Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Kamen Kanev is active.

Publication


Featured researches published by Kamen Kanev.


International Journal of Distance Education Technologies | 2009

A Framework for Collaborative Learning in Dynamic Group Environments.

Kamen Kanev; Shigeo Kimura; Thomas Orr

In this article, we propose a framework for Computer-Supported Collaborative Learning (CSCL) employing dynamic groups, where at different stages students work independently, interact with each other in pairs, and conduct joint work in larger groups with varying numbers of participants. A Dynamic Group Environment for Collaborative Learning (DGE/CL) supports students in making informed and intelligent choices about how, when, and with whom to collaborate. This is a face-to-face collaborative environment, where all students are in the same room, can move freely around and interact with each other while using digitally enhanced printed materials with direct point-and-click functionality. Flexible and efficient support for dynamic group management is ensured through the adopted Cluster Pattern Interface (CLUSPI) technology, which, while preserving the original touch-and-feel of printed educational materials, supports additional affordances and allows employment of new, nontraditional paper-based interactions.


Mobile Information Systems | 2008

Tangible interfaces for interactive multimedia presentations

Kamen Kanev

This article is devoted to tangible interfaces for steering and control of interactive multimedia presentations. Various methods for digital encoding of physical objects are considered and their applicability in surface encoding for tangible interface components is discussed. Experiments with presentation controls, based on direct interaction with digitally encoded printed handouts are reported. An innovative approach for transferring presentation controls from printed handouts to surfaces of real physical objects is introduced. Consequently labels, digitally enhanced with CLUSPI codes are created and presentation control trials involving real products with digitally encoded surfaces are conducted. USB and wireless cameras are employed as CLUSPI readers for implementing surface based interactions and a portable communication device with an embedded camera is considered as a possible truly mobile solution.


Proceedings of the 2012 Joint International Conference on Human-Centered Computer Environments | 2012

Employment of 3D printing for enhanced kanji learning

Kamen Kanev; Itaru Oido; Rentaro Yoshioka; Nikolay N. Mirenkov

Learning of kanji is a complex process that requires significant time and effort for understanding fundamentals of kanji construction, developing adequate writing skills, retention of proper meaning and language use, etc. Research presented in this work addresses earlier stages of kanji learning where basic understanding of kanji composition takes place and tangible associations are being established. Written kanji are essentially flat and thus resemble alphabet characters and numerals but in contrast to them many kanji and kanji components are derived from and thus directly associated with existing physical artifacts and notions. For novice kanji learners, however, it is usually very hard to analyze and map kanji and kanji components to existing artifacts. We attempt to facilitate this process by introducing various tangible kanji representations and bringing flat, written kanji back to the tangible 3D world where learners can get proper touch and feel of them. We report on the design and development of different spatial kanji models and construction sets for kanji learning experiments and research.


Journal of Educational Technology Systems | 2009

Interactive Printouts Integrating Multilingual Multimedia and Sign Language Electronic Resources.

Kamen Kanev; Reneta P. Barneva; Valentin E. Brimkov; Dimitrina Kaneva

In this article we outline our previous implementations of multilingual multimedia dictionaries and discuss possibilities for adding new functionalities and expanding their coverage. Independently developed sign language dictionary resources are further explored and considered for inclusion in an integrated multilingual multimedia dictionary with video support. Print-based interfaces for direct access to digital content are implemented and a novel concept for dynamic linking to printed documents based on mapping of printed and digital content is proposed. Printed texts in different languages and language independent images are used as interface components for addressing diverse multimedia content including sign language and lip reading multimedia resources. Finally, enabling learning and its social dimensions are discussed in the context of the contemporary technological advancements and innovative educational methods and approaches.


Proceedings of the 2012 Joint International Conference on Human-Centered Computer Environments | 2012

Educational framework for verification of object-oriented programs

Magdalina Todorova; Kamen Kanev

This article presents an educational framework, designed to support knowledge acquisition and skills development pertinent to program validation and in particular to formal methods for verification of object-oriented programs. The framework is intended to span from undergraduate classes, for junior and sophomore students, up to advanced classes, for graduate students. It supports distinct levels of access targeting: i) beginner, ii) intermediate, and iii) advanced users. Background knowledge and preliminarily acquired skills, associated with each access level, are well defined and reflected into the interaction interface that the framework presents to the user. For completeness, a reference description of the formal program verification method employed in the framework is included in the text, along with the underlying mathematical means supporting the method.


