21 research outputs found

    Autonomous interactive intermediaries : social intelligence for mobile communication agents

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2005.Includes bibliographical references (p. 151-167).Today's cellphones are passive communication portals. They are neither aware of our conversational settings, nor of the relationship between caller and callee, and often interrupt us at inappropriate times. This thesis is about adding elements of human style social intelligence to our mobile communication devices in order to make them more socially acceptable to both user and local others. I suggest the concept of an Autonomous Interactive Intermediary that assumes the role of an actively mediating party between caller, callee, and co-located people. In order to behave in a socially appropriate way, the Intermediary interrupts with non-verbal cues and attempts to harvest 'residual social intelligence' from the calling party, the called person, the people close by, and its current location. For example, the Intermediary obtains the user's conversational status from a decentralized network of autonomous body-worn sensor nodes. These nodes detect conversational groupings in real time, and provide the Intermediary with the user's conversation size and talk-to-listen ratio. The Intermediary can 'poll' all participants of a face-to-face conversation about the appropriateness of a possible interruption by slightly vibrating their wirelessly actuated finger rings.(cont.) Although the alerted people do not know if it is their own cellphone that is about to interrupt, each of them can veto the interruption anonymously by touching his/her ring. If no one vetoes, the Intermediary may interrupt. A user study showed significantly more vetoes during a collaborative group-focused setting than during a less group oriented setting. The Intermediary is implemented as a both a conversational agent and an animatronic device. The animatronics is a small wireless robotic stuffed animal in the form of a squirrel, bunny, or parrot. The purpose of the embodiment is to employ intuitive non-verbal cues such as gaze and gestures to attract attention, instead of ringing or vibration. Evidence suggests that such subtle yet public alerting by animatronics evokes significantly different reactions than ordinary telephones and are seen as less invasive by others present when we receive phone calls. The Intermediary is also a dual conversational agent that can whisper and listen to the user, and converse with a caller, mediating between them in real time.(cont.) The Intermediary modifies its conversational script depending on caller identity, caller and user choices, and the conversational status of the user. It interrupts and communicates with the user when it is socially appropriate, and may break down a synchronous phone call into chunks of voice instant messages.by Stefan Johannes Walter Marti.Ph.D

    Programming with agents new metaphors for thinking about computation

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    Thesis (M.S.)--Massachusetts Institute of Technology, Program in Media Arts & Sciences, 1996.Includes bibliographical references (p. [197]-206).by Michael David Travers.M.S

    Metalinear cinematic narrative : theory, process, and tool

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    Thesis (Ph.D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 1999.Includes bibliographical references (leaves 207-218).Media entertainment technology is evolving rapidly. From radio to broadcast television to cable television, from motion picture film to the promise of digital video disks, as the media evolves, so do the stories told over these media. We already share many more stories and more types of stories from many more sources than we did a decade ago. This is due in part to the development of computer technology, the globalization of computer networks, and the emerging new medium which is an amalgam of television and the internet. The storyteller will need to invent new creative processes and work with new tools which support this new medium, this new narrative form. This thesis proposes the name Metalinear Narrative for the new narrative form. The metalinear narrative is a collection of small related story pieces designed to be arranged in many different ways, to tell many different linear stories from different points of view, with the aid of a story engine. Agent Stories is the software tool developed as part of this research for designing and presenting metalinear cinematic narratives. Agent Stories is comprised of a set of environments for authoring pieces of stories, authoring the relationships between the many story pieces, and for designing an abstract narrative structure for sequencing those pieces. Agent Stories also provides a set of software agents called story agents, which act as the drivers of the story engine. My thesis is that a writing tool which offers the author knowledgeable feedback about narrative construction and context during the creative process is essential to the task of creating metalinear narratives of significant dimension.by Kevin Michael Brooks.Ph.D

