46,774 research outputs found
CoachAI: A Conversational Agent Assisted Health Coaching Platform
Poor lifestyle represents a health risk factor and is the leading cause of
morbidity and chronic conditions. The impact of poor lifestyle can be
significantly altered by individual behavior change. Although the current shift
in healthcare towards a long lasting modifiable behavior, however, with
increasing caregiver workload and individuals' continuous needs of care, there
is a need to ease caregiver's work while ensuring continuous interaction with
users. This paper describes the design and validation of CoachAI, a
conversational agent assisted health coaching system to support health
intervention delivery to individuals and groups. CoachAI instantiates a text
based healthcare chatbot system that bridges the remote human coach and the
users. This research provides three main contributions to the preventive
healthcare and healthy lifestyle promotion: (1) it presents the conversational
agent to aid the caregiver; (2) it aims to decrease caregiver's workload and
enhance care given to users, by handling (automating) repetitive caregiver
tasks; and (3) it presents a domain independent mobile health conversational
agent for health intervention delivery. We will discuss our approach and
analyze the results of a one month validation study on physical activity,
healthy diet and stress management
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Investigating design features of a computer-mediated communication system
Computer-mediated communication (CMC) is increasingly used in higher education, but it is not without problems. The effectiveness of CMC depends on many factors, including the characteristics of CMC systems themselves. The research reported here therefore aimed to investigate how an educational CMC system might be improved, in order to support learning more effectively.
The main context for the research was distance learning at the UK Open University (OU). A two-stage, mixed methods research approach was adopted. In the first stage, interviews and observations were carried out to explore the benefits and problems experienced by users. This revealed two major issues: information overload and lack of social presence. Information overload relates to users’ problems dealing with large numbers of messages. Social presence relates to the need for users to feel connected with each other.
The second stage investigated system features aimed at addressing these issues, implemented in a prototype computer conferencing system. Features to address overload included branched message threading and user recommendations. Features to address social presence were ‘résumés’ and instant messaging. These features were evaluated using questionnaires, with several cohorts of students in an OU course.
Students expressed approval of the features, although some features were not widely used. Students preferred branched threading to chronological threading because branching helped them to follow ‘conversations’. Students were uncomfortable recommending messages, feeling that the value of a message would vary between people. They were also uncomfortable using instant messaging to contact others whom they did not know. However, the awareness aspect of instant messaging provided a sense of solidarity.
The research demonstrated that the problems of overload and lack of social presence are significant, and each has social aspects which must be addressed. Students’ relationships with each other affect whether and how they use the features of CMC systems. We can conclude that particular attention must be paid to the social aspects of online communication, both when designing educational CMC systems and when considering how they are used. To maximise the benefits for learning, students need to feel comfortable with each other online, and there are few short cuts to achieving this
Collaboration in the Semantic Grid: a Basis for e-Learning
The CoAKTinG project aims to advance the state of the art in collaborative mediated spaces for the Semantic Grid. This paper presents an overview of the hypertext and knowledge based tools which have been deployed to augment existing collaborative environments, and the ontology which is used to exchange structure, promote enhanced process tracking, and aid navigation of resources before, after, and while a collaboration occurs. While the primary focus of the project has been supporting e-Science, this paper also explores the similarities and application of CoAKTinG technologies as part of a human-centred design approach to e-Learning
Addressing information flow in lean production management and control in construction
Traditionally, production control on construction sites has been a challenging area,
where the ad-hoc production control methods foster uncertainty - one of the biggest
enemies of efficiency and smooth production flow. Lean construction methods such
as the Last Planner System have partially tackled this problem by addressing the flow
aspect through means such as constraints analysis and commitment planning.
