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1.
Cognitively-oriented theories have dominated the recent history of the study of emotion. However, critics of this perspective
suggest the role of the body in the experience of emotion is largely ignored by cognitive theorists. As an alternative to
the cognitive perspective, critics are increasingly pointing to William James’ theory, which emphasized somatic aspects of
emotions. This emerging emphasis on the embodiment of emotions is shared by those in the field of AI attempting to model human
emotions. Behavior-based agents in AI are attempts to model the role the body might play in the experiencing of emotions.
Progress in creating such behavior-based models that function in their environments has been slow, suggesting some potential
problems with Jamesian alternatives to cognitive perspectives of emotions. Heidegger’s and Merleau-Ponty’s conceptions of
embodiment are suggested as alternatives to James’ and as means for addressing the shortcomings of the cognitive perspective.
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2.
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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3.
This paper presents the results of case studies evaluating a method of unifying use cases (UCs) to derive a unified statechart
model of the behavior of the domain of a proposed computer-based system. An evaluation of the unification method, the obtained
statechart model of the domain, the method’s and model’s feedback on the UCs themselves, and how the method is used in requirements
engineering practice was carried out by examining 58 software requirements specifications produced by 189 upper-year undergraduate
and graduate students. The results of these studies independently confirm some of the benefits of building a unified SC mentioned
in the works of Glinz; Whittle and Schumann; and Harel, Kugler, and Pnueli.
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4.
Adaptive information filtering is a challenging and fascinating problem. It requires the adaptation of a representation of
a user’s multiple interests to various changes in them. We tackle this dynamic problem with Nootropia, a model inspired by
the autopoietic view of the immune system. It is based on a self-organising antibody network that reacts to user feedback
in order to define and preserve the user interests. We describe Nootropia in the context of adaptive, content-based document
filtering and evaluate it using virtual users. The results demonstrate Nootropia’s ability to adapt to both short-term variations
and more radical changes in the user’s interests, and to dynamically control its size and connectivity in the process. Advantages
over existing approaches to profile adaptation, such as learning algorithms and evolutionary algorithms are also highlighted.
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5.
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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6.
Many elderly and physically impaired people experience difficulties when maneuvering a powered wheelchair. In order to ease
maneuvering, powered wheelchairs have been equipped with sensors, additional computing power and intelligence by various research
groups.
This paper presents a Bayesian approach to maneuvering assistance for wheelchair driving, which can be adapted to a specific
user. The proposed framework is able to model and estimate even complex user intents, i.e. wheelchair maneuvers that the driver
has in mind. Furthermore, it explicitly takes the uncertainty on the user’s intent into account. Besides during intent estimation,
user-specific properties and uncertainty on the user’s intent are incorporated when taking assistive actions, such that assistance
is tailored to the user’s driving skills. This decision making is modeled as a greedy Partially Observable Markov Decision
Process (POMDP).
Benefits of this approach are shown using experimental results in simulation and on our wheelchair platform Sharioto.
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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.
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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9.
This paper presents a formal reconstruction of a Dutch civil legal case in Prakken’s formal model of adjudication dialogues.
The object of formalisation is the argumentative speech acts exchanged during the dispute by the adversaries and the judge.
The goal of this formalisation is twofold: to test whether AI & law models of legal dialogues in general, and Prakken’s model
in particular, are suitable for modelling particular legal procedures; and to learn about the process of formalising an actual
legal dispute.
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10.
In this paper, I outline two strands of evidence for the conclusion that the dynamical approach to cognitive science both
seeks and provides covering law explanations. Two of the most successful dynamical models—Kelso’s model of rhythmic finger
movement and Thelen et al.’s model of infant perseverative reaching—can be seen to provide explanations which conform to the
famous explanatory scheme first put forward by Hempel and Oppenheim. In addition, many prominent advocates of the dynamical
approach also express the provision of this kind of explanation as a goal of dynamical cognitive science. I conclude by briefly outlining two consequences. First, dynamical cognitive science’s explanatory
style may strengthen its links to the so-called “situated” approach to cognition, but, secondly, it may also undermine the
widespread intuition that dynamics is related to emergentism in the philosophy of mind.
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11.
In this paper web–based system user interface hybrid recommendation method based on the ant colony metaphor is presented.
