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In this paper we describe a comparison of two analytical methods for educational computer games for young children. The methods compared in the study are the Structured Expert Evaluation Method (SEEM) and the Combined Heuristic Evaluation (HE) (based on a combination of Nielsen’s HE and the fun-related concepts from Malone and Lepper) with both usability and fun heuristics for children’s computer games. To verify SEEM’s relative quality, a study was set up in which adult evaluators predicted problems in computer games. Outcomes based on thoroughness (whether the analytical method finds all problems), validity (whether the analytical method uncovers problems that are likely to be true) and appropriateness (whether the method is applied correctly) are compared. The results show that both the thoroughness and validity of SEEM are higher than the thoroughness and validity of the Combined HE. The appropriateness scores indicate that SEEM gives evaluators more guidance when predicting problems than the Combined HE does.
Wolmet BarendregtEmail:
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3.
As part of a project to construct an interactive program which would encourage children to play with language by building jokes, we developed a lexical database, starting from WordNet. To the existing information about part of speech, synonymy, hyponymy, etc., we have added phonetic representations and phonetic similarity ratings for pairs of words/phrases.
Dave O’MaraEmail:
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4.
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 PeopleFinder, 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.
Norman Sadeh (Corresponding author)Email:
Jason HongEmail:
Lorrie CranorEmail:
Patrick KelleyEmail:
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5.
In response to the lack of systematic study of architectural practice, the Building Stories methodology propounds storytelling as a vehicle for studying active cases, i.e., projects that are in the process of being designed and built. The story format provides a dense, compact way to deal with and communicate the complex reality of a real-world project, while respecting the interrelated nature of events, people and circumstances that shape its conception. With an eye to establishing a valuable knowledge resource of and for the profession, the paper explores how stories can be stored, organized and accessed so as to turn the growing story repository into a convenient instrument for students, educators and practitioners.
Humberto CavallinEmail:
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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.
Michael Nagenborg (Corresponding author)Email: URL: www.michaelnagenborg.de
Rafael CapurroEmail:
Jutta WeberEmail:
Christoph PingelEmail:
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7.
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.
Isabel RamosEmail:
Daniel M. Berry (Corresponding author)Email:
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8.
In this paper I argue that Turing’s responses to the mathematical objection are straightforward, despite recent claims to the contrary. I then go on to show that by understanding the importance of learning machines for Turing as related not to the mathematical objection, but to Lady Lovelace’s objection, we can better understand Turing’s response to Lady Lovelace’s objection. Finally, I argue that by understanding Turing’s responses to these objections more clearly, we discover a hitherto unrecognized, substantive thesis in his philosophical thinking about the nature of mind.
Darren AbramsonEmail:
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9.
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.
Christian JakobEmail:
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10.
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.
Wojciech JaśkowskiEmail:
Krzysztof Krawiec (Corresponding author)Email:
Bartosz WielochEmail:
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11.
ONTRACK: Dynamically adapting music playback to support navigation   总被引:3,自引:3,他引:0  
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.
Matt Jones (Corresponding author)Email:
Steve JonesEmail:
Gareth BradleyEmail:
Nigel WarrenEmail:
David BainbridgeEmail:
Geoff HolmesEmail:
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12.
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.
Karl F. MacDorman (Corresponding author)Email:
Sandosh K. VasudevanEmail:
Chin-Chang HoEmail:
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13.
Multimodal support to group dynamics   总被引:1,自引:1,他引:0  
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.
Fabio Pianesi (Corresponding author)Email:
Massimo ZancanaroEmail:
Elena NotEmail:
Chiara LeonardiEmail:
Vera FalconEmail:
Bruno LepriEmail:
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14.
Socializing artifacts as a half mirror of the mind   总被引:1,自引:1,他引:0  
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.
Toyoaki Nishida (Corresponding author)Email:
Ryosuke NishidaEmail:
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15.
