past several years have also consistently suggested that utilizing 3D in contrast to 2D interfaces can lead to enhancements in multiple performance dimensions. These enhancements encompass better understanding and retention of information, increased capacity for inventive and efficient collaboration, and the ability to execute workflows that integrate numerous information sources more quickly. At the same time, how digital content such as documents, audio–visual content and web browsers are integrated into 3D spaces is often decided by the creators of the spaces based on either aesthetic considerations, or on a case-by-case basis depending on the workflow. In this paper, we present the results of an experiment we conducted to better understand how users prefer to arrange digital content in their 3D environments, depending on the subject matter, the format of the content (e.g., text-based, image, or audio–visual) and the 3D objects within the space. The results of the experiment presented in the paper can help inform future 3D VR design methodologies and may also provide support for automated content arrangement solutions.

Open Access: Yes

DOI: 10.3390/electronics12092078

Information Basis of Digital Twins: A Quantifiable Metric for Spatio-Temporal Expressivity

Publication Name: Acta Polytechnica Hungarica

Publication Date: 2023-01-01

Volume: 20

Issue: 6

Page Range: 151-171

Description:

This paper focuses on the concept of Digital Twins and the characterization of Digital Twins in terms of the spatio-temporal extent of the information based on which they operate. Following an in-depth literature review, we observe that even when Digital Twins (and variations of this concept) are qualified in terms of ‘levels of information integration’, strictly quantifiable metrics are rarely applied. To fill this gap, we propose the term ‘information basis’, which highlights the quantifiable extent of events occurring in space and time which have an influence on the functionality of the Digital Twin. Following a discussion on the implications of this term, we present an example Digital Twin and discuss how its different alternative implementations would fall on different points of the newly introduced information basis spectrum.

Open Access: Yes

DOI: 10.12700/APH.20.6.2023.6.9

Analysis of Human-Robot Interactions as a Sustainability Factor

Publication Name: Chemical Engineering Transactions

Publication Date: 2023-01-01

Volume: 107

Issue: Unknown

Page Range: 85-90

Description:

Robotic systems are traditionally widespread in the efficient automatization of industrial processes. Recent applications include material handling, reconnaissance, and agricultural tasks, besides the more traditional assembly line tasks. On the other hand, the recent advancements of robotic systems aim at enhancing and even replacing the human workforce in traditional social service tasks, like nursery, clerk positions, eldercare, and catering – collectively called social robotics. Developed countries generally suffer from the decreased available workforce in these areas, threatening the long-term availability of such essential services. The robots providing such services are required to appear and behave human-like to some degree to interact with people seamlessly. Human-like behavior requires complex software and hardware systems with learning capabilities to solve social situations appropriately. This paper investigates the relationship between human-robot interactions and sustainability and identifies the foundational similarities between the aims of the two interdisciplinary fields. The paper proposes the effect of complex interaction capabilities on sustainable factors and their possible qualitative verification. The quantitative factors described in this paper are the social perception of different robots and their expected functions defined by the foundational human-robot interaction roles. The paper proposes the possible contribution of future social robot applications to sustainability factors, such as the effect of telepresence. The paper also presents the result of a qualitative survey of participating university students on the acceptance of different types of robots based on their visual appearance. The assumption of possible integration of robots into social roles and what appearance is perceived as acceptable. In summary, this paper highlights the sustainable factors in human-robot interactions by identifying the effects of social robot roles and mapping between corresponsive sustainability factors, most importantly resolving workforce deficit.

Open Access: Yes

DOI: 10.3303/CET23107015

Aggregated Avatars for Qualitative Feedback on Interpersonal Interaction Patterns in 3D Environments

Publication Name: 2023 IEEE 2nd International Conference on Cognitive Aspects of Virtual Reality Cvr 2023

Publication Date: 2023-01-01

Volume: Unknown

Issue: Unknown

Page Range: Unknown

Description:

Avatars are most often conceived of as 2D pictograms or head / torso / body representations the are human-like, animal-like or otherwise display a fictive creature, with the activity and social/psychological state of a human user mapped onto its features. However, a more general class of avatars can be identified if we relax the constraints behind this conception, whether in the sense of no longer relying on antropomorphic or zoomorphic forms, or in the sense of no longer focusing exclusively on the activities or social/psychological states of individual users. In the latter case, for example, the avatar might reflect some combined state based on the interactions of multiple users, or based on the parameters of the underlying information system as a while. In this paper, we focus on these two generalizations, which we refer to as abstract avatars and aggregated avatars. Following a discussion on what might motivate interaction designers to develop such avatars, we propose an approach to designing and evaluating specific implementations thereof. We also introduce a testbed environment which we developed in a 3D virtual reality system for the development and evaluation of abstract aggregated avatars.

Open Access: Yes

DOI: 10.1109/CVR58941.2023.10395192

Sustainability Indicators in Industrial Robotic Systems

Publication Name: Chemical Engineering Transactions

Publication Date: 2023-01-01

Volume: 107

Issue: Unknown

Page Range: 79-84

Description:

Nowadays, the application of industrial robots in manufacturing is widespread to automatize tedious and repeatable precision-sensitive processes. Modern robotic cells compete with the human workforce and specialized industrial machines in general efficiency. Additionally, robotic cells can be typically reprogrammed for different tasks, thus providing flexible applications, especially compared to more traditional methods. Advanced autonomous and intelligent capabilities are widespread in modern robotic systems, supplying quantitative factors like higher availability, fault tolerance, precision, and system flexibility. Robotic systems typically work measurably more efficiently regarding resource usage, electrical power, and waste than other industrial production line systems. New intelligent and interconnected methods (e.g., cooperative robotics, big data analysis, cyber-physical systems) contribute further to the operation efficiency. Recently, sustainability has become a significant question in robotics: modern technical society faces problems such as decreasing availability of natural resources, workforce scarcity, and environmental challenges. This work focuses on industrial robotic systems as a primary pillar for sustainability efforts in numerous production sectors, such as metallurgy, assembly lines, and construction. This paper aims to review and analyze possible sustainability indicators of the industrial applications of robotics. Based on the analysis, the paper presents a manufacturing process model with industrial robots that considers sustainability indicators. This model highlights the relationship between industrial robotization and sustainability from a quantitative and qualitative perspective. The model indicates that energy efficiency and data interconnectivity play a crucial role in the sustainability of industrial processes. The aim of the model is to help identify indicators playing a role in the sustainability of industrial robot-based manufacturing lifecycle and maintenance.