Proceedings of the 2012 Joint International Conference on Human-Centered Computer Environments | 2012

Technology enhanced learning with subject field multiplicity support

Pavel Boytchev; Kamen Kanev; Roumen Nikolov

In this paper, we discuss some ideas and tools for Technology Enhanced Learning (TEL) capable of spanning over and integrating a multiplicity of subject fields. Multidisciplinary, interdisciplinary, and pandisciplinary educational content, its presentation in different forms, as well as methods and technologies for its integration in TEL are considered. Tangible interfaces based on digitally enhanced physical objects, including printed documents, that facilitate a new level of content-aware interactivity are introduced and a Tangible TEL (T-TEL) is proposed. With this we attempt to establish a cooperative TEL framework for integrating independently obtained results involving several research projects both at national and international levels and spanning over two continents.


ieee international workshop on haptic audio visual environments and games | 2010

Amplitude panning-based sound system for a horizontal surface computer: A user-based study

Jonathan Lam; Bill Kapralos; Karen Collins; Kamen Kanev

Given the growing popularity of multi-touch mobility devices (e.g., iPods, smartphones), the move to multi-user touch screens and horizontal surfaces is a likely trajectory of the technology. Before smart tables become widely accepted, there are many questions particularly with respect to sound production and reception and multi model interaction for these devices that need to be explored (i.e., the interaction of sound and video cues). With respect to the sound interface, this introduces several design issues that must be addressed. More specifically, where do we position the loudspeakers and where should we position sounds in the mix, (in which speaker) for best reception? Here we describe a simple, and computationally efficient bilinear interpolation-based amplitude panning method designed specifically for horizontal surface computers with four loudspeakers. Preliminary user-based experiments were conducted to test the effectiveness of the method. Preliminary results indicate that virtual sound source positions very close to the user lead to the greatest localization error while the localization error for virtual sound source positions along the border of the surface was less.


Proceedings of the 2012 Joint International Conference on Human-Centered Computer Environments | 2012

Localization encoding in the bulk of physical objects by laser-induced damage

Kamen Kanev; Vygantas Mizeikis; Volodymyr Gnatyuk

We present an improved method for laser-marking and identification of physical objects and their fragments. Machine-readable codes, carrying object type and local positioning information, are inscribed in sub-surface layers of the object, through local damage (marks) induced by nanosecond laser pulses. The introduced approach implements highly stable and consistent physical recording of information in the volume of concerned objects. Through it secure redundant information encoding required for the reliable identification of objects and their parts in heavy duty environments is successfully implemented.


Advanced Materials Research | 2011

Laser Marking in Digital Encoding of Surfaces

Kamen Kanev; Petro V. Gnatyuk; Volodymyr Gnatyuk

In this work we consider some laser based methods and technologies for surface engraving and layered marking of opaque and transparent materials. Based on that, physical object surface and sub-surface layers can be enhanced with digital codes for augmented security and more advanced human-computer interactions. Laser procedures for creating digitally encoded layers in various materials are investigated and one of the mechanisms of laser-induced formation of marks (micro-cracks) in transparent materials is discussed in more details.


IEEE Computer Graphics and Applications | 2002

Integrating dynamic full-body motion devices in interactive 3D entertainment

Kamen Kanev; Shigeo Kimura

We briefly describe our game design and simulation environment and integrate full-body dynamic motion into interactive 3D computer games and multimedia entertainment.

Collaboration


Dive into the Kamen Kanev's collaboration.

Top Co-Authors

Avatar

Reneta P. Barneva

State University of New York at Fredonia

View shared research outputs
Top Co-Authors

Avatar

Bill Kapralos

University of Ontario Institute of Technology

View shared research outputs
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Paolo Bottoni

Sapienza University of Rome

View shared research outputs
Top Co-Authors

Avatar

Jonathan Lam

University of Ontario Institute of Technology

View shared research outputs
Top Co-Authors

Avatar

Patrick C. K. Hung

University of Ontario Institute of Technology

View shared research outputs
Researchain Logo
Decentralizing Knowledge