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1.
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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2.
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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3.
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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4.
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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5.
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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6.
Currently, standards for web services are being developed via three different initiatives (W3C, Semantic web services and
ebXML). To the best of our knowledge, no theoretical perspectives underlie these standardization efforts. Without the benefit
of a strong theoretical basis, the results, within and across these initiatives, have remained piecemeal. We suggest ‘Language–Action
Theories’ as a plausible perspective that can effectively define, assess and refine web services standards. In this paper,
we first investigate the existing initiatives to identify commonalities that point to theories of ‘Language–Action’ as an
appropriate theoretical basis for web services standards. Next, we adapt work from these theories to develop a comprehensive
reference framework for understanding web services standards. Finally, we use this reference framework to assess the three
initiatives, and analyze the findings to provide insights for future development and refinement of web services standards.
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7.
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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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.
Ubiquitous computing contains a huge promise for more intelligent services that are available anywhere and are able to dynamically
adapt to the users’ current context. However, what necessarily follows such an environment is the compromising of the users’
privacy. We aim at analyzing this complex issue by applying and extending Altman’s theoretical privacy framework, well known
in social sciences, to privacy in ubicomp. Altman understands privacy as a two-way interactive process, which makes the approach
promising in analyzing ubicomp where people, devices and the environment interact with each other. We point out similarities
between the existing model and the features of ubicomp environment, and verify the results by applying and analyzing the resulting
extended framework to typical ubicomp use cases. Based on the analysis, we argue that privacy in ubicomp can be modeled similarly
to privacy in general by extending the model to cover such factors as mediation and non-human actors.
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10.
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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11.
Quantitative usability requirements are a critical but challenging, and hence an often neglected aspect of a usability engineering process. A case study is described where quantitative usability requirements played a key role in the development of a new user interface of a mobile phone. Within the practical constraints of the project, existing methods for determining usability requirements and evaluating the extent to which these are met, could not be applied as such, therefore tailored methods had to be developed. These methods and their applications are discussed. 相似文献
12.
In this paper, we present an Inverse Multi-Objective Robust Evolutionary (IMORE) design methodology that handles the presence
of uncertainty without making assumptions about the uncertainty structure. We model the clustering of uncertain events in
families of nested sets using a multi-level optimization search. To reduce the high computational costs of the proposed methodology
we proposed schemes for (1) adapting the step-size in estimating the uncertainty, and (2) trimming down the number of calls
to the objective function in the nested search. Both offline and online adaptation strategies are considered in conjunction
with the IMORE design algorithm. Design of Experiments (DOE) approaches further reduce the number of objective function calls
in the online adaptive IMORE algorithm. Empirical studies conducted on a series of test functions having diverse complexities
show that the proposed algorithms converge to a set of Pareto-optimal design solutions with non-dominated nominal and robustness
performances efficiently.
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13.
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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14.
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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15.
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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16.
TimeBank is the only reference corpus for TimeML, an expressive language for annotating complex temporal information. It is
a rich resource for a broad range of research into various aspects of the expression of time and temporally related events.
This paper traces the development of TimeBank from its initial—and somewhat noisy—version (1.1) to a substantially revised
release (1.2), now available via the Linguistic Data Consortium. The development path is motivated by the encouraging empirical
results of TimeML-compliant annotators developed on the basis of TimeBank 1.1, and is informed by a detailed study of the
characteristics of that initial release, which guides a clean-up process turning TimeBank 1.2 into a consistent and robust
community resource.
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17.
Communication is in this paper seen as the foundation for purposeful human–human activity in dynamic environments. Coordination
is a central issue in large systems such as military organisations, enterprises, or rescue organisations, and communication
is needed in order to achieve coordination in such systems. This paper suggest a holistic approach to control, where control
in a large system is seen as an emergent product of human interaction, focusing on human–human communication from a technical,
organisational, temporal, and social perspective.
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18.
In the age of speech and voice recognition technologies, sign language recognition is an essential part of ensuring equal
access for deaf people. To date, sign language recognition research has mostly ignored facial expressions that arise as part
of a natural sign language discourse, even though they carry important grammatical and prosodic information. One reason is
that tracking the motion and dynamics of expressions in human faces from video is a hard task, especially with the high number
of occlusions from the signers’ hands. This paper presents a 3D deformable model tracking system to address this problem,
and applies it to sequences of native signers, taken from the National Center of Sign Language and Gesture Resources (NCSLGR),
with a special emphasis on outlier rejection methods to handle occlusions. The experiments conducted in this paper validate
the output of the face tracker against expert human annotations of the NCSLGR corpus, demonstrate the promise of the proposed
face tracking framework for sign language data, and reveal that the tracking framework picks up properties that ideally complement
human annotations for linguistic research.
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19.
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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20.
Decentralized diagnosis of discrete event systems has received a lot of attention to deal with distributed systems or with
systems that may be too large to be diagnosed by one centralized site. This paper casts the problem of decentralized diagnosis
in a new hierarchical framework. A key feature is the exploitation of different local decisions together with appropriate
rules for their fusion. This includes local diagnosis decisions that can be interpreted as “conditional decisions.” Under
this new framework, a series of new decentralized architectures are defined and studied. The properties of their corresponding
notions of decentralized diagnosability are characterized and their relationship with existing work described. Corresponding
verification algorithms are also presented and on-line diagnosis strategies discussed.
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