Open Access: Yes

DOI: 10.3303/CET23107014

Descriptive Markers for the Cognitive Profiling of Desktop 3D Spaces

Publication Name: Electronics Switzerland

Publication Date: 2023-01-01

Volume: 12

Issue: 2

Page Range: Unknown

Description:

3D virtual reality spaces, whether running on desktop environments or on immersive displays, have been noted to support a radically new and highly stimulating way of working with digital content in a variety of application domains. At the same time, research in recent decades has produced a number of experimental results showing that the use of 3D, as opposed to 2D interfaces, can lead to performance improvements from a wide range of aspects, including the ability to comprehend and retain knowledge, ability to work collaboratively in more creative and effective ways, and ability to carry out workflows integrating numerous sources of information in less time. In this paper, we first review the relevant literature; then, we describe an exploratory study that we carried out with test subjects, both in a 3D desktop virtual environment and in a 2D web-based environment, while collecting eye tracking data. In the study, subjects were presented with a set of multimedia content on a range of topics within the field of astronomy, based on which they were subsequently asked to fill out a set of questionnaires. By comparing the 2D and 3D cases in terms of correctness of answers, time taken to perform the task, pupil dilation measurements, subjects’ self-reported difficulty assessments, as well as various kinds of high-level interaction patterns employed during the task (in 3D), we were able to identify a set of descriptive markers which may be relevant to the prediction of users’ effectiveness in virtual reality workspaces. In a weaker sense, the results also seem to support previous research works claiming improved effectiveness in 3D spaces compared to 2D web-based interfaces, although further work is needed to more clearly identify the constraints within which such benefits can be guaranteed.

Open Access: Yes

DOI: 10.3390/electronics12020448

GITS: A Graph-Indexed-Tensor Structure for the Adaptive Associative-Semantic Tagging of Digital Documents

Publication Name: Saci 2023 IEEE 17th International Symposium on Applied Computational Intelligence and Informatics Proceedings

Publication Date: 2023-01-01

Volume: Unknown

Issue: Unknown

Page Range: 59-64

Description:

With the appearance of 2D graphical user interfaces in the 1980s, users began to carry out most operations on 2D icon-based interfaces instead of using line-based terminals. With the emergence of smartphones in the 2010s, the notion of portable 2D graphical user interfaces was born, and by today, users accessing digital services are no longer tethered to a single location. All of these advances have led to immense changes in our conceptualization of digital information systems, the effects of which are difficult to overestimate. Recent developments in virtual and augmented reality (VR/AR), as well as in Internet of Things (IoT) and artificial intelligence (AI) are poised to lead to the next major breakthrough in this series of cognitive expansions, bringing to the forefront portable, context-aware spatial interfaces. A consequence of these developments is that users are expecting to be able to access a growing multitude and variety of digital content in ways that are increasingly contextualized and personalized, i.e., relevant to the time, location and topic from the perspective of the users' personal history. In this paper, we propose an adaptive content labeling and storage model that is suitable to these challenges. Our model, called the Graph-Indexed Tensor Store (GITS) has the benefits of being adaptive and personalized, while also allowing for content retrieval to be carried out based on associative search operations. In a preliminary analysis of the model, we address the challenges of what we refer to as syntactic, semantic and pragmatic saturation, and provide ways to quantity and further explore their effects.

Open Access: Yes

DOI: 10.1109/SACI58269.2023.10158658

Cognitive Aspects of 2D Content Integration and Management in 3D Virtual Reality Spaces

Publication Name: Infocommunications Journal

Publication Date: 2023-01-01

Volume: Unknown

Issue: Unknown

Page Range: 37-45

Description:

The advent of 2D graphical user interfaces in the 1980s shifted user interactions from line-based terminals to icon-based interfaces. As smartphones emerged in the 2010s, portable 2D graphical interfaces became a reality, liberating users from being confined to a single location when accessing digital services. These transformations have profoundly altered our understanding of digital information systems, with impacts that cannot be easily quantified. Current advancements in virtual and augmented reality (VR/AR), the Internet of Things (IoT), and artificial intelligence (AI) are on the verge of ushering in the next significant leap in cognitive expansion, introducing portable and highly contextual spatial interfaces, also sometimes referred to as Digital Realities (DRs). As a result, users now anticipate the ability to engage with an increasing array and variety of digital content in ways that are more contextualized and tailored to their needs, taking into account factors such as time, location, personalized goals and user-specific histories. In this paper, we aim to give an overview of cognitive aspects relevant to content integration and management specifically in DR environments, and to propose solutions and / or best practices to address them. Our discussion is centered around a paradigm called the Doing-When-Seeing (DWS) paradigm, which we propose for the design of Digital Reality interfaces. We demonstrate the applicability of this paradigm to the design of interfaces for creating content, organizing content, and semantically representing and retrieving content within 3D Digital Reality environments.

Open Access: Yes

DOI: 10.36244/ICJ.2023.6.5

Defining Synergies Between Robotics, Cognitive Infocommunications and Internet of Digital Reality

Publication Name: 2022 IEEE 1st International Conference on Internet of Digital Reality Iod 2022

Publication Date: 2022-01-01

Volume: Unknown

Issue: Unknown

Page Range: 75-82

Description:

Robotic applications have prominently emerged in automating a wide range of high-precision tasks in industry, logistics, health and military applications. More recently, applications focused on socio-cultural contexts, such as caretaking and personal assistance, have begun to gain traction. In parallel, earlier focus on mechanical and mathematical/control solutions has visibly shifted toward aspects of intelligent and collaborative functions. These changes have brought various aspects of the fields of cognitive infocommunications (CogInfoCom) and Internet of Digital Reality (IoD) to the forefront, both in terms of design methodologies and application areas. While CogInfoCom places emphasis on new kinds of cognitive capabilities / entities that are neither purely human, nor purely artificial, IoD highlights the integration of such capabilities and entities in networked settings created to support specific semantic contexts. Importantly, the scope of such capabilities and/or entities is not limited only to intelligent agents and collaborating humans but also to less capable agents (e.g., cyber-physical and industrial control devices). In a socio-cultural context, the interaction between a robot and other agents (particularly a human) can be viewed as the communication of cognitive entities through some form of Cognitive Infocommunication channels. This paper proposes a new way to view the communication between intelligent robots and cognitive entities.

Open Access: Yes

DOI: 10.1109/IoD55468.2022.9986775

A Digital Twin Case Study Exhibiting Bi-Directional Communication and Control

Publication Name: 2022 IEEE 1st International Conference on Internet of Digital Reality Iod 2022

Publication Date: 2022-01-01

Volume: Unknown

Issue: Unknown

Page Range: 105-106

Description:

This paper focuses on the concept of Digital Twins and a Digital Twin based case study. The first part of the paper provides a discussion on digital twins and categorizations thereof, based on their role in specific applications, the directionality of communication in which they are involved, and levels of integration based on this communication. The second part of the paper outlines a case study of a digital twin with bi-directional communication based on a near-real-time standard protocol involing real interventions in a physical system. The system underlying the case study was developed at Széchenyi István University in Györ, Hungary.

Open Access: Yes

DOI: 10.1109/IoD55468.2022.9986956

Tensor-based Format for Exchanging Hypergraphs between Cognitive Entities

Publication Name: 2022 IEEE 1st International Conference on Internet of Digital Reality Iod 2022

Publication Date: 2022-01-01

Volume: Unknown

Issue: Unknown

Page Range: 33-38

Description:

Robotic and other intelligent systems have recently gained prominence, integrating a growing number of new functionalities. Since the beginning, the flexible semantic self-recognition of intelligent devices has been a challenge. The traditional solution is to provide a centralized source of semantic descriptions (in parameter servers or external sources). This paper introduces a graph-like binary format for machine-to-machine information exchange to efficiently index and process graph-based data at each endpoint. The exchanged graphs, which are represented as multidimensional tensors, are based on the formal theory of hypergraphs, allowing for the description of associations between not just two, but multiple modalities. We show in addition that hierarchical information is also compatible with this hypergraph-based formalism. Thus, structured information can be shared between intelligent entities, using the proposed format, to share information for reasoning, planning (e.g., motion planning in robotics), as well as environment representation. A further motivation includes the description of vision data by providing semantic information that can be rewritten in interpretable form for the target visualization engine.

Open Access: Yes

DOI: 10.1109/IoD55468.2022.9986845

Quantifying the Effectiveness of Project-Based Editing Operations in Virtual Reality

Publication Name: 2022 1st IEEE International Conference on Cognitive Aspects of Virtual Reality Cvr 2022

Publication Date: 2022-01-01

Volume: Unknown

Issue: Unknown

Page Range: 49-54

Description:

With the rapid evolution of virtual reality solutions as general-purpose computing platforms, the ability of users to integrate their complete digital life into 3D spaces is becoming increasingly important. In this paper, we focus on ways to manipulate arrangements - or layouts - of 2D content in 3D spaces. We compare three different approaches to layout creation based on variations and combinations of previously proposed solutions. Through controlled experiments, we show that users can create content layouts with high accuracy and significantly less time if they can re-use already existing content layouts. These results support the idea that the effectiveness of virtual reality platforms as universal computing platforms can be improved by incorporating a 3D file system in which spatial dashboard layouts emerge as a central organizing concept.

Open Access: Yes

DOI: 10.1109/CVR55417.2022.9967642

Auditory and Haptic Solutions for Access and Feedback in Internet of Digital Reality Applications

Publication Name: 2022 IEEE 2nd Conference on Information Technology and Data Science Citds 2022 Proceedings

Publication Date: 2022-01-01

Volume: Unknown

Issue: Unknown

Page Range: 319-323

Description:

The concept of Internet of Digital Reality (IoD) was introduced as the next level organization of cognitive entities following the concept of the Internet of Things (IoT) and Internet of Everything (IoE). As virtual-immersive environments are a fundamental component of IoD which allow human and non-human entities to interact in real time, the ability a wide range of communication modalities is crucial. This paper briefly presents the concept of IoD together with an overview of various I/O solutions for human users, with a focus on research directions and (re)emerging technologies in the near future.

Open Access: Yes

DOI: 10.1109/CITDS54976.2022.9914161

Outlines of a Graph-Tensor Based Adaptive Associative Search Model for Internet of Digital Reality Applications

Publication Name: 2022 IEEE 1st International Conference on Internet of Digital Reality Iod 2022

Publication Date: 2022-01-01

Volume: Unknown

Issue: Unknown

Page Range: 49-54

Description:

Internet of Digital Reality (IoD) is a technological vision that promises to radically transform existing digital ecosystems in a way that enables users to access all the content and capabilities - whether physical or digital - relevant to a goal-driven purpose in a highly integrated single environment. In this paper, we focus on a specific challenge that we expect will be crucial in making advances in this field: namely, the challenge of developing an effective search method that is personalized, adaptive and associative. As a possible solution to this challenge, we propose a graph-tensor based information model that incorporates the history of search keywords and inferred associations between them across potentially multiple search dimensions. We provide a brief discussion on why we assume this model to have advantageous properties and provide a short use-case example to motivate further research.

Open Access: Yes

DOI: 10.1109/IoD55468.2022.9987234

A Fuzzy Driven Framework for the Cognitive Modeling and Quantitative Analysis of Aggregated Avatars

Publication Name: IEEE Joint 22nd International Symposium on Computational Intelligence and Informatics and 8th International Conference on Recent Achievements in Mechatronics Automation Computer Science and Robotics Cinti Macro 2022 Proceedings

Publication Date: 2022-01-01

Volume: Unknown

Issue: Unknown

Page Range: 143-150

Description:

In this paper, our goal is to motivate the structured design and quantitative analysis of a class of avatars which we refer to as (fuzzy) aggregated avatars. Following a brief overview of the different avatar types based on the literature, we formulate a newly proposed definition of aggregated avatars, and also extend this concept with the more specialized class of fuzzy aggregated avatars. Further, we propose a framework to facilitate the design and experimental analysis of fuzzy aggregated avatars, and describe a use-case example in which user interaction patterns within a 3D virtual reality space are mapped onto dynamic avatar behaviors.

Open Access: Yes

DOI: 10.1109/CINTI-MACRo57952.2022.10029574

A Canonical Set of Operations for Editing Dashboard Layouts in Virtual Reality

Publication Name: Frontiers in Computer Science

Publication Date: 2021-07-12

Volume: 3

Issue: Unknown

Page Range: Unknown

Description:

Virtual reality (VR) is a powerful technological framework that can be considered as comprising any kind of device that allows for 3D environments to be simulated and interacted with via a digital interface. Depending on the specific technologies used, VR can allow users to experience a virtual world through their different senses, i.e., most often sight, but also through touch, hearing, and smell. In this paper, it is argued that a key impediment to the widespread adoption of VR technology today is the lack of interoperability between users’’ existing digital life (including 2D documents, videos, the Web, and even mobile applications) and the 3D spaces. Without such interoperability, 3D spaces offered by current VR platforms seem empty and lacking in functionality. In order to improve this situation, it is suggested that users could benefit from being able to create dashboard layouts (comprising 2D displays) for themselves in the 3D spaces, allowing them to arrange, view and interact with their existing 2D content alongside the 3D objects. Therefore, the objective of this research is to help users organize and arrange 2D content in 3D spaces depending on their needs. To this end, following a discussion on why this is a challenging problem—both from a scientific and from a practical perspective—a set of operations are proposed that are meant to be minimal and canonical and enable the creation of dashboard layouts in 3D. Based on a reference implementation on the MaxWhere VR platform, a set of experiments were carried out to measure how much time users needed to recreate existing layouts inside an empty version of the corresponding 3D spaces, and the precision with which they could do so. Results showed that users were able to carry out this task, on average, at a rate of less than 45 s per 2D display at an acceptably high precision.