However, such systems have relatively long planning cycles to respond to the
dynamic production requirements of construction, where almost daily if not hourly
control is needed. New solutions have been designed by researchers to improve this
aspect such as VisiLean, but again these types of software systems require the
proximity and availability of computer devices to workers. Given this observation,
there is a need for a communication system between the field and site office that is
highly interoperable and provides real-time task status information. A High-level
communication framework (using VisiLean) is presented in this paper, which aims to
overcome the problems of system integration and improve the flow of information
within the production system. The framework provides, among other things, generic
and standardized interfaces to simplify the “push” and “pull” of the right (production)
information, whenever needed, wherever needed, by whoever needs it. Overall, it is
anticipated that the reliability of the production control will be improve
HTTP Mailbox - Asynchronous RESTful Communication
We describe HTTP Mailbox, a mechanism to enable RESTful HTTP communication in
an asynchronous mode with a full range of HTTP methods otherwise unavailable to
standard clients and servers. HTTP Mailbox allows for broadcast and multicast
semantics via HTTP. We evaluate a reference implementation using ApacheBench (a
server stress testing tool) demonstrating high throughput (on 1,000 concurrent
requests) and a systemic error rate of 0.01%. Finally, we demonstrate our HTTP
Mailbox implementation in a human assisted web preservation application called
"Preserve Me".Comment: 13 pages, 6 figures, 8 code blocks, 3 equations, and 3 table
Object-oriented Tools for Distributed Computing
Distributed computing systems are proliferating, owing to the availability of powerful, affordable microcomputers and inexpensive communication networks. A critical problem in developing such systems is getting application programs to interact with one another across a computer network. Remote interprogram connectivity is particularly challenging across heterogeneous environments, where applications run on different kinds of computers and operating systems. NetWorks! (trademark) is an innovative software product that provides an object-oriented messaging solution to these problems. This paper describes the design and functionality of NetWorks! and illustrates how it is being used to build complex distributed applications for NASA and in the commercial sector
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Participants’ perspectives of feasibility of a novel group treatment for people with cognitive communication difficulties following acquired brain injury
Purpose: To determine whether treatment was acceptable to participants and perceived as beneficial by exploring the experiences of people with cognitive communication difficulties following acquired brain injury who participated in a novel, group, communication, project-based treatment. The purpose of the treatment was to improve participants’ communication skills and quality of life, by focusing group activity towards the production of a project and by incorporating individualised communication goals into group sessions.
Methods: Twenty-one people with acquired brain injury recruited from community settings participated in project-based treatment, which comprised one individual and nine group sessions (of 2-3 people) over six weeks. Structured interviews were conducted post-treatment as part of a broader assessment battery. Interviews were transcribed verbatim and analysed using content analysis to identify codes, categories and themes.
Results: Themes identified from the analysis centred around the treatment experience (general experience; group experience; project experience; working on goals) and benefit of treatment (communicative benefit; other benefits; emotional effects; meeting others; something to do). These themes were consistent with the treatment being perceived as acceptable and having initial efficacy for the participant group.
Conclusion: The qualitative data presented here provide positive feasibility findings (acceptability and initial efficacy) of project-based treatment for people with acquired brain injury. The results
highlight the value of incorporating participants’ views in assessing feasibility in developing novel interventions
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Entertaining situated messaging at home
Leisure and entertainment-based computing has been traditionally associated with interactive entertainment media and game playing, yet the forms of engagement offered by these technologies only support a small part of how we act when we are at leisure. In this paper, we move away from the paradigm of leisure technology as computer-based entertainment consumption, and towards a broader view of leisure computing. This perspective is more in line with our everyday experience of leisure as an embodied, everyday accomplishment in which people artfully employ the everyday resources in the world around them in carrying out their daily lives outside of work. We develop this extended notion of leisure using data from a field study of domestic communication focusing on asynchronous and situated messaging to explore some of these issues, and develop these findings towards design implications for leisure technologies. Central to our discussion on the normal, everyday and occasioned conduct of leisure lie the notions of playfulness and creativity, the interweaving of the worlds of work and leisure, and in the creation of embodied displays of affect, all of which may be seen manifested in the use of messaging artefacts. This view of technology in support of leisure-in-the-broad is strongly divergent from traditional entertainment computing models in its coupling of the mechanics of the organisation of everyday life to the ways that we make entertainment for ourselves. This recognition allows us to draw specific implications for domestic situated messaging technologies, but also more generally for technology design by tying activities that we tend to regard as purely functional to other multifaceted and leisure-related purposes
SAMP, the Simple Application Messaging Protