Special Issue "Applications of Cognitive Infocommunications (CogInfoCom)"

A special issue of Applied Sciences (ISSN 2076-3417). This special issue belongs to the section "Computing and Artificial Intelligence".

Deadline for manuscript submissions: closed (15 December 2021) | Viewed by 15644

Special Issue Editor

Dr. Jozsef Katona
E-Mail
Guest Editor
Department of Software Development and Application, Informatics Institute, University of Dunaujvaros, Dunaújváros, Hungary
Interests: cognitive infocommunications; bioinformatics; human-computer interaction; software development and cognitive psychology

Special Issue Information

Dear Colleagues,

Cognitive infocommunications (CogInfoCom) is an interdisciplinary research field that can be considered as a synergy of infocommunications and the cognitive sciences. The goal of the field is to provide insights into how human cognitive capabilities can be merged and extended with the cognitive capabilities of the digital devices surrounding us, with the goal of enabling more seamless interactions between humans and artificially cognitive agents. Results in the field have already led to the appearance of numerous CogInfoCom-based technological innovations. For example, the field has led to a better understanding of how humans can learn more effectively, and the development of new kinds of learning environments have followed accordingly. The goal of this Special Issue is to summarize some of the most recent results in CogInfoCom and to introduce important research trends, developments, and innovations that play a key role in understanding and supporting the merging of cognitive processes with ICT.

Dr. Jozsef Katona
Guest Editor

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All submissions that pass pre-check are peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.

Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Applied Sciences is an international peer-reviewed open access semimonthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 2300 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Keywords

  • Artificial cognitive capabilities,
  • Machine and deep learning,
  • Human Computer Interaction and Bio-Interfaces,
  • Industry 4.0,
  • Humans in Virtual and Augmented Reality,
  • Cognitive networks and their intelligent capabilities,
  • Intelligent Vehicle and Transportation Systems,
  • CogInfoCom based learnability,
  • Mathability,
  • Ergonomics-based aspects of CogInfoCom,
  • Socio-cognitive ICT

Published Papers (16 papers)

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Research

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Article
The Effects of Display Parameters and Devices on Spatial Ability Test Times
Appl. Sci. 2022, 12(3), 1312; https://doi.org/10.3390/app12031312 - 26 Jan 2022
Viewed by 344
Abstract
The effects of display parameters and devices are examined on spatial ability test times in virtual environments. Before the investigation, completion times of 240 and 61 students were measured, using an LG desktop display and the Gear VR, respectively. The virtual environment also [...] Read more.
The effects of display parameters and devices are examined on spatial ability test times in virtual environments. Before the investigation, completion times of 240 and 61 students were measured, using an LG desktop display and the Gear VR, respectively. The virtual environment also logged the following randomized display parameters: virtual camera type, field of view, rotation, contrast ratio, whether shadows are turned on, and the used display device. The completion times were analyzed using regression analysis methods. Except for the virtual camera type, every factor has a significant influence on the test completion times. After grouping the remaining factors into pairs, triplets, quartets, and quintets, the following can be concluded: the combination of 75° field of view, 45° camera rotation, and 3:1 contrast ratio has the largest increase in completion times with an estimate of 420.88 s—even when this combination is in-side a quartet or a quintet. Consequently, significant decreases in completion times exist up to variable quartets (the largest being −106.29 s on average), however, the significance disappears among variable quintets. The occurrences of factors were also investigated: an undefined field of view, a 0° camera rotation, the Gear VR, a 7:1 contrast ratio, and turned-on shadows are the factors that occur in most significant combinations. These are the factors that often and significantly influence completion times. Full article
(This article belongs to the Special Issue Applications of Cognitive Infocommunications (CogInfoCom))
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Article
Visuospatial Working Memory for Autonomous UAVs: A Bio-Inspired Computational Model
Appl. Sci. 2021, 11(14), 6619; https://doi.org/10.3390/app11146619 - 19 Jul 2021
Viewed by 489
Abstract
Visuospatial working memory is a fundamental cognitive capability of human beings needed for exploring the visual environment. This cognitive function is responsible for creating visuospatial maps, which are useful for maintaining a coherent and continuous representation of visual and spatial relationships among objects [...] Read more.
Visuospatial working memory is a fundamental cognitive capability of human beings needed for exploring the visual environment. This cognitive function is responsible for creating visuospatial maps, which are useful for maintaining a coherent and continuous representation of visual and spatial relationships among objects present in the external world. A bio-inspired computational model of Visuospatial Working Memory (VSWM) is proposed in this paper to endow Autonomous Unmanned Aerial Vehicles (UAVs) with this cognitive function. The VSWM model was implemented on a low-cost commercial drone. A total of 30 test cases were designed and executed. These test cases were grouped into three scenarios: (i) environments with static and dynamic vehicles, (ii) environments with people, and (iii) environments with people and vehicles. The visuospatial ability of the VSWM model was measured in terms of the ability to classify and locate objects in the environment. The VSWM model was capable of maintaining a coherent and continuous representation of visual and spatial relationships among interest objects presented in the environment even when a visual stimulus is lost because of a total occlusion. The VSWM model proposed in this paper represents a step towards autonomous UAVs capable of forming visuospatial mental imagery in realistic environments. Full article
(This article belongs to the Special Issue Applications of Cognitive Infocommunications (CogInfoCom))
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Article
Vision Based Dynamic Thermal Comfort Control Using Fuzzy Logic and Deep Learning
Appl. Sci. 2021, 11(10), 4626; https://doi.org/10.3390/app11104626 - 19 May 2021
Cited by 4 | Viewed by 599
Abstract
A wide range of techniques exist to help control the thermal comfort of an occupant in indoor environments. A novel technique is presented here to adaptively estimate the occupant’s metabolic rate. This is performed by utilising occupant’s actions using computer vision system to [...] Read more.
A wide range of techniques exist to help control the thermal comfort of an occupant in indoor environments. A novel technique is presented here to adaptively estimate the occupant’s metabolic rate. This is performed by utilising occupant’s actions using computer vision system to identify the activity of an occupant. Recognized actions are then translated into metabolic rates. The widely used Predicted Mean Vote (PMV) thermal comfort index is computed using the adaptivey estimated metabolic rate value. The PMV is then used as an input to a fuzzy control system. The performance of the proposed system is evaluated using simulations of various activities. The integration of PMV thermal comfort index and action recognition system gives the opportunity to adaptively control occupant’s thermal comfort without the need to attach a sensor on an occupant all the time. The obtained results are compared with the results for the case of using one or two fixed metabolic rates. The included results appear to show improved performance, even in the presence of errors in the action recognition system. Full article
(This article belongs to the Special Issue Applications of Cognitive Infocommunications (CogInfoCom))
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Article
Experimental Performance Evaluation of Enhanced User Interaction Components for Web-Based Collaborative Extended Reality
Appl. Sci. 2021, 11(9), 3811; https://doi.org/10.3390/app11093811 - 23 Apr 2021