Open Access: Yes

DOI: 10.3389/fcomp.2021.659600

Cyclical inverse interpolation: An approach for the inverse interpolation of black-box models using tensor product representations

Publication Name: Asian Journal of Control

Publication Date: 2021-05-01

Volume: 23

Issue: 3

Page Range: 1301-1312

Description:

This paper proposes a novel approach to inverse interpolating black-box models, referred to as the cyclical inverse interpolation method (CIIM). The approach relies on the use of a multivariate surrogate function, expressed as a tensor product (TP) model, to systematically generate candidate inputs to the given black-box model with the goal of obtaining interpolated outputs. While the proposed approach is largely agnostic as to the form of this surrogate function, some of its properties, such as the semantics of its input dimensions with respect to the black box model, are constructively defined. The paper demonstrates the viability of the proposed approach both from a theoretical perspective and through numerical examples. Based on these results, it is argued that the approach can be used for the exploratory identification of black-box models that have scalar-valued outputs and can be particularly useful in working with black-box models that have a large number of inputs and exhibit highly nonlinear behavior.

Open Access: Yes

DOI: 10.1002/asjc.2490

Internet of digital reality: Infrastructural background – Part II

Publication Name: Acta Polytechnica Hungarica

Publication Date: 2021-01-01

Volume: 18

Issue: 8

Page Range: 91-104

Description:

Internet of Digital Reality (IoD) is a concept that extends the Internet of Things (IoT) with the management, transmission and harmonization of digital realities. IoD covers aspects of connectivity, accessibility and usability with respect to different cognitive entities present in the digital world, via a confluence of technologies including virtual reality, artificial intelligence and 2D digital environments, in a way that recognizes human factors and cognitive aspects as key issues. Devices, interfaces, and interacting entities can be enabled through IoD to share digital realities and to thereby build a new level of reality, using intelligent connections mostly based on immersive virtual scenarios and multi-modal interactions in both public and private networks. In this paper, we look into the infrastructural requirements of and challenges behind the Internet of Digital Reality, which must be solved in order to deliver a high-quality user experience while keeping the increasing complexity of these networks at bay.

Open Access: Yes

DOI: 10.12700/APH.18.8.2021.8.5

Introducing the concept of internet of digital reality – part i

Publication Name: Acta Polytechnica Hungarica

Publication Date: 2021-01-01

Volume: 18

Issue: 7

Page Range: 225-240

Description:

With the growing pervasiveness of Virtual Reality, Augmented Reality, Mixed Reality and Digital Twins combined with Artificial Intelligence, 5G networks and the omni-present 2D Web, we are entering into a new era, characterized by a multi-modal entangled combination of previously disparate realms of IT with human and social cognitive systems. This process of entanglement is arguably leading to a new, qualitatively different kind of reality, in which the bor-ders between the physical and digital world, as well as digital representations and simulations thereof are becoming increasingly fuzzy. Based on these developments, the paper re-interprets some well-known concepts – including virtual reality, augmented reality, mixed reality, as well as virtual / digital simulations and virtual / digital twins. Based on these new interpretations, the paper introduces the higher-level structures of Digital Reality (DR) and Internet of Digital Reality (IoD). It is argued that these structures can lead to a better understanding of the new possibilities afforded to humanity by pervasive digital technologies.

Open Access: Yes

DOI: 10.12700/APH.18.7.2021.7.12

Model Identification Based on Sparse or Non-Uniform Datasets using Tensor Product Function Manipulations

Publication Name: Gpmc 2020 2nd IEEE International Conference on Gridding and Polytope Based Modeling and Control Proceedings

Publication Date: 2020-11-19

Volume: Unknown

Issue: Unknown

Page Range: 49-52

Description:

This paper presents an approach for creating tensor product (TP) models based on sparse or non-uniform samples representing arbitrary datasets, and for manipulating the resulting TP structure to further identify the models behind the datasets. Given the usefulness of TP models in merging together closed algebraic formulae and tensor representations, it is argued that the proposed approach can be applied towards understanding the underlying complexity of a given dataset, while iteratively arriving at a model for the process that generated it. The key idea behind the approach is demonstrated using a dataset on sound pressure levels generated by different-sized airfoils in a wind tunnel.

Open Access: Yes

DOI: 10.1109/GPMC50267.2020.9333816

A tool for creating and editing dashboards in VR spaces based on a canonical set of operations

Publication Name: 11th IEEE International Conference on Cognitive Infocommunications Coginfocom 2020 Proceedings

Publication Date: 2020-09-23

Volume: Unknown

Issue: Unknown

Page Range: 497-502

Description:

VR spaces are increasingly used for purposes other than entertainment, to help communicate ideas in more memorable and effective ways. This paper focuses on the problem of how 2D panel layouts - i.e. information dashboards - can be effectively created and edited in 3D spaces. We propose a set of canonical operations to support such layout design. We also introduce a pilot implementation that enables the use of these operations to help configure 2D content within spaces running on the MaxWhere VR platform.

Open Access: Yes

DOI: 10.1109/CogInfoCom50765.2020.9237857

Measuring virtual rotation skills in MaxWhere

Publication Name: 11th IEEE International Conference on Cognitive Infocommunications Coginfocom 2020 Proceedings

Publication Date: 2020-09-23

Volume: Unknown

Issue: Unknown

Page Range: 587-590

Description:

A new virtual reality-based test battery is now under development as part of an aptitude test and skill development project to support human resource assessment. This test space focuses on the subjects' virtual rotation skills. Namely the ability to both internally visualize and to manipulate the spatial orientation of a 3D cube with specific configurable parts missing. This paper includes a detailed description of the test space, the logged variables, the methods for the virtual rotations, and the possible configurations.

Open Access: Yes

DOI: 10.1109/CogInfoCom50765.2020.9237889

A test space for virtual rotation measurement in MaxWhere

Publication Name: 11th IEEE International Conference on Cognitive Infocommunications Coginfocom 2020 Proceedings

Publication Date: 2020-09-23

Volume: Unknown

Issue: Unknown

Page Range: 585-586

Description:

This demo presents a virtual reality test space, which is part of a test battery that is now under development as a part of an aptitude test and skill development project to support human resource assessment. The test space focuses on subjects' ability to both internally visualize and to manipulate the spatial orientation of a 3D cube with specific, configurable parts missing.

