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1.
Convergence is the phenomenon in human dialogue whereby participants adopt characteristics of each other's speech. Communicants are unaware of this occurring. If it were possible to invoke such a phenomenon in a natural language interface it would provide a means of keeping user inputs within the range of lexical and syntactic coverage of the system, while keeping the dialogue ‘natural’ in the sense of requiring no more conscious effort in observing conventions of format than human-human dialogue.

A ‘Wizard of Oz’ study was conducted to test the feasibility of this technique. Subjects were required to type queries into what they thought was a natural language database querying system. On completion of input the system presented a paraphrase for confirmation by subjects before presenting the answer. The paraphrases were constructed using particular terms and syntactic structures. Subjects began to use these terms and structures spontaneously in subsequent queries.

Observation of convergence in human-computer dialogue suggests that the technique can be incorporated in user interfaces to improve communication. The implementation issues for natural language dialogue are discussed, and other applications of the technique in HCI are outlined.  相似文献   


2.
In order to perform business modelling as apart of information systems development, there is a need for frameworks and methods. The paper proposes a framework for business interaction based on a language/action perspective. The framework is an architecture of five generic layers. The first layer concept is ‘business act’, which functions as the basic unit of analysis. The following four layer concepts are ‘action pair’, ‘exchange’, ‘business transaction’, and ‘transaction group’. The framework is inspired by a similar framework constructed by Weigand et al. The paper makes a critical examination of this framework as a basis for the proposed framework.  相似文献   

3.
The paper addresses an issue that must be resolved to produce a scientifically sound and practically useful reference model for intelligent multimedia presentation systems (IMP systems), namely that of providing, from the point of view of Human-Computer Interaction (HCI), a systematic understanding of the types of output information to be presented by IMP systems. The term ‘medium’, as it is used in the context of multimedia systems, is too coarse-grained for distinguishing between different types of output information. The paper introduces the notion of (representational) ‘modalities’ to enable sufficiently fine-grained distinctions to be made. For the term itself to be meaningful, ‘multimodal’ presentations must be composed of unimodal representations. In the approach presented, unimodal representations are defined from a small number of basic properties whose combinations specify the ‘generic’ level of a taxonomy of unimodal output modalities. Additional basic property distinctions serve to generate the more fine-grained ‘atomic’ and ‘sub-atomic’ levels in a hierarchical fashion. The taxonomy is set up with the aim of satisfying four basic requirements, viz. completeness, orthogonality, relevance and intuitiveness. A concluding discussion illustrates the practical use of the taxonomy.  相似文献   

4.
This paper proposes a research direction to study the development of ‘artificial social intelligence’ of autonomous robots which should result in ‘individualized robot societies’. The approach is highly inspired by the ‘social intelligence hypothesis’, derived from the investigation of primate societies, suggesting that primate intelligence originally evolved to solve social problems and was only later extended to problems outside the social domain. We suggest that it might be a general principle in the evolution of intelligence, applicable to both natural and artificial systems. Arguments are presented why the investigation of social intelligence for artifacts is not only an interesting research issue for the study of biological principles, but may be a necessary prerequisite for those scenarios in which autonomous robots are integrated into human societies, interacting and communicating both with humans and with each other. As a starting point to study experimentally the development of robots' ‘social relationships’, the investigation of collection and use of body images by means of imitation is proposed. A specific experimental setup which we use to test the theoretical considerations is described. The paper outlines in what kind of applications and for what kind of robot group structures social intelligence might be advantageous.  相似文献   

5.
The use of thresholding to separate objects in an image is analyzed in the light of a notion that ‘objects are in the eye of the beholder’, i.e. the existence of objects in an image is subjective rather than objective. Interpretation of the term ‘semantic’ as an association of an observed entity with an (other) entity which can be used for communication, is combined with Whorf's hypothesis on influence of language on reasoning, to yield a thresholding method. The method is based on minimizing the ambiguity which results from the different contexts (local and global) in which grey levels are classified as dark or bright. Examples are supplied and compared to thresholds which are optimal in the L2 norm.  相似文献   

6.
Traditional approaches to natural language dialogue interface design have adopted ordinary human-human conversation as the model for online human-computer interaction. The attempt to deal with all the subtleties of natural dialogues, such as topic focus, coherence, ellipsis, pronominal reference, etc. has resulted in prototype systems that are enormously complex and computationally expensive.