Cited by 1 | Viewed by 807
Abstract
COVID-19-related quarantine measures resulted in a significant increase of interest in online collaboration tools. This includes virtual reality (VR) or, in more general term, extended reality (XR) solutions. Shared XR allows for activities such as presentations, training of personnel or therapy to take [...] Read more.
COVID-19-related quarantine measures resulted in a significant increase of interest in online collaboration tools. This includes virtual reality (VR) or, in more general term, extended reality (XR) solutions. Shared XR allows for activities such as presentations, training of personnel or therapy to take place in a virtual space instead of a real one. To make online XR as accessible as possible, a significant effort has been put into the development of solutions that can run directly in web browsers. One of the most recognized solutions is the A-Frame software framework, created by Mozilla VR team and supporting most of the contemporary XR hardware. In addition, an extension called Networked-Aframe allows multiple users to share virtual environments, created using A-Frame, in real time. In this article, we introduce and experimentally evaluate three components that extend the functionality of A-Frame and Networked-Aframe. The first one extends Networked-Aframe with the ability to monitor and control users in a shared virtual scene. The second one implements six degrees of freedom motion tracking for smartphone-based VR headsets. The third one brings hand gesture support to the Microsoft HoloLens holographic computer. The evaluation was performed in a dedicated local network environment with 5, 10, 15 and 20 client computers. Each computer represented one user in a shared virtual scene. Since the experiments were carried out with and without the introduced components, the results presented here can also be regarded as a performance evaluation of A-Frame and Networked-Aframe themselves. Full article
(This article belongs to the Special Issue Applications of Cognitive Infocommunications (CogInfoCom))
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Article
Age of Information and Success Probability Analysis in Hybrid Spectrum Access-Based Massive Cognitive Radio Networks
Appl. Sci. 2021, 11(4), 1940; https://doi.org/10.3390/app11041940 - 23 Feb 2021
Cited by 1 | Viewed by 601
Abstract
In this paper, we investigate users’ performance under the hybrid spectrum access model in the massive cognitive radio network (CRN), where multiple primary users (PUs) and secondary users (SUs) transmit on the same channel simultaneously. SUs first detect the state of the channel [...] Read more.
In this paper, we investigate users’ performance under the hybrid spectrum access model in the massive cognitive radio network (CRN), where multiple primary users (PUs) and secondary users (SUs) transmit on the same channel simultaneously. SUs first detect the state of the channel via channel sensing and select an appropriate channel access scheme (either underlay or overlay) for their transmissions based on the outcome of the channel sensing. When at least one PU is active, SUs transmit under the underlay channel access scheme by employing the power control technique to ensure that the interference generated in the primary network is below the pre-defined interference threshold. In the absence of PU, SUs transmit with full transmit power under the overlay channel access scheme, thereby maximizing their throughput. Using the tool of stochastic geometry, we obtained tractable analyses for important metrics such as success probability, throughput, and the average age of information (AoI) in both primary and secondary networks, while capturing the interference between the two networks. The obtained analyses offer an efficient way to understand the metrics of AoI, throughput and success probability in the hybrid spectrum access-based CRN. We further compared users’ performance under the hybrid spectrum access scheme with performances under overlay and underlay spectrum access schemes. The outcome of the numerical simulations shows that the hybrid spectrum access scheme can significantly improve the performance of users in the network, while also capturing more key features of real-life systems. Full article
(This article belongs to the Special Issue Applications of Cognitive Infocommunications (CogInfoCom))
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Article
Cognitive Pervasive Service Composition Applied to Predatory Crime Deterrence
Appl. Sci. 2021, 11(4), 1803; https://doi.org/10.3390/app11041803 - 18 Feb 2021
Cited by 1 | Viewed by 779
Abstract
Pervasive service composition is useful in many scenarios, for instance, in urban planning or controlled harvest. Currently, there is no standard to develop solutions using pervasive service composition. However, big companies propose their frameworks to develop complex services, but their frameworks are appropriate [...] Read more.
Pervasive service composition is useful in many scenarios, for instance, in urban planning or controlled harvest. Currently, there is no standard to develop solutions using pervasive service composition. However, big companies propose their frameworks to develop complex services, but their frameworks are appropriate in specific applications, such as home automation and agriculture. On the other hand, there are different very well-grounded academic proposals for pervasive service composition. However, these do not solve the problems of traditional approaches that are appropriate to specific areas of application, and adaptation is needed to deal with the dynamism of the environment. This article presents a cognitive approach for pervasive service composition where InfoCom devices and the implementation of cognitive functions interact to create pervasive composite services. Our central hypothesis is that cognitive theory can help solve actual problems requiring pervasive service composition, as it addresses the above-mentioned problems. To test our approach, in this article we present a case of urban insecurity. Specifically, in different countries, street robbery using firearms is one of the problems with a high impact because of its frequency. This article proposes to compose a pervasive service for deterring criminals from committing their crimes. The results obtained by simulating our proposal in our case study are promising. However, more research needs to be achieved before applying the proposed approach to actual problems. The research needed ought to address various problems, some of which are discussed in this article. Full article
(This article belongs to the Special Issue Applications of Cognitive Infocommunications (CogInfoCom))
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Article
Traits versus Grades—The Incremental Predictive Power of Positive Psychological Factors over Pre-Enrollment Achievement Measures on Academic Performance
Appl. Sci. 2021, 11(4), 1744; https://doi.org/10.3390/app11041744 - 16 Feb 2021
Viewed by 1125
Abstract
Understanding what (and to what extent) psychological factors affect university performance has attracted a lot of research interest recently. In this paper, we use logistic regression models to study the incremental predictive power of positive psychological factors over pre-enrollment achievement measures on academic [...] Read more.
Understanding what (and to what extent) psychological factors affect university performance has attracted a lot of research interest recently. In this paper, we use logistic regression models to study the incremental predictive power of positive psychological factors over pre-enrollment achievement measures on academic performance. The study is based on the data of 302 business and economics undergraduate students from the Budapest University of Technology and Economics. Coping proved to be the most important factor that sheds light on the importance of stress management for students. We also found that using properly chosen psychological factors measuring coping, personality traits, psychological immune system, emotional intelligence, and PERMA (P—positive emotion, E—engagement, R—relationships, M—meaning, A—accomplishments) factors, together with the university entrance score and academic performance can be predicted significantly better than solely relying on pre-enrollment achievement measures. Full article
(This article belongs to the Special Issue Applications of Cognitive Infocommunications (CogInfoCom))
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Article
Deep-Learning-Based Pupil Center Detection and Tracking Technology for Visible-Light Wearable Gaze Tracking Devices
Appl. Sci. 2021, 11(2), 851; https://doi.org/10.3390/app11020851 - 18 Jan 2021
Cited by 5 | Viewed by 1064
Abstract
In this study, for the application of visible-light wearable eye trackers, a pupil tracking methodology based on deep-learning technology is developed. By applying deep-learning object detection technology based on the You Only Look Once (YOLO) model, the proposed pupil tracking method can effectively [...] Read more.
In this study, for the application of visible-light wearable eye trackers, a pupil tracking methodology based on deep-learning technology is developed. By applying deep-learning object detection technology based on the You Only Look Once (YOLO) model, the proposed pupil tracking method can effectively estimate and predict the center of the pupil in the visible-light mode. By using the developed YOLOv3-tiny-based model to test the pupil tracking performance, the detection accuracy is as high as 80%, and the recall rate is close to 83%. In addition, the average visible-light pupil tracking errors of the proposed YOLO-based deep-learning design are smaller than 2 pixels for the training mode and 5 pixels for the cross-person test, which are much smaller than those of the previous ellipse fitting design without using deep-learning technology under the same visible-light conditions. After the combination of calibration process, the average gaze tracking errors by the proposed YOLOv3-tiny-based pupil tracking models are smaller than 2.9 and 3.5 degrees at the training and testing modes, respectively, and the proposed visible-light wearable gaze tracking system performs up to 20 frames per second (FPS) on the GPU-based software embedded platform. Full article
(This article belongs to the Special Issue Applications of Cognitive Infocommunications (CogInfoCom))
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Article
Deployment and Dynamics of a Biofeedback System for Anxiety Awareness during Online Examination Activities
Appl. Sci. 2021, 11(2), 756; https://doi.org/10.3390/app11020756 - 14 Jan 2021
Cited by 3 | Viewed by 742
Abstract
The presented paper examines the deployment of a cost-effective biofeedback system that provides anxiety awareness during online examination activities. Human anxiety is classified by evaluating biosignals related to skin conductance, skin temperature, and heart rate. The first aim of this study is to [...] Read more.
The presented paper examines the deployment of a cost-effective biofeedback system that provides anxiety awareness during online examination activities. Human anxiety is classified by evaluating biosignals related to skin conductance, skin temperature, and heart rate. The first aim of this study is to check the presented system performance. Thus, we test the convergent validity of the system regarding self-report measures of anxiety. Moreover, the system is validated against a commercial tool of anxiety detection. Fifteen (15) postgraduate students took part in the relevant psychometric test. The convergent validity of the system is found to be satisfactory. The second aim of this study is to identify the participant’s personality dimensions according to Technology Readiness Index (TRI) which affects their academic performance and their real-time anxiety, as provided by the biofeedback device, during academic examinations. Thirty-five (35) postgraduate students, who were taking examinations in the form of synchronous online tests in the classroom for one of their lessons, took part in this stage of the research. The examined relationships are presented via a path model showing mainly that insecurity causes academic performance to decline, which in turn has a significant negative effect with increasing anxiety. Full article