Open Access: Yes

DOI: 10.1109/CogInfoCom50765.2020.9237865

A Grid-Based Model for Parameter Initialization in Non-Convex Optimization Tasks

Publication Name: Gpmc 2019 1st IEEE International Conference on Gridding and Polytope Based Modeling and Control Proceedings

Publication Date: 2019-11-01

Volume: Unknown

Issue: Unknown

Page Range: 19-23

Description:

The role of nature versus nurture, and the relative strengths and weaknesses of evolutionary and gradient-based approaches have been the subject of fiery debate in the AI community for quite some time. As outlined in the paper, these approaches have unique advantages and at the same time by no means exhaust the list of tools necessary for designing artificially intelligent behavior. In particular, the importance of parameter initialization is often underestimated, as demonstrated by the widely publicized 'lottery ticket hypothesis'. Following a discussion on why parameter initialization seems to be more important than previously acknowledged, a grid-based model is introduced which combines certain characteristics of evolutionary and gradient-based approaches with the goal of supporting robust parameter initialization.

Open Access: Yes

DOI: 10.1109/GPMC48183.2019.9106960

Charting the State-of-The-Art in the Application of Convolutional Neural Networks to Quality Control in Industry 4.0 and Smart Manufacturing

Publication Name: 10th IEEE International Conference on Cognitive Infocommunications Coginfocom 2019 Proceedings

Publication Date: 2019-10-01

Volume: Unknown

Issue: Unknown

Page Range: 463-468

Description:

This paper summarizes the theory behind state-of-The-Art convolutional neural networks and investigates how they can applied to some of the challenges in Industry 4.0. Following an overview of key results in the literature, several major application areas are highlighted, with a focus on areas such as defect detection in production and anomaly detection for maintenance. It is concluded that convolutional neural networks are essential tools for solving many challenges in Industry 4.0.

Open Access: Yes

DOI: 10.1109/CogInfoCom47531.2019.9089932

Interaction Patterns of Spatial Navigation in VR Workspaces

Publication Name: 10th IEEE International Conference on Cognitive Infocommunications Coginfocom 2019 Proceedings

Publication Date: 2019-10-01

Volume: Unknown

Issue: Unknown

Page Range: 615-618

Description:

During the discovery of any new environment-be it real or virtual-the first step is usually that of exploration. The goal exploration in this context is to find the location that provides the most informative, or otherwise useful viewpoint in the space. Depending on the complexity of the space and the task at hand, this can be a difficult challenge. Nevertheless, the finding of useful viewpoints can be facilitated, at least in virtual reality, by changing the layout of the space, as well as by changing other visual features to lower the cognitive load of navigation. In this paper, we present a set of experiments using the MaxWhere desktop virtual environment which suggest that besides the arrangement of a space, its key points of discovery can also influence the time it takes to accomplish a task. This conclusion is supported both by data on key points of navigation and on the activation mode that was utilized on the various smartboards laid out in 3D space. In this research, we hope to show how specific nodes can be found, based on a data-oriented approach, which can lead users to focus on the most important information and obtain the best overview of any virtual space in general.

Open Access: Yes

DOI: 10.1109/CogInfoCom47531.2019.9089998

Deep Metacyclic Parameter Search: Non-Convex optimization Based on Evolutionary Computing with a Few Twists

Publication Name: 10th IEEE International Conference on Cognitive Infocommunications Coginfocom 2019 Proceedings

Publication Date: 2019-10-01

Volume: Unknown

Issue: Unknown

Page Range: 247-252

Description:

This paper proposes a new framework for non-convex optimization referred to as Metacyclic Parameter Search (MEPS). The framework combines several approaches that are well known from the field of artificial intelligence-namely the iterative update of generations of candidate solutions prevalent in evolutionary computing and particle swarm optimization, as well as metacognitive approaches implementing reward-based improvement such as (deep) reinforcment learning-resulting in a gradient-free approach to non-convex optimization that combines the benefits (and alleviates the mutual shortcomings) of each of these individual approaches. Following an overview of the framework, its workings are demonstrated on three rudimentary examples.

Open Access: Yes

DOI: 10.1109/CogInfoCom47531.2019.9089907

Hierarchical spiral discovery networks for multi-layered exploration-exploitation tradeoffs

Publication Name: Acta Polytechnica Hungarica

Publication Date: 2019-01-01

Volume: 16

Issue: 1

Page Range: 63-76

Description:

The Spiral Discovery Network (SDN) was recently proposed as a tool for automated parametric optimization based on the Spiral Discovery Method. SDN can be seen as a heuristic optimization approach that offers tradeoffs between exploration and exploitation without hav- ing recourse to explicit gradient-based feedback information (unlike classical neural networks) and without requiring hand-coded representations of metaheuristic constructs such as genotypes (unlike genetic algorithms). In this paper, the properties of the SDN model are further explored, and two extensions to the model are proposed. The first extension corrects a shortcoming of the original model and has to do with the assignment of credit among different output components based on the most recent performance of the model at any given time. The second extension con- sists of using multiple SDN cells in a hierarchical architecture, which enables a fuller and more effective exploration of the parametric space. The improvements provided by the two extensions are validated on the same set of simulations discussed in earlier work.

Open Access: Yes

DOI: 10.12700/APH.16.1.2019.1.4

The Spiral Discovery Network as an Evolutionary Model for Gradient-Free Non-Convex Optimization

Publication Name: 9th IEEE International Conference on Cognitive Infocommunications Coginfocom 2018 Proceedings

Publication Date: 2018-07-02

Volume: Unknown

Issue: Unknown

Page Range: 347-352

Description:

The Spiral Discovery Method (SDM) was originally designed as a cognitive artifact to help manage the complexities of manually tuning parametric models in high-dimensional parametric spaces. Recently, several modifications and enhancements were proposed to SDM with the goal of making it suitable for tasks requiring automated non-convex optimization besides manual parameter configuration. The key challenge behind such enhancements - collectively referred to as Spiral Discovery Network models (SDNs) based on their network-based formulation - is how to replace human intuition in maintaining the adaptivity of the search process. In this paper, recent advances behind SDN models are summarized, and their theory is further developed with the goal of making them useful for the optimization of multi-level, hierarchical architectures. Results from experiments directed at optimizing convolutional networks on the MNIST dataset are presented in order to highlight the strengths and weaknesses of the approach.

Open Access: Yes

DOI: 10.1109/CogInfoCom.2018.8639877

VR as a Medium of Communication: From Memory Palaces to Comprehensive Memory Management

Publication Name: 9th IEEE International Conference on Cognitive Infocommunications Coginfocom 2018 Proceedings

Publication Date: 2018-07-02

Volume: Unknown

Issue: Unknown

Page Range: 389-394

Description:

This paper investigates the unique potential of VR environments to serve as a comprehensive tool for communication and memory management. The paper uncovers intricate - and in some sense holistic - links between certain kinds of VR spaces and existing frameworks for the design and analysis of conceptual mappings, and shows how VR spaces can do more than just provide appealing visual experiences, by capturing the psychology of how new memories are formed. The paper provides multiple examples from the MaxWhere VR platform to support its main arguments, and concludes with a discussion on what these arguments, if accepted as correct, will mean for AI-enhanced CogInfoCom systems in the future.

