22 research outputs found

    A dialogue based mobile virtual assistant for tourists: The SpaceBook Project

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    Ubiquitous mobile computing offers innovative approaches in the delivery of information that can facilitate free roaming of the city, informing and guiding the tourist as the city unfolds before them. However making frequent visual reference to mobile devices can be distracting, the user having to interact via a small screen thus disrupting the explorative experience. This research reports on an EU funded project, SpaceBook, that explored the utility of a hands-free, eyes-free virtual tour guide, that could answer questions through a spoken dialogue user interface and notify the user of interesting features in view while guiding the tourist to various destinations. Visibility modelling was carried out in real-time based on a LiDAR sourced digital surface model, fused with a variety of map and crowd sourced datasets (e.g. Ordnance Survey, OpenStreetMap, Flickr, Foursquare) to establish the most interesting landmarks visible from the user's location at any given moment. A number of variations of the SpaceBook system were trialled in Edinburgh (Scotland). The research highlighted the pleasure derived from this novel form of interaction and revealed the complexity of prioritising route guidance instruction alongside identification, description and embellishment of landmark information – there being a delicate balance between the level of information ‘pushed’ to the user, and the user's requests for further information. Among a number of challenges, were issues regarding the fidelity of spatial data and positioning information required for pedestrian based systems – the pedestrian having much greater freedom of movement than vehicles

    Sistemas de diálogo: una revisión

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    Spoken dialogue systems are computer programs developed to interact with users employing speech in order to provide them with specific automated services. The interaction is carried out by means of dialogue turns, which in many studies available in the literature, researchers aim to make as similar as possible to those between humans in terms of naturalness, intelligence and affective content. In this paper we describe the fundaments of these systems including the main technologies employed for their development. We also present an evolution of this technology and discuss some current applications. Moreover, we discuss development paradigms, including scripting languages and the development of conversational interfaces for mobile apps. The correct modelling of the user is a key aspect of this technology. This is why we also describe affective, personality and contextual models. Finally, we address some current research trends in terms of verbal communication, multimodal interaction and dialogue management.Los sistemas de diálogo son programas de ordenador desarrollados para interaccionar con los usuarios mediante habla, con la finalidad de proporcionarles servicios automatizados. La interacción se lleva a cabo mediante turnos de un tipo de diálogo que, en muchos estudios existentes en la literatura, los investigadores intentan que se parezca lo más posible al diálogo real que se lleva a cabo entre las personas en lo que se refiere a naturalidad, inteligencia y contenido afectivo. En este artículo describimos los fundamentos de esta tecnología, incluyendo las tecnologías básicas que se utilizan para implementar este tipo de sistemas. También presentamos una evolución de la tecnología y comentamos algunas aplicaciones actuales. Asimismo, describimos paradigmas de interacción, incluyendo lenguajes de script y desarrollo de interfaces conversacionales para aplicaciones móviles. Un aspecto clave de esta tecnología consiste en realizar un correcto modelado del usuario. Por este motivo, discutimos diversos modelos afectivos, de personalidad y contextuales. Finalmente, comentamos algunas líneas de investigación actuales relacionadas con la comunicación verbal, interacción multimodal y gestión del diálogo

    Investigation and development of a tangible technology framework for highly complex and abstract concepts

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    The ubiquitous integration of computer-supported learning tools within the educational domain has led educators to continuously seek effective technological platforms for teaching and learning. Overcoming the inherent limitations of traditional educational approaches, interactive and tangible computing platforms have consequently garnered increased interest in the pursuit of embedding active learning pedagogies within curricula. However, whilst Tangible User Interface (TUI) systems have been successfully developed to edutain children in various research contexts, TUI architectures have seen limited deployment towards more advanced educational pursuits. Thus, in contrast to current domain research, this study investigates the effectiveness and suitability of adopting TUI systems for enhancing the learning experience of abstract and complex computational science and technology-based concepts within higher educational institutions (HEI)s. Based on the proposal of a contextually apt TUI architecture, the research describes the design and development of eight distinct TUI frameworks embodying innovate interactive paradigms through tabletop peripherals, graphical design factors, and active tangible manipulatives. These computationally coupled design elements are evaluated through summative and formative experimental methodologies for their ability to aid in the effective teaching and learning of diverse threshold concepts experienced in computational science. In addition, through the design and adoption of a technology acceptance model for educational technology (TAM4Edu), the suitability of TUI frameworks in HEI education is empirically evaluated across a myriad of determinants for modelling students’ behavioural intention. In light of the statistically significant results obtained in both academic knowledge gain (μ = 25.8%) and student satisfaction (μ = 12.7%), the study outlines the affordances provided through TUI design for various constituents of active learning theories and modalities. Thus, based on an empirical and pedagogical analyses, a set of design guidelines is defined within this research to direct the effective development of TUI design elements for teaching and learning abstract threshold concepts in HEI adaptations

    Cognitive Foundations for Visual Analytics

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    In this report, we provide an overview of scientific/technical literature on information visualization and VA. Topics discussed include an update and overview of the extensive literature search conducted for this study, the nature and purpose of the field, major research thrusts, and scientific foundations. We review methodologies for evaluating and measuring the impact of VA technologies as well as taxonomies that have been proposed for various purposes to support the VA community. A cognitive science perspective underlies each of these discussions

    Multi-Agent Systems

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    A multi-agent system (MAS) is a system composed of multiple interacting intelligent agents. Multi-agent systems can be used to solve problems which are difficult or impossible for an individual agent or monolithic system to solve. Agent systems are open and extensible systems that allow for the deployment of autonomous and proactive software components. Multi-agent systems have been brought up and used in several application domains

    A Multithreaded Conversational Interface for Pedestrian Navigation and Question Answering

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    We demonstrate a conversational interface that assists pedestrian users in navigating within urban environments and acquiring tourist information by combining spoken dialogue system, question-answering (QA), and geographic information system (GIS) technologies. In contrast to existing mobile applications which treat these problems independently, our Android agent addresses the problem of navigation and touristic question-answering in an integrated fashion using a shared dialogue context with multiple interleaved dialogue threads. In this paper, we present the architecture and features of our latest system, extended from an earlier version which was built and evaluated with real users (Janarthanam et al., 2013). The new features include navigation based on visible landmarks, navigation adapted to the user’s previous route knowledge, and tourist information pushing based on visible and proximal points-of-interest. The system also uses social media to infer “popularity ” of geographical entities.

    Social work with airports passengers

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    Social work at the airport is in to offer to passengers social services. The main methodological position is that people are under stress, which characterized by a particular set of characteristics in appearance and behavior. In such circumstances passenger attracts in his actions some attention. Only person whom he trusts can help him with the documents or psychologically
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