(This article belongs to the Special Issue Applications of Cognitive Infocommunications (CogInfoCom))
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Article
A Novel Approach to EEG Speech Activity Detection with Visual Stimuli and Mobile BCI
Appl. Sci. 2021, 11(2), 674; https://doi.org/10.3390/app11020674 - 12 Jan 2021
Cited by 1 | Viewed by 1272
Abstract
With the ever-progressing development in the field of computational and analytical science the last decade has seen a big improvement in the accuracy of electroencephalography (EEG) technology. Studies try to examine possibilities to use high dimensional EEG data as a source for Brain [...] Read more.
With the ever-progressing development in the field of computational and analytical science the last decade has seen a big improvement in the accuracy of electroencephalography (EEG) technology. Studies try to examine possibilities to use high dimensional EEG data as a source for Brain to Computer Interface. Applications of EEG Brain to computer interface vary from emotion recognition, simple computer/device control, speech recognition up to Intelligent Prosthesis. Our research presented in this paper was focused on the study of the problematic speech activity detection using EEG data. The novel approach used in this research involved the use visual stimuli, such as reading and colour naming, and signals of speech activity detectable by EEG technology. Our proposed solution is based on a shallow Feed-Forward Artificial Neural Network with only 100 hidden neurons. Standard features such as signal energy, standard deviation, RMS, skewness, kurtosis were calculated from the original signal from 16 EEG electrodes. The novel approach in the field of Brain to computer interface applications was utilised to calculated additional set of features from the minimum phase signal. Our experimental results demonstrated F1 score of 86.80% and 83.69% speech detection accuracy based on the analysis of EEG signal from single subject and cross-subject models respectively. The importance of these results lies in the novel utilisation of the mobile device to record the nerve signals which can serve as the stepping stone for the transfer of Brain to computer interface technology from technology from a controlled environment to the real-life conditions. Full article
(This article belongs to the Special Issue Applications of Cognitive Infocommunications (CogInfoCom))
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Article
Horizontal vs. Vertical Recommendation Zones Evaluation Using Behavior Tracking
Appl. Sci. 2021, 11(1), 56; https://doi.org/10.3390/app11010056 - 23 Dec 2020
Cited by 12 | Viewed by 1014
Abstract
Recommender systems play a vital role in e-commerce by increasing the likelihood of transactions and improving sales thanks to presenting personal recommendations. Due to the marketing habituation effect, users are less and less responsive to this type of content. Visual recommendation presentation, in [...] Read more.
Recommender systems play a vital role in e-commerce by increasing the likelihood of transactions and improving sales thanks to presenting personal recommendations. Due to the marketing habituation effect, users are less and less responsive to this type of content. Visual recommendation presentation, in particular the recommendation zone layout can influence the effectiveness of a recommendation. This study examines human–computer interactions for vertical, horizonal, and mixed layouts of recommending interfaces of four major e-commerce stores, and is based on our document object model events-based behavior analysis tool. Results from this implicit feedback study are presented and analyzed, showing that vertical recommendation zones attracted more attention than horizontal ones. Full article
(This article belongs to the Special Issue Applications of Cognitive Infocommunications (CogInfoCom))
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Article
Implementation and Evaluation of a Serious Game for Working Memory Enhancement
Appl. Sci. 2020, 10(24), 9128; https://doi.org/10.3390/app10249128 - 21 Dec 2020
Viewed by 891
Abstract
The amount of information which can be stored in the human brain is limited and dependent on memory capacity. Over the last few years there has been a trend in training cognitive skills, not only to prevent cognitive decline, which is inevitable as [...] Read more.
The amount of information which can be stored in the human brain is limited and dependent on memory capacity. Over the last few years there has been a trend in training cognitive skills, not only to prevent cognitive decline, which is inevitable as a person grows older, but also to increase or at least preserve mental abilities that will allow a person to function at a higher cognitive level. Memory is one of those key aspects among cognitive skills that has a significant role in a person’s mental performance. Specifically, focus is given to Working Memory (WM), as evidence has shown that it can be increased by applying targeted interventions. An intervention program like this is the main object of this current paper. Using a Serious Game (SG), we designed and created a video game which targets WM training. Its effectiveness was tested and evaluated through an evaluation process where forty people participated in a seven-week training program. Post-results showed that participants had an increase in their WM performance, especially those who had lower scores at the pre-test, while those with high pre-test scores just preserved their initial status. Additionally, all participants agreed that the game is fun and enjoyable to play and that it helps them to increase WM performance. Full article
(This article belongs to the Special Issue Applications of Cognitive Infocommunications (CogInfoCom))
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Article
A Study on the Development of Tourist Support System Using ICT and Psychological Effects
Appl. Sci. 2020, 10(24), 8930; https://doi.org/10.3390/app10248930 - 14 Dec 2020
Viewed by 666
Abstract
