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1.
The complexity of group dynamics occurring in small group interactions often hinders the performance of teams. The availability
of rich multimodal information about what is going on during the meeting makes it possible to explore the possibility of providing
support to dysfunctional teams from facilitation to training sessions addressing both the individuals and the group as a whole.
A necessary step in this direction is that of capturing and understanding group dynamics. In this paper, we discuss a particular
scenario, in which meeting participants receive multimedia feedback on their relational behaviour, as a first step towards
increasing self-awareness. We describe the background and the motivation for a coding scheme for annotating meeting recordings
partially inspired by the Bales’ Interaction Process Analysis. This coding scheme was aimed at identifying suitable observable
behavioural sequences. The study is complemented with an experimental investigation on the acceptability of such a service.
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2.
We present a study of using camera-phones and visual-tags to access mobile services. Firstly, a user-experience study is described in which participants were both observed learning to interact with a prototype mobile service and interviewed
about their experiences. Secondly, a pointing-device task is presented in which quantitative data was gathered regarding the speed and accuracy with which participants aimed and clicked
on visual-tags using camera-phones. We found that participants’ attitudes to visual-tag-based applications were broadly positive,
although they had several important reservations about camera-phone technology more generally. Data from our pointing-device
task demonstrated that novice users were able to aim and click on visual-tags quickly (well under 3 s per pointing-device
trial on average) and accurately (almost all meeting our defined speed/accuracy tradeoff of 6% error-rate). Based on our findings,
design lessons for camera-phone and visual-tag applications are presented.
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3.
This viewpoint argues that the introduction of most computer-based system to an organization transforms the organization and
changes the work patterns of the system’s users in the organization. These changes interact with the users’ values and beliefs
and trigger emotional responses which are sometimes directed against the software system and its proponents. A requirements
engineer must be aware of these emotions.
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4.
Japan has more robots than any other country with robots contributing to many areas of society, including manufacturing, healthcare,
and entertainment. However, few studies have examined Japanese attitudes toward robots, and none has used implicit measures.
This study compares attitudes among the faculty of a US and a Japanese university. Although the Japanese faculty reported
many more experiences with robots, implicit measures indicated both faculties had more pleasant associations with humans.
In addition, although the US faculty reported people were more threatening than robots, implicit measures indicated both faculties
associated weapons more strongly with robots than with humans. Despite the media’s hype about Japan’s robot ‘craze,’ response
similarities suggest factors other than attitude better explain robot adoption. These include differences in history and religion,
personal and human identity, economic structure, professional specialization, and government policy. Japanese robotics offers
a unique reference from which other nations may learn.
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5.
An important area of Human Reliability Assessment in interactive systems is the ability to understand the causes of human
error and to model their occurrence. This paper investigates a new approach to analysis of task failures based on patterns
of operator behaviour, in contrast with more traditional event-based approaches. It considers, as a case study, a formal model
of an Air Traffic Control system operator’s task which incorporates a simple model of the high-level cognitive processes involved.
The cognitive model is formalised in the CSP process algebra. Various patterns of behaviour that could lead to task failure
are described using temporal logic. Then a model-checking technique is used to verify whether the set of selected behavioural
patterns is sound and complete with respect to the definition of task failure. The decomposition is shown to be incomplete
and a new behavioural pattern is identified, which appears to have been overlooked in the informal analysis of the problem.
This illustrates how formal analysis of operator models can yield fresh insights into how failures may arise in interactive
systems.
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6.
There are only a few ethical regulations that deal explicitly with robots, in contrast to a vast number of regulations, which
may be applied. We will focus on ethical issues with regard to “responsibility and autonomous robots”, “machines as a replacement
for humans”, and “tele-presence”. Furthermore we will examine examples from special fields of application (medicine and healthcare,
armed forces, and entertainment). We do not claim to present a complete list of ethical issue nor of regulations in the field
of robotics, but we will demonstrate that there are legal challenges with regard to these issues.
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7.
We provide the complete record of methodology that let us evolve BrilliAnt, the winner of the Ant Wars contest. Ant Wars contestants are virtual ants collecting food on a grid board in the presence
of a competing ant. BrilliAnt has been evolved through a competitive one-population coevolution using genetic programming
and fitnessless selection. In this paper, we detail the evolutionary setup that lead to BrilliAnt’s emergence, assess its
direct and indirect human-competitiveness, and describe the behavioral patterns observed in its strategy.
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8.
Hitchcock (2001a) argues that the distinction between singular and general causation conflates the two distinctions ‘actual causation vs. causal tendencies’ and ‘wide vs. narrow causation’. Based on a recent regularity account of causation I will show that Hitchcock’s introduction of the two distinctions is an unnecessary multiplication of causal concepts. 相似文献
9.
The purposes of this study are (a) to establish a measurement for evaluating conversational impressions of group discussions,
and (b) to make an exploratory investigation on their interactional processes which may affect to form those impressions.
The impression rating and factor analysis undertaken first give us four factors concerning conversational impressions of “focus
group interviews (FGIs)”: conversational activeness, conversational sequencing, the attitudes of participants and the relationships
of participants. In relation to the factors of conversational activeness and conversational sequencing in particular, the
microanalysis of four selected topical scenes from our database further shows that the behavior of the moderator and the interviewees
is organized not independently but with reference to each other. The study thus emphasizes the importance of the integration
of quantitative and qualitative approaches towards human interactions.
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10.
A number of mobile applications have emerged that allow users to locate one another. However, people have expressed concerns
about the privacy implications associated with this class of software, suggesting that broad adoption may only happen to the
extent that these concerns are adequately addressed. In this article, we report on our work on P eopleF inder, an application that enables cell phone and laptop users to selectively share their locations with others (e.g. friends,
family, and colleagues). The objective of our work has been to better understand people’s attitudes and behaviors towards
privacy as they interact with such an application, and to explore technologies that empower users to more effectively and
efficiently specify their privacy preferences (or “policies”). These technologies include user interfaces for specifying rules
and auditing disclosures, as well as machine learning techniques to refine user policies based on their feedback. We present
evaluations of these technologies in the context of one laboratory study and three field studies.
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11.
Listening to music on personal, digital devices whilst mobile is an enjoyable, everyday activity. We explore a scheme for
exploiting this practice to immerse listeners in navigation cues. Our prototype, ONTRACK, continuously adapts audio, modifying
the spatial balance and volume to lead listeners to their target destination. First we report on an initial lab-based evaluation
that demonstrated the approach’s efficacy: users were able to complete tasks within a reasonable time and their subjective
feedback was positive. Encouraged by these results we constructed a handheld prototype. Here, we discuss this implementation
and the results of field-trials. These indicate that even with a low-fidelity realisation of the concept, users can quite
effectively navigate complicated routes.
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12.
This paper addresses the possibility of measuring perceived usability in an absolute way. It studies the impact of the nature
of the tasks performed in perceived software usability evaluation, using for this purpose the subjective evaluation of an
application’s performance via the Software Usability Measurement Inventory (SUMI). The paper reports on the post-hoc analysis
of data from a productivity study for testing the effect of changes in the graphical user interface (GUI) of a market leading
drafting application. Even though one would expect similar evaluations of an application’s usability for same releases, the
analysis reveals that the output of this subjective appreciation is context sensitive and therefore mediated by the research
design. Our study unmasked a significant interaction between the nature of the tasks used for the usability evaluation and
how users evaluate the performance of this application. This interaction challenges the concept of absolute benchmarking in
subjective usability evaluation, as some software evaluation methods aspire to provide, since subjective measurement of software
quality will be affected most likely by the nature of the testing materials used for the evaluation.
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13.
This paper describes the simulated car racing competition that was arranged as part of the 2007 IEEE Congress on Evolutionary
Computation. Both the game that was used as the domain for the competition, the controllers submitted as entries to the competition
and its results are presented. With this paper, we hope to provide some insight into the efficacy of various computational
intelligence methods on a well-defined game task, as well as an example of one way of running a competition. In the process,
we provide a set of reference results for those who wish to use the simplerace game to benchmark their own algorithms. The paper is co-authored by the organizers and participants of the competition.
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14.