Open Access: Yes

DOI: 10.1109/CogInfoCom.2018.8639896

The Spiral Discovery Network as an Automated General-Purpose Optimization Tool

Publication Name: Complexity

Publication Date: 2018-01-01

Volume: 2018

Issue: Unknown

Page Range: Unknown

Description:

The Spiral Discovery Method (SDM) was originally proposed as a cognitive artifact for dealing with black-box models that are dependent on multiple inputs with nonlinear and/or multiplicative interaction effects. Besides directly helping to identify functional patterns in such systems, SDM also simplifies their control through its characteristic spiral structure. In this paper, a neural network-based formulation of SDM is proposed together with a set of automatic update rules that makes it suitable for both semiautomated and automated forms of optimization. The behavior of the generalized SDM model, referred to as the Spiral Discovery Network (SDN), and its applicability to nondifferentiable nonconvex optimization problems are elucidated through simulation. Based on the simulation, the case is made that its applicability would be worth investigating in all areas where the default approach of gradient-based backpropagation is used today.

Open Access: Yes

DOI: 10.1155/2018/1947250

Mobile Assistive Technologies

Publication Name: Wireless Communications and Mobile Computing

Publication Date: 2018-01-01

Volume: 2018

Issue: Unknown

Page Range: Unknown

Description:

No description provided

Open Access: Yes

DOI: 10.1155/2018/8617892

Contrasting results and effectiveness of controlled experiments with crowdsourced data in the evaluation of auditory reaction times

Publication Name: 7th IEEE International Conference on Cognitive Infocommunications Coginfocom 2016 Proceedings

Publication Date: 2017-01-03

Volume: Unknown

Issue: Unknown

Page Range: 421-425

Description:

We developed an application for the Android platform to test reaction times to auditory stimuli on mobile devices. During tests, users were asked to respond as quickly as possible to auditory events provided through headphone playback, and to also identify the directions of those events based on stereo panning. This paper presents a comparative evaluation of data (i.e. response times in seconds and error rates) collected through controlled supervised experiments as opposed to a crowdsourcing based solution. It is demonstrated that in some respects, crowdsourced data and laboratory data show similar results within their own category, but that at the same time a statistical comparison between the two measurement configurations is difficult due to the significant amount of noisy (outlier) data in the crowdsourced case.

Open Access: Yes

DOI: 10.1109/CogInfoCom.2016.7804586

Evaluation of human-Myo gesture control capabilities in continuous search and select operations

Publication Name: 7th IEEE International Conference on Cognitive Infocommunications Coginfocom 2016 Proceedings

Publication Date: 2017-01-03

Volume: Unknown

Issue: Unknown

Page Range: 415-420

Description:

Tactile and haptic devices can be used to control and interact with a wide range of systems, including games, virtual environments and assistive technologies. Although many psychophysical studies have measured thresholds of human sensory capabilities for interpreting haptic and tactile feedback, relatively little is known about the precision with which we are able to guide the behavior of a system based on kinesthetic and myoelectric gestures. A broad study of the latter problem is important, especially now that a number of devices have appeared-such as the Leap Motion Controller and the Myo armband-which enable humans to use finger, hand and arm gestures to interact with the digital world. This paper provides a broad overview on the topic, and reports a set of preliminary experiments on the extent to which the Myo armband can be used to control auditory feedback in real time. Test results are evaluated based on a Bayesian statistical model of an empirical (but for the most part, unambiguous) performance scale. The goal is to investigate ways in which visually impaired users could use the Myo to control the output of an assistive technology.

Open Access: Yes

DOI: 10.1109/CogInfoCom.2016.7804585

Usability and effectiveness of auditory sensory substitution models for the visually impaired

Publication Name: 142nd Audio Engineering Society International Convention 2017 AES 2017

Publication Date: 2017-01-01

Volume: Unknown

Issue: Unknown

Page Range: Unknown

Description:

This paper focuses on auditory sensory substitution for providing visually impaired users with suitable information in both static scene recognition and dynamic obstacle avoidance. We introduce three different sonification models together with three temporal presentation schemes, i.e. ways of temporally organizing the sonic events in order to provide suitable information. Following an overview of the motivation and challenges behind each of the solutions, we describe their implementation and an evaluation of their relative strengths and weaknesses based on a set of experiments conducted in a virtual environment.

Open Access: Yes

DOI: DOI not available

Revisiting the concept of generation CE - Generation of cognitive entities

Publication Name: 6th IEEE Conference on Cognitive Infocommunications Coginfocom 2015 Proceedings

Publication Date: 2016-01-25

Volume: Unknown

Issue: Unknown

Page Range: 583-586

Description:

A central notion behind the field of cognitive infocommunications is that entangled sets of human and ICT capabilities, created through the co-evolution of humans together with ICT, can be conceptually represented and analyzed as new 'cognitive entities'. This term, along with the concept of generation CE (in analogy with the generations X, Y and Z), has been recently introduced to characterize such entangled relationships in terms of functionally relevant units, and to describe the effects that such entangled relationships are having on the personal and social development of the new generation growing up today. In this paper, we make the case that a better understanding of cognitive-social-technological phenomena can be obtained when viewed through the lens of such concepts.

Open Access: Yes

DOI: 10.1109/CogInfoCom.2015.7390659

A survey on hardware and software solutions for multimodal wearable assistive devices targeting the visually impaired

Publication Name: Acta Polytechnica Hungarica

Publication Date: 2016-01-01

Volume: 13

Issue: 5

Page Range: 39-63

Description:

The market penetration of user-centric assistive devices has rapidly increased in the past decades. Growth in computational power, accessibility, and “cognitive” device capabilities have been accompanied by significant reductions in weight, size, and price, as a result of which mobile and wearable equipment are becoming part of our everyday life. In this context, a key focus of development has been on rehabilitation engineering and on developing assistive technologies targeting people with various disabilities, including hearing loss, visual impairments and others. Applications range from simple health monitoring such as sport activity trackers, through medical applications including sensory (e.g. hearing) aids and real-time monitoring of life functions, to task-oriented tools such as navigational devices for the blind. This paper provides an overview of recent trends in software and hardware-based signal processing relevant to the development of wearable assistive solutions.

Open Access: Yes

DOI: DOI not available

Sound of vision - Spatial audio output and sonification approaches

Publication Name: Lecture Notes in Computer Science Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics

Publication Date: 2016-01-01

Volume: 9759

Issue: Unknown

Page Range: 202-209

Description:

The paper summarizes a number of audio-related studies conducted by the Sound of Vision consortium, which focuses on the construction of a new prototype electronic travel aid for the blind. Different solutions for spatial audio were compared by testing sound localization accuracy in a number of setups, comparing plain stereo panning with generic and individual HRTFs, as well as testing different types of stereo headphones vs custom designed quadrophonic proximaural headphones. A number of proposed sonification approaches were tested by sighted and blind volunteers for accuracy and efficiency in representing simple virtual environments.