The present paper presents an emotion module from an authoring tool of interactive storytelling being developed within the European Project—INSCAPE. The Atmosphere Editor (AE) is an INSCAPE software plug-in. Its aim is to help authors to easily create virtual interactive scenes that are recognized as emotional in order to contribute to higher coherence of their content and simultaneously to emphasize their communication purposes. It works through the attribution of emotional meaning to virtual environments and characters classes that act on the virtual story-world. Therefore, it is designed to produce a semantic intervention in the story but does not intend to transcend the storyteller work. AE presents then a taxonomy capable of sustaining the communicational optimization of the interactive narratives at an emotional level. The AE intervention develops in addition a possible pedagogical virtue permitting the learning by the story authors about potential emotional uses of specific virtual parameters. It permits also the INSCAPE user to understand the emotional semantics canons of the interactive virtual stories.
Ana TorresEmail: URL: http://www.ca.ua.pt
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16.
Story creation from heterogeneous data sources   总被引:2,自引:2,他引:0  
There are numerous applications where there is a need to rapidly infer a story about a given subject from a given set of potentially heterogeneous data sources. In this paper, we formally define a story to be a set of facts about a given subject that satisfies a “story length” constraint. An optimal story is a story that maximizes the value of an objective function measuring the goodness of a story. We present algorithms to extract stories from text and other data sources. We also develop an algorithm to compute an optimal story, as well as three heuristic algorithms to rapidly compute a suboptimal story. We run experiments to show that constructing stories can be efficiently performed and that the stories constructed by these heuristic algorithms are high quality stories. We have built a prototype STORY system based on our model—we briefly describe the prototype as well as one application in this paper.
Antonio PicarielloEmail:
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17.
Recognizing context for annotating a live life recording   总被引:2,自引:1,他引:1  
In the near future, it will be possible to continuously record and store the entire audio–visual lifetime of a person together with all digital information that the person perceives or creates. While the storage of this data will be possible soon, retrieval and indexing into such large data sets are unsolved challenges. Since today’s retrieval cues seem insufficient we argue that additional cues, obtained from body-worn sensors, make associative retrieval by humans possible. We present three approaches to create such cues, each along with an experimental evaluation: the user’s physical activity from acceleration sensors, his social environment from audio sensors, and his interruptibility from multiple sensors.
Albrecht SchmidtEmail:
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18.
This paper describes how a personalised educational game architecture has been used in conjunction with Web services to provide remote access to the system. The educational game is a virtual reality adventure game that performs affective user modelling by measuring emotional characteristics of users. Virtual reality (VR) games are so popular among children and adolescents that can be used for the purposes of educational software to render it more attractive and motivating. The benefits of such an application can be maximised if it is available over the Web. Software applications that operate over the Web are targeted to a wide range of users. Hence they need a high degree of adaptivity and dynamic individualisation to each user that interacts with the application. This should include the students’ emotional state that affects their learning. However, the environment of a Web-based VR-game that performs user modelling is so demanding that the technology of Web services is necessary for its effective operation and interoperability. Moreover, reusability may be achieved for the user modelling component.
Maria VirvouEmail:
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19.
Operations Support Systems (OSS) have been a critical component of any telecommunications company’s business plan. In this paper we examine the history of OSS from the perspectives of maturing support for problem domains, enabling technologies, and system integration. Finally, we will look at the problems posed by the coming “everything over IP” networks, the changing communications provider landscape and the impact on operations support systems.
Rand EdwardsEmail:
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20.
In a 12-month project we have developed a new, register-diverse, 55-million-word bilingual corpus—the New Corpus for Ireland (NCI)—to support the creation of a new English-to-Irish dictionary. The paper describes the strategies we employed, and the solutions to problems encountered. We believe we have a good model for corpus creation for lexicography, and others may find it useful as a blueprint. The corpus has two parts, one Irish, the other Hiberno-English (English as spoken in Ireland). We describe its design, collection and encoding.
Adam KilgarriffEmail:
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