In a series of experiments, we explored ways of minimizing the processing burden of a dialogue system by channeling user input towards a more tractable, though still natural, form of Englishlanguage questions. Through linking a pair of terminals, we presented subjects with two different dialogue styles as a framework for online help in the domain of word-processing. The first dialogue style involved ordinary conversational format. The second style involved a simulation of an automated dialogue system, including apparent processing restrictions and ‘system process messages’ to inform the subject of the steps taken by the system during query analysis. In both cases human tutors played the role of the help system. After each dialogue session, subjects were interviewed to determine their assessments of the naturalness and usability of the dialogue interface.

We found that user input became more tractable to parsing and query analysis as the dialogue style became more formalized, yet the subjective assessment of naturalness and usability remained fairly constant. This suggests that techniques for channeling user input in a dialogue system may be effectively employed to reduce processing demands without compromising the benefits of a natural language interface. Theoretically, this data lends support to the hypothesis that unrestricted human-human conversation is not the most appropriate model for the design of human-computer dialogue interfaces.  相似文献   


7.
This paper presents a rule-based query language for an object-oriented database model. The database model supports complex objects, object identity, classes and types, and a class/type hierarchy. The instances are described by ‘object relations’ which are functions from a set of objects to value sets and other object sets. The rule language is based on object-terms which provide access to objects via the class hierarchy. Rules are divided into two classes: object-preserving rules manipulating existing objects (yielding a new ‘view’ on objects available in the object base) and object-generating rules creating new objects with properties derived from existing objects. The derived object sets are included in a class lattice. We give conditions for whether the instances of the ‘rules’ heads are ‘consistent’, i.e. represent object relations where the properties of the derived objects are functionally determined by the objects.  相似文献   

8.
Discrete Event Systems (DES) are a special type of dynamic system. The ‘state’ of these systems changes at discrete instants in time and the term ‘event’ represents the occurrence of discontinuous change (at possibly unknown intervals). Different Discrete Event Systems models are currently used for specification, verification, synthesis as well as for analysis and evaluation of different qualitative and quantitative properties of existing physical systems. The focus of this paper is the presentation of the automata and formal language model for DES introduced by Ramadge and Wonham and its application to the domain of mobile manipulator/observer agents. We demonstrate the feasibility of the DES framework for modeling, analysis and synthesis of some visually guided behaviors of agents engaged in navigational tasks and address synchronization issues between different components of the system. The use of DES formalism allows us to synthesize complex behaviors in a systematic fashion and guarantee their controllability.  相似文献   

9.
On describing complex surface shapes   总被引:1,自引:0,他引:1  
The fractal surface model1 is extended to provide a formalism that is competent to describe complex, natural three-dimensional surfaces in either a quantitative or qualitative manner and which, in addition, closely mimics human perceptual judgments of surface structure (eg ‘peaks’, ‘ridges’ or ‘valleys’) and threedimensional texture. This representation is then used to develop a statistical version of scale-space filtering that is applicable to one-, two- or three-dimensional data.  相似文献   

10.
The paper is a response to the argument presented by Jussi Karlgren that the term sublanguage involves a potentially damaging misunderstanding in human-computer interaction research. The use of the term in the context of a mathematical concept of language as a set is defended. The definition of language in terms of probability and the use of domain context to condition probabilities is suggested as a refinement to this concept.  相似文献   