We apply the ontology–based user and user interface modeling. The user model is represented as a tuple and user interface
model is represented by a set of connected nodes, what enables suitable user interface design, an interface personalization
and recommendation. The recommendation is performed using ant colony metaphor for selection the most optimal path in the user
interface graph that specifies the user interface parameters for the specified user.
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12.
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
13.
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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14.
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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15.
The European Union co-funded COMUNICAR (communication multimedia unit inside car) project designed and developed an integrated multimedia human–machine interface (HMI) able to manage a wide variety of driver information systems (from entertainment to safety). COMUNICAR proposed an innovative information provision paradigm, in which the on-vehicle HMI is able to tailor the delivery of the information in real time according to the actual driving context and the drivers workload. COMUNICAR adopted a user-centred design process involving an iterative development based on extensive user tests since the early phases of the project. This approach was particularly useful to define and improve the layout of the user interface and specify the rules that decide the scheduling and the modalities of the delivery of the information messages to the driver. This paper introduces the COMUNICAR concept and the user-centred flow of design. Then, a concrete case of user-test driven, iterative improvement of a systems functionality is presented. We also briefly describe two software tools that we have designed to enhance the development process in a user-centred perspective. Finally, the future evolution of the concept of smart and safe information scheduling is sketched and discussed. 相似文献
16.
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.
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17.
We described in earlier publications the principles of a system where Internet content would be pre-cached, based on contextual
information obtained from a user’s electronic calendar. The model for such a system envisioned a set of cooperating agents,
distributed on a user’s desktop and mobile device, which would be responsible for making decisions on the context and preferences
of the user, and downloading the relevant internet content through a land-based broadband connection and storing it on the
mobile device. This paper presents and discusses established pre-caching techniques and their suitability for use on mobile
information access scenarios. It proceeds in describing the implementation details of an alternative approach, a calendar-based
pre-caching system and presents the findings of tests that were made with human subjects on such a system.
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18.
The development of complex products, such as automobiles, involves engineering changes that frequently require redesigning
or altering the products. Although it has been found that efficient management of knowledge and collaboration in engineering
changes is crucial for the success of new product development, extant systems for engineering changes focus mainly on storing
documents related to the engineering changes or simply automating the approval processes, while the knowledge that is generated
from collaboration and decision-making processes may not be captured and managed easily. This consequently limits the use
of the systems by the participants in engineering change processes. This paper describes a model for knowledge management
and collaboration in engineering change processes, and based on the model, builds a prototype system that demonstrates the
model’s strengths. We studied a major Korean automobile company to analyze the automobile industry’s unique requirements regarding
engineering changes. We also developed domain ontologies from the case to facilitate knowledge sharing in the design process.
For achieving efficient retrieval and reuse of past engineering changes, we used a case-based reasoning (CBR) with a concept-based
similarity measure.
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19.
We define a normed metric space for computer programs and derive from it the Principle of Computational Least Action. In our
model, programs follow trajectories determined by Newton’s equation of motion in an abstract computational phase space and
generate computational action as they evolve. A program’s action norm is the L
1-norm of its action function, and its distance from other programs is the distance derived from the action norm. The Principle
of Computational Least Action states the goal of performance optimization as finding the program with the smallest action
norm. We illustrate this principle by analyzing a simple program.
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20.
In spite of significant improvements in video data retrieval, a system has not yet been developed that can adequately respond
to a user’s query. Typically, the user has to refine the query many times and view query results until eventually the expected
videos are retrieved from the database. The complexity of video data and questionable query structuring by the user aggravates
the retrieval process. Most previous research in this area has focused on retrieval based on low-level features. Managing
imprecise queries using semantic (high-level) content is no easier than queries based on low-level features due to the absence
of a proper continuous distance function. We provide a method to help users search for clips and videos of interest in video
databases. The video clips are classified as interesting and uninteresting based on user browsing. The attribute values of clips are classified by commonality, presence, and frequency within each
of the two groups to be used in computing the relevance of each clip to the user’s query. In this paper, we provide an intelligent
query structuring system, called I-Quest, to rank clips based on user browsing feedback, where a template generation from the set of interesting and uninteresting
sets is impossible or yields poor results.
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