    WEHST: Wearable Engine for Human-Mediated Telepresence

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    This dissertation reports on the industrial design of a wearable computational device created to enable better emergency medical intervention for situations where electronic remote assistance is necessary. The design created for this doctoral project, which assists practices by paramedics with mandates for search-and-rescue (SAR) in hazardous environments, contributes to the field of human-mediated teleparamedicine (HMTPM). Ethnographic and industrial design aspects of this research considered the intricate relationships at play in search-and-rescue operations, which lead to the design of the system created for this project known as WEHST: Wearable Engine for Human-Mediated Telepresence. Three case studies of different teams were carried out, each focusing on making improvements to the practices of teams of paramedics and search-and-rescue technicians who use combinations of ambulance, airplane, and helicopter transport in specific chemical, biological, radioactive, nuclear and explosive (CBRNE) scenarios. The three paramedicine groups included are the Canadian Air Force 442 Rescue Squadron, Nelson Search and Rescue, and the British Columbia Ambulance Service Infant Transport Team. Data was gathered over a seven-year period through a variety of methods including observation, interviews, examination of documents, and industrial design. The data collected included physiological, social, technical, and ecological information about the rescuers. Actor-network theory guided the research design, data analysis, and design synthesis. All of this leads to the creation of the WEHST system. As identified, the WEHST design created in this dissertation project addresses the difficulty case-study participants found in using their radios in hazardous settings. As the research identified, a means of controlling these radios without depending on hands, voice, or speech would greatly improve communication, as would wearing sensors and other computing resources better linking operators, radios, and environments. WEHST responds to this need. WEHST is an instance of industrial design for a wearable “engine” for human-situated telepresence that includes eight interoperable families of wearable electronic modules and accompanying textiles. These make up a platform technology for modular, scalable and adaptable toolsets for field practice, pedagogy, or research. This document details the considerations that went into the creation of the WEHST design

    Using MapReduce Streaming for Distributed Life Simulation on the Cloud

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    Distributed software simulations are indispensable in the study of large-scale life models but often require the use of technically complex lower-level distributed computing frameworks, such as MPI. We propose to overcome the complexity challenge by applying the emerging MapReduce (MR) model to distributed life simulations and by running such simulations on the cloud. Technically, we design optimized MR streaming algorithms for discrete and continuous versions of Conway’s life according to a general MR streaming pattern. We chose life because it is simple enough as a testbed for MR’s applicability to a-life simulations and general enough to make our results applicable to various lattice-based a-life models. We implement and empirically evaluate our algorithms’ performance on Amazon’s Elastic MR cloud. Our experiments demonstrate that a single MR optimization technique called strip partitioning can reduce the execution time of continuous life simulations by 64%. To the best of our knowledge, we are the first to propose and evaluate MR streaming algorithms for lattice-based simulations. Our algorithms can serve as prototypes in the development of novel MR simulation algorithms for large-scale lattice-based a-life models.https://digitalcommons.chapman.edu/scs_books/1014/thumbnail.jp

    Transformative interventions. An ecological-enactive approach to art practices

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    Starting from an ecological-enactive approach to human cognition (Rietveld, Kiverstein 2014) I have articulated a series of transformative interventions whose purpose is to explore how art practices can reorganize our form of life (Noë, 2015; Rietveld, 2019). To do this, I discuss how a plethora of heterogeneous tools traceable in the performing arts, such as masks, puppets, and hybrid costumes, can help us, through what I call monstrous practices, to explore imaginative dimensions that our own bodies "cannot afford." This is the core of the transformative chain that I will define monster-monstrous-Monster: we feed imaginative “monsters” to become “monstrous”– that is, to pool and cross-fertilize our abilities – to confront the "Monsters" in our lives. My main interest is in analyzing how it is possible to create or collect new affordances so as to transfigure one's repertoire of possibilities and transform a shared practice. Each transformative intervention is not only defined through written words but is also developed through unorthodox sociomaterial invitations, usually not used in philosophical practice: storyboards, visual ethnographies, performance projects, and installations, which I will define more properly through an enriched notion of real-life thinking model (Rietveld; RAAAF)

    Participatory sense-making in psychotherapy

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    250 p.La presente tesis propone un enfoque enactivo de la psiquiatría y la psicoterapia que va más allá de una concepción puramente ¿mentalista¿ de la empatía y la alianza terapéutica hacia una perspectiva de segunda persona, destacando el papel constitutivo de la interacción corporal pre-reflectiva entre terapeutas y pacientes en el proceso terapéutico. La tesis se cimienta en la teoría de la intersubjetividad entendida como participatory sense-making, que describe la coordinación de actividades intencionales y no intencionales como vehículo de la emergencia de significados compartidos en las interacciones interpersonales. Se presentan tres trabajos aplicando el marco enactivo a la investigación en psicoterapia: (1) un comentario sobre estudios correlacionales de coordinación no verbal y resultado psicoterapéutico, donde se sugieren nuevas hipótesis de trabajo e interpretaciones de datos empíricos, (2) un análisis interpretativo-fenomenológico de los mecanismos intercorporales pre-reflectivos implicados en la transición de la terapia presencial al formato online, y (3) un análisis y clasificación fenomenológico-enactivo de las intervenciones corporales en los procesos terapéuticos. Estos trabajos demuestran que el marco enactivo promueve una forma particular de investigar psicoterapia
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