We have been studying a sightseeing support application using Bluetooth Low Energy (BLE) beacons and mobile phones since 2014 to support sightseeing in Nikko, one of Japan’s World Heritage sites. Travelers can receive information relating to their position by using this application. We [...] Read more.
We have been studying a sightseeing support application using Bluetooth Low Energy (BLE) beacons and mobile phones since 2014 to support sightseeing in Nikko, one of Japan’s World Heritage sites. Travelers can receive information relating to their position by using this application. We tried to use some psychological effects to increase travelers’ satisfaction when they receive such information. Moreover, we tried to emphasize travel memories of the place (scenery, culture, food, etc.) to encourage them to revisit or inspire their friends to visit it. Our tests prove the usefulness of our sightseeing support application for enhancing the travel experience. However, we had not yet developed a function to provide information that met the travelers’ intentions or needs. Moreover, it is hazardous to use a smartphone during walking, especially in an unfamiliar place. If a traveler uses a smartphone during walking, they might miss the beautiful scenery, historic buildings, and exotic atmosphere. We tried to adapt our sightseeing support application for use with a wearable device (smartwatch) to avoid using a smartphone during walking and introduced a prospect theory to evaluate information according to personal interest and behavior. Our experiments proved that our application provided the most appropriate sightseeing information to travelers and prevented danger during walking. Full article
(This article belongs to the Special Issue Applications of Cognitive Infocommunications (CogInfoCom))
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Article
Defragmenting Research Areas with Knowledge Visualization and Visual Text Analytics
Appl. Sci. 2020, 10(20), 7248; https://doi.org/10.3390/app10207248 - 16 Oct 2020
Cited by 1 | Viewed by 879
Abstract
The increasing specialization of science is motivating the fragmentation of traditional and well-established research areas into interdisciplinary communities of practice that focus on cooperation between experts to solve problems in a wide range of domains. This is the case of problem-driven visualization research [...] Read more.
The increasing specialization of science is motivating the fragmentation of traditional and well-established research areas into interdisciplinary communities of practice that focus on cooperation between experts to solve problems in a wide range of domains. This is the case of problem-driven visualization research (PDVR), in which groups of scholars use visualization techniques in different application domains such as the digital humanities, bioinformatics, sports science, or computer security. In this paper, we employ the findings obtained during the development of a novel visual text analytics tool we built in previous studies, GlassViz, to automatically detect interesting knowledge associations and groups of common interests between these communities of practice. Our proposed method relies on the statistical modeling of author-assigned keywords to make its findings, which are demonstrated in two use cases. The results show that it is possible to propose interactive, semisupervised visual approaches that aim at defragmenting a body of research using text-based, automatic literature analysis methods. Full article
(This article belongs to the Special Issue Applications of Cognitive Infocommunications (CogInfoCom))
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Article
Geovisualization Techniques of Spatial Environmental Data Using Different Visualization Tools
Appl. Sci. 2020, 10(19), 6701; https://doi.org/10.3390/app10196701 - 25 Sep 2020
Cited by 11 | Viewed by 1232
Abstract
The appearance of online map services and frameworks (e.g., KML, QGIS) has increased the possibilities to easily, quickly and—in many cases—cost-effectively publish spatial data stored in databases. The aim of this study is to present the geovisualization of spatial databases of a Hungarian [...] Read more.
The appearance of online map services and frameworks (e.g., KML, QGIS) has increased the possibilities to easily, quickly and—in many cases—cost-effectively publish spatial data stored in databases. The aim of this study is to present the geovisualization of spatial databases of a Hungarian settlement on the web, using the open source webGIS system and Google application programming interfaces (APIs). The interactive point and interpolated distribution maps available online provide a detailed picture of the level of contamination, the spatial distribution of the ground water supply of the investigated settlement, and the changes which have occurred following the establishment of the sewage system. In the case of PO43− we determined that in the year before the sewage system was constructed, most of the area of the settlement could be considered contaminated, with the highest level of contamination measured in the central area of the settlement. Five years after the construction of the sewage system, the ratio of the contaminated areas had significantly decreased. In the case of NO3 we found a high level of contamination before the construction of the sewage system with a concentration increase in a North–West direction. After the establishment of the sewage system, the increase in concentration was the most intense in the central parts of the settlement, while the characteristic spatial distribution could no longer be observed. The geovisualization techniques developed are able to provide information about the different spatial data for users in a visual way, and also help to understand better the spatial information using a cognitive approach. The advantage of interactive web maps created with the technologies applied over traditional static maps is a new approach, which allows the user to manipulate the temporal and spatial data directly in the most appropriate way. Full article
(This article belongs to the Special Issue Applications of Cognitive Infocommunications (CogInfoCom))
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Review