11.
For tangential fired furnace, the false diffusion will occur when the flow is oblique to the grid lines. It is a major factor to cause serious errors to the prediction of tangential fired furnace. In order to decrease this false diffusion, this study has considered several alternative to the widely used upwind-differencing scheme with the aim of identifying which could be regarded as the most suitable in a general-purpose solving procedure for tangential furnace. The representations adopted are ‘hybrid’, ‘quick’ and ‘27-point’ treatments. Here, ‘27-point’ is a new discrete arithmetic scheme developed by the authors. All these schemes are used to simulate a constrained jet and a lab-scale tangential furnace and to compare solutions with the datum. Overall, the ‘27-point’ approximation emerged as the most satisfactory for simulating tangential furnace.  相似文献   

12.
The optimization algorithm simulated annealing is considered. Presented is a class of problem instances and ‘neighbor selection’ matrices for which no monotone decreasing temperature sequence is optimal with respect to certain natural performance criteria. An algorithm called ‘threshold random search’ is introduced, and use is made of the fact that simulated annealing is a randomized version of threshold random search with deterministic thresholds.  相似文献   

13.
Certain problems, notably in computer vision, involve adjusting a set of real-valued labels to satisfy certain constraints. They can be formulated as optimisation problems, using the ‘least-disturbance’ principle: the minimal alteration is made to the labels that will achieve a consistent labelling. Under certain linear constraints, the solution can be achieved iteratively and in parallel, by hill-climbing. However, where ‘weak’ constraints are imposed on the labels — constraints that may be broken at a cost — the optimisation problem becomes non-convex; a continuous search for the solution is no longer satisfactory. A strategy is proposed for this case, by construction of convex envelopes and by the use of ‘graduated’ non-convexity.  相似文献   

14.
The new HCI? navigation of information space   总被引:4,自引:0,他引:4  
David Benyon 《Knowledge》2001,14(8):425-430
When we use the term ‘human–computer interaction’ (HCI), the image that is conjured up is of a person sitting at a visual display unit staring in at the world of ‘information’; the person is very much outside the space of information. But when we think of other activities such as going shopping, having a meeting or driving across town, we do not think of the person as outside this space. On the contrary, we see the person as inside a space of activities, surrounded by, and interacting with, assorted artefacts and people. Navigation of Information Space is an alternative conceptualisation of HCI that sees people as existing inside information spaces. Looking at HCI in this way means looking at HCI design as the creation of information spaces. This paper explores these ideas in more detail, arguing that Navigation of Information Space is not just a metaphor for HCI; it is a ‘paradigm shift’. The paper illustrates how Semiotics has informed this conception and discusses why such a paradigm shift is needed.  相似文献   

15.
Although noise research concentrates principally on the workplace, recent studies have shown that preferred leisure noise may be as loud as 10 dBA higher than workplace levels. This two-phase study compared leisure noise preferences for workers who were exposed to either a ‘loud’ (≥ 85 dBA) or ‘not loud’ (< 85 dBA) work environment. Phase 1 examined 110 subjects' noise level preferences that were recorded before and after work for a one-day observation. Phase 2 recorded 12 additional subjects' preferences for five consecutive days. Analysis of both phases' results determined that leisure noise levels prior to work were not significantly different. Those exposed to the ‘loud’ environment preferred noise levels significantly higher (6.5 to 9 dBA) than their before work levels. Over the five consecutive days (Phase 2) only the ‘loud’ group preferred noise levels significantly higher after work (Day 5 versus Day 1). Thus, it can be concluded that ‘loud’ work environments and consecutive daily exposure to these environments do influence preferred leisure noise levels.  相似文献   

16.
A computationally fast top-down recursive algorithm for connected component labelling using linear quadtrees is presented. The input data structure used is a linear quadtree representing only black leaf nodes. The boundary matching approach used ensures that at most two adjacencies of any black leaf node are considered. Neighbour searching is carried out within restricted subsets of the input quadtree. The time and space complexities of the algorithm are O(Bn) and O(B) respectively for a linear quadtree with B black leaves constructed from a binary array of size 2n × 2n. Simulations show the algorithm to be twice as fast as an existing algorithm that uses an identical input data structure. The top-down algorithm presented can also be used to efficiently generate a linear quadtree representing all nodes — ‘grey’, ‘black’ and ‘white’ — in preorder when given an input linear quadtree representing only ‘black’ leaf nodes. The boundary matching algorithm is computationally fast and has low static and dynamic storage costs, making it useful for applications where linear quadtrees are held in main memory.  相似文献   

17.
The token swap test measures the association between row and column variables of a 2×2 table in sample misclassification space, and makes no assumptions about repeated, random sampling from a source population. Despite its conceptual usefulness, the token swap test is not implemented by standard statistical software packages. Here the author describes ‘tokenSwaps’, a Mathematica program that performs a token swap test. The ‘tokenSwaps’ program also performs a one-tailed Fisher exact test, allowing results of the two methods to be compared. The program uses recursive functional programming and local rewrite rules to achieve substantial coding economy. Examples of the operation of the program are given, and its limitations are discussed.  相似文献   

18.
Over the years, machine tool evolution has allowed faster equipment, using new configurations, to manufacture parts that were almost impossible to machine in the past. Despite this tremendous evolution in machine and control technologies, the metalworking industry is still using the old ISO 6983 G-Codes programming interface to control the motion of these machines. This programming interface is not the most flexible or most appropriate for use by new open-architecture machine controllers and object-oriented high-level machining interfaces such as ISO 14649 (STEP-NC). This work proposes an innovative language, the ‘Base Numerical Control Language (BNCL),’ which is based on a low-level simple instruction set-like approach. The architecture is designed around two concepts: the BNCL virtual machine, which acts as a virtual microprocessor, and the BNCL virtual hardware, which is an abstraction of the machine tool. The language is characterised by its simplicity and flexibility, two qualities that are critical in a market in which the capabilities and performance of machines are constantly improving. The proposed architectural concepts are validated through various computer simulation and physical tests, including performance throughput, trajectory driving, and CNC controller extension capabilities.  相似文献   

19.
Natural language requirements specifications form the basis for the subsequent phase of the information system development process, namely the development of conceptual schemata. Both, the textual as well as the conceptual representations are not really appropriate for being thoroughly captured and validated by the ‘requirement holders’, i.e. the end users. Therefore, in our approach the textual specifications are firstly linguistically analyzed and translated into a so-called conceptual predesign schema. That schema is formulated using an interlingua which is based on a lean semantic model, thus allowing users to participate more efficiently in the design and validation process. After validation, the predesign schema is mapped to a conceptual representation (e.g. UML). The sequence of these translation and transformation steps is described by the “NIBA workflow”. This paper focuses on the information supporting a step by step mapping of natural language requirements specifications to a conceptual model, and on how that information is gained. On particular, we present a four-level interpretation of tagging-output.  相似文献   

20.
Affordance as context   总被引:2,自引:0,他引:2  
The concept of affordance is relatively easy to define, but has proved to be remarkably difficult to engineer. This paradox has sparked numerous debates as to its true nature. The discussion presented here begins with a review of the use of the term from which emerges evidence for a two-fold classification—simple affordance and complex affordance. Simple affordance corresponds to Gibson's original formulation, while complex affordances embody such things as history and practice. In trying to account for complex affordance, two contrasting, but complementary philosophical treatments are considered. The first of these is Ilyenkov's account of significances which he claims are ‘ideal’ phenomena. Ideal phenomena occupy are objective characteristics of things and are the product of human purposive activity. This makes them objective, but not independent (of any particular mind or perception) hence their similarity to affordances.

The second perspective is Heidegger's phenomenological treatment of ‘familiarity’ and ‘equipment’. As will be seen, Heidegger has argued that familiarity underpins our ability to cope in the world. A world, in turn, which itself comprises the totality of equipment. We cope by making use of equipment. Despite the different philosophical traditions both Ilyenkov and Heidegger have independently concluded that a thing is identified by its use and that use, in turn, is revealed by way of its affordances/significances. Finally, both authors—Heidegger directly and Ilyenkov indirectly—equate context and use, leading to the conclusion that affordance and context are one and the same.  相似文献   


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