Open Access: Yes

DOI: 10.1007/978-3-319-41267-2_28

A survey of assistive technologies and applications for blind users on mobile platforms: a review and foundation for research

Publication Name: Journal on Multimodal User Interfaces

Publication Date: 2015-12-01

Volume: 9

Issue: 4

Page Range: 275-286

Description:

This paper summarizes recent developments in audio and tactile feedback based assistive technologies targeting the blind community. Current technology allows applications to be efficiently distributed and run on mobile and handheld devices, even in cases where computational requirements are significant. As a result, electronic travel aids, navigational assistance modules, text-to-speech applications, as well as virtual audio displays which combine audio with haptic channels are becoming integrated into standard mobile devices. This trend, combined with the appearance of increasingly user-friendly interfaces and modes of interaction has opened a variety of new perspectives for the rehabilitation and training of users with visual impairments. The goal of this paper is to provide an overview of these developments based on recent advances in basic research and application development. Using this overview as a foundation, an agenda is outlined for future research in mobile interaction design with respect to users with special needs, as well as ultimately in relation to sensor-bridging applications in general.

Open Access: Yes

DOI: 10.1007/s12193-015-0182-7

Design, programming and orchestration of heterogeneous manufacturing systems through VR-powered remote collaboration

Publication Name: Robotics and Computer Integrated Manufacturing

Publication Date: 2015-01-01

Volume: 33

Issue: Unknown

Page Range: 68-77

Description:

Modern manufacturing systems are often composed of a variety of highly customized units and specifically designed manufacturing cells. Optimization of assembly and training of staff requires a series of demo installations and excessive use of costly operational resources. In some cases, components are located at different sites, making the orchestration of the whole system even more difficult. Virtual Reality (VR) collaboration environments offer a solution by enabling high fidelity testing and training of complex manufacturing systems. On the other hand, such platforms are difficult to implement in an engineering perspective, as they are required to provide reliable, standard interfaces towards both robotic components and human operators. The VirCA (Virtual Collaboration Arena) platform is a software framework that supports various means of collaboration through the use of 3D augmented/virtual reality as a communication medium. VirCA offers functions for the high-level interoperability of heterogeneous components in a wide range of domains, spanning from research & development, through remote education to orchestration and management of industrial processes in manufacturing applications. This paper provides an overview of the industrial requirements behind high-fidelity virtual collaboration and demonstrates how the VirCA platform meets these requirements. Use cases are provided to illustrate the usability of the platform.

Open Access: Yes

DOI: 10.1016/j.rcim.2014.08.012

Cognitive infocommunications (CogInfoCom)

Publication Name: Cognitive Infocommunications Coginfocom

Publication Date: 2015-01-01

Volume: Unknown

Issue: Unknown

Page Range: 1-219

Description:

This book describes the theoretical foundations of cognitive infocommunications (CogInfoCom), and provides a survey on state-of-the-art solutions and applications within the field. The book covers aspects of cognitive infocommunications in research fields such as affective computing, BCI, future internet, HCI, HRI, sensory substitution, and virtual/augmented interactions, and also introduces newly proposed paradigms and initiatives under the field, including CogInfoCom channels, speechability and socio-cognitive ICT. The book focuses on describing the merging between humans and information and communications technology (ICT) at the level of cognitive capabilities with an approach towards developing future cognitive ICT.

Open Access: Yes

DOI: 10.1007/978-3-319-19608-4

An overview of research trends in CogInfoCom

Publication Name: Ines 2014 IEEE 18th International Conference on Intelligent Engineering Systems Proceedings

Publication Date: 2014-09-24

Volume: Unknown

Issue: Unknown

Page Range: 181-186

Description:

Cognitive infocommunications (CogInfoCom) is an interdisciplinary field that targets engineering applications based on emergent synergies between ICT and the cognitive sciences. The unique perspective of CogInfoCom enables researchers to focus on both the qualitative and quantitative analysis of cognitive capabilities in application areas where humans are becoming increasingly entangled with and dependent on intelligent networked services. An international conference on the field has been held every year since 2010, and the two most recent events have been supported by the IEEE. In this paper, we provide an overview of the various research directions which have been represented at the conference series, and which have as a result gained strong relevance to CogInfoCom during the past few years.

Open Access: Yes

DOI: 10.1109/INES.2014.6909365

An outline of some human factors contributing to mathability research

Publication Name: 5th IEEE International Conference on Cognitive Infocommunications Coginfocom 2014 Proceedings

Publication Date: 2014-01-23

Volume: Unknown

Issue: Unknown

Page Range: 583-586

Description:

Mathability is a branch of CogInfoCom that focuses on an abstraction and generalization of human mathematical abilities and capabilities in the context of information and communications technologies. In this paper, we aim to describe the various factors which influence human mathematical abilities, as well as how they can be assessed, with the goal of supporting ICT engineering design involving mathability.

Open Access: Yes

DOI: 10.1109/CogInfoCom.2014.7020411

Outlines of a framework for progressive representation-bridging CogInfoCom channels

Publication Name: 5th IEEE International Conference on Cognitive Infocommunications Coginfocom 2014 Proceedings

Publication Date: 2014-01-23

Volume: Unknown

Issue: Unknown

Page Range: 321-326

Description:

In the context of the development of engineering systems, communication is often interpreted as a behavior that is planned for and implemented a priori, with a concrete use case in mind. In contrast, the natural world follows different patterns: function emerges through evolution, and communication emerges through a process known as (signal) ritualization. Based on these differences, the concept of communication used in engineering would be worth broadening, in an effort to develop systems capable of exhibiting spontaneous communicative behaviors that evolve and develop into patterns through a history of interactions. In this paper, the concept of progressive CogInfoCom channels is proposed along with a generic framework for their implementation.

Open Access: Yes

DOI: 10.1109/CogInfoCom.2014.7020471

Identification of complex systems through reduced paths using the Spiral Discovery Method

Publication Name: Ines 2013 IEEE 17th International Conference on Intelligent Engineering Systems Proceedings

Publication Date: 2013-12-12

Volume: Unknown

Issue: Unknown

Page Range: 91-96

Description:

Control theories of cognitive systems are gaining relevance as a result of two driving forces: the desire to create artificial cognitive systems, and the desire to influence or control biological ones. This paper introduces the Spiral Discovery Method (SDM) in a new context, with the goal of facilitating reduced path parameter identification of black-box systems. The approach appeals to human cognitive capabilities in that it reduces the number of possible interaction parameters, and in that it introduces a cyclical structure to the search path which helps in reducing the cognitive load associated with the search process. The proposed approach is demonstrated through a rudimentary parameter identification scenario, and future directions are discussed. © 2013 IEEE.