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Review
A Review of Human–Computer Interaction and Virtual Reality Research Fields in Cognitive InfoCommunications
Appl. Sci. 2021, 11(6), 2646; https://doi.org/10.3390/app11062646 - 16 Mar 2021
Cited by 11 | Viewed by 1612
Abstract
Cognitive infocommunications (CogInfoCom) is a young and evolving discipline that is at the crossroads of information and communication technology (ICT) and cognitive sciences with many promising results. The goal of the field is to provide insights into how human cognitive capabilities can be [...] Read more.
Cognitive infocommunications (CogInfoCom) is a young and evolving discipline that is at the crossroads of information and communication technology (ICT) and cognitive sciences with many promising results. The goal of the field is to provide insights into how human cognitive capabilities can be merged and extended with the cognitive capabilities of the digital devices surrounding us, with the goal of enabling more seamless interactions between humans and artificially cognitive agents. Results in the field have already led to the appearance of numerous CogInfoCom-based technological innovations. For example, the field has led to a better understanding of how humans can learn more effectively, and the development of new kinds of learning environment have followed accordingly. The goal of this paper is to summarize some of the most recent results in CogInfoCom and to introduce important research trends, developments and innovations that play a key role in understanding and supporting the merging of cognitive processes with ICT. Full article
(This article belongs to the Special Issue Applications of Cognitive Infocommunications (CogInfoCom))
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