The provisioning of ambient media in the user’s environment requires that a system handles the different aspects related to
the media selection process. For example, ambient media is delivered to the user depending on their context and hence, the
system needs to dynamically determine the context and provide media that are relevant therein. To set the premise of ambient
media, a system may also need to customize the physical environment, for example, by dimming the lighting level or by lowering
the volume. Besides, users’ need for media services changes over time and space that requires mechanisms to continually update
their preferences based on their mobility in the environment. In this paper, we propose an ambient media service provisioning
framework that incorporates the above requirements while keeping the user at the center of the media selection loop. To demonstrate
the usefulness of this framework, we show experimental results by considering real-life scenario in a smart home environment.
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15.
In this paper we present recent research into computer-mediated communication with special emphasis on the use of collaborative
tools in shared task environment. In order to explain the regularities and uniformities in people’s behaviour obtained through
quantitative study of interaction among groups of students engaged in structured debates, we have developed an experimental
approach that enables us to measure and quantify several key aspects of computer-mediated communication in this context.
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16.
We present the study of a data-driven motion synthesis approach based on a 1D affine image-matching equation. We start by
deriving the relevant properties of the exact matching operator, such as the existence of a singular point. Next, we approximate
such operator by the Green’s function of a second-order differential equation, finding that it leads to a more compelling
motion impression, due to the incorporation of blur. We then proceed to show that, by judicious choice of the matching parameters,
the 1D affine Green’s filter allows the simulation of a broad class of effects, such as zoom-in and zoom-out, and of complex
nonrigid motions such as that of a pulsating heart.
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17.
To get the maximum benefit from ambient intelligence (AmI), we need to anticipate and react to possible drawbacks and threats
emerging from the new technologies in order to devise appropriate safeguards. The SWAMI project took a precautionary approach
in its exploration of the privacy risks in AmI and sought ways to reduce them. It constructed four “dark scenarios” showing
possible negative implications of AmI, notably for privacy protection. Legal analysis of the depicted futures showed the shortcomings
of the current legal framework in being able to provide adequate privacy protection in the AmI environment. In this paper,
the authors, building upon their involvement in SWAMI research as well as the further advancement of EU privacy analysis,
identify various outstanding issues regarding the legal framework that still need to be resolved in order to deal with AmI
in an equitable and efficacious way. This article points out some of the lacunae in the legal framework and postulates several
privacy-specific safeguards aimed at overcoming them.
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18.
In the near future, our life will normally be surrounded with fairly complicated artifacts, enabled by the autonomous robot
and brain–machine interface technologies. In this paper, we argue that what we call the responsibility flaw problem and the
inappropriate use problem need to be overcome in order for us to benefit from complicated artifacts. In order to solve these
problems, we propose an approach to endowing artifacts with an ability of socially communicating with other agents based on
the artifact-as-a-half-mirror metaphor. The idea is to have future artifacts behave according to the hybrid intention composed
of the owner’s intention and the social rules. We outline the approach and discuss its feasibility together with preliminary
work.
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19.
Awareness systems have attracted significant research interest for their potential to support interpersonal relationships.
Investigations of awareness systems for the domestic environment have suggested that such systems can help individuals stay
in touch with dear friends or family and provide affective benefits to their users. Our research provides empirical evidence
to refine and substantiate such suggestions. We report our experience with designing and evaluating the ASTRA awareness system,
for connecting households and mobile family members. We introduce the concept of connectedness and its measurement through
the Affective Benefits and Costs of communication questionnaire (ABC-Q). We inform results that testify the benefits of sharing
experiences at the moment they happen without interrupting potential receivers. Finally, we document the role that lightweight,
picture-based communication can play in the range of communication media available.
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20.
Negative attitudes toward robots are considered as one of the psychological factors preventing humans from interacting with
robots in the daily life. To verify their influence on humans‘ behaviors toward robots, we designed and executed experiments
where subjects interacted with Robovie, which is being developed as a platform for research on the possibility of communication
robots. This paper reports and discusses the results of these experiments on correlation between subjects’ negative attitudes
and their behaviors toward robots. Moreover, it discusses influences of gender and experience of real robots on their negative
attitudes and behaviors toward robots.
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