Open Access: Yes

DOI: 10.1109/INES.2013.6632789

An ontology-based approach to the automated triggering of coginfocom messages

Publication Name: Ines 2013 IEEE 17th International Conference on Intelligent Engineering Systems Proceedings

Publication Date: 2013-12-12

Volume: Unknown

Issue: Unknown

Page Range: 85-89

Description:

The semantic synthesis of intelligent space, emotional-behavioral modeling and cognitive infocommunications is a promising approach in the multidisciplinary field applied for ambient assisted living. The ambient assisted living application can be regarded as a complex cooperation and communication of different kinds of intelligent entities in a well-limited, semi-structured environment. The intelligent space aspect deals with the possible cooperation of intelligent entities as matching between needs and capabilities. The emotional-behavioral modeling handles the internal states and attitudes of the entities. The cognitive info-communications aspect deals with communication situations and processes between the entities. The semantic information framework is intended to provide a synthesis of the different fields in order to unite the represented knowledge in the form of information transfer between the field scopes. © 2013 IEEE.

Open Access: Yes

DOI: 10.1109/INES.2013.6632788

Overview of auditory representations in human-machine interfaces

Publication Name: ACM Computing Surveys

Publication Date: 2013-11-01

Volume: 46

Issue: 2

Page Range: Unknown

Description:

In recent years, a large number of research projects have focused on the use of auditory representations in a broadened scope of application scenarios. Results in such projects have shown that auditory elements can effectively complement other modalities not only in the traditional desktop computer environment but also in virtual and augmented reality, mobile platforms, and other kinds of novel computing environments. The successful use of auditory representations in this growing number of application scenarios has in turn prompted researchers to rediscover the more basic auditory representations and extend them in various directions. The goal of this article is to survey both classical auditory representations (e.g., auditory icons and earcons) and those auditory representations that have been created as extensions to earlier approaches, including speech-based sounds (e.g., spearcons and spindex representations), emotionally grounded sounds (e.g., auditory emoticons and spemoticons), and various other sound types used to provide sonifications in practical scenarios. The article concludes by outlining the latest trends in auditory interface design and providing examples of these trends.

Open Access: Yes

DOI: 10.1145/2543581.2543586

A taxonomy of CogInfoCom trigger types in practical use cases

Publication Name: 3rd IEEE International Conference on Cognitive Infocommunications Coginfocom 2012 Proceedings

Publication Date: 2012-12-01

Volume: Unknown

Issue: Unknown

Page Range: 21-25

Description:

An important challenge in CogInfoCom is how to design multi-sensory signals which are capable of communicating high-level information to users. Although there have been investigations on how to design groups of signals for this purpose (referred to as CogInfoCom channels), and how to map high-level concepts onto patterns of sensory signals across different modalities, one general question has still not been addressed: how should a system decide when to provide information to users in interactive CogInfoCom systems? This paper represents an attempt to bridge this gap, and to provide a taxonomy of CogInfoCom trigger types in order to help answer this question. © 2012 IEEE.

Open Access: Yes

DOI: 10.1109/CogInfoCom.2012.6421990

Stabilization and synchronization of dynamicons through CogInfoCom channels

Publication Name: 3rd IEEE International Conference on Cognitive Infocommunications Coginfocom 2012 Proceedings

Publication Date: 2012-12-01

Volume: Unknown

Issue: Unknown

Page Range: 33-36

Description:

Research on CogInfoCom channels has thus far focused on channels in which syntactics and semantics have a static relationship, and in which information is communicated through the transmission of discrete CogInfoCom messages between two communicational endpoints. In this paper, we make a first attempt to extend the concept of CogInfoCom channels to incorporate dynamicons, which are forms of communication in which two or more communicational endpoints are bound to the same dynamic processes. Information, then, is the transmitted dynamics itself, instead of being represented by a set of messages which are external to the process of communication. After a short introduction to what we mean by the concept of dynamicons, we present a reference model to this problem which is suitable for Internet-based communication characterized by unpredictable time delays. We discuss how the generalization of the reference model can lead to interesting and novel applications in CogInfoCom. © 2012 IEEE.

Open Access: Yes

DOI: 10.1109/CogInfoCom.2012.6422012

Instance Segmentation in Industry 5.0 Applications Based on the Automated Generation of Point Clouds

Publication Name: Acta Polytechnica Hungarica

Publication Date: 2025-01-01

Volume: 22

Issue: 6

Page Range: 25-46

Description:

In this paper, we explore the utility of classical neural network-based approaches, originally designed for processing 2D images, in semantic segmentation and object recognition tasks within the context of 3D point cloud images generated from handheld video recordings. Our investigation centers around the use of a custom-created, small-sized training dataset, consisting of 108 RGB images of humans and cobots in diverse industrial settings. This dataset allows us to demonstrate that flexible segmentation and recognition applications can be built even with a restricted dataset developed using widely available low-cost tools and modern convolutional neural net architectures. Downstream benefits of the approach include the ability to detect humans and human gestures, as well as to rapidly prototype digital twins in Industry 5.0 environments.

Open Access: Yes

DOI: 10.12700/APH.22.6.2025.6.3

Generative Hypergraph-based Kinematic Models for Virtual-Reality Applications

Publication Name: 2022 1st IEEE International Conference on Cognitive Aspects of Virtual Reality Cvr 2022

Publication Date: 2022-01-01

Volume: Unknown

Issue: Unknown

Page Range: 11-16

Description:

Recently, virtual reality applications have become a prominent research area, along with related topics such as digital-twin applications and simulation of devices such as vehicles or cyber-physical systems. These topics are intimately linked with computer-based simulations and computer graphics. Consequently, accurately describing entities populating simulated worlds is a critical task. Relevant properties include but are not limited to an object's visual appearance and kinematic constraints. This paper proposes a hypergraph-based kinematic model aiming to describe virtual entities used in virtual reality applications and simulations. Compared to other popular schematics (e.g., URDF, SDF), a primary advantage of this approach is its reduced language element set, which is capable of minimally describing a conceptually very simple kind of hypergraph. This reduction, in turn, enables the description of simple graph triplets amenable to storage in graph databases or ontologies. The introduced format is aimed at enabling the flexible and efficient real-time exchange of visual and physical information on cognitive channels between entities. The possibility of transforming an instance of this model into other schematics (SDF, MaxWhere) is further demonstrated in the paper, which constructively proves the expressive capabilities of the model and helps support the claim that it is equivalent in expressive power to other widely used description models.

Open Access: Yes

DOI: 10.1109/CVR55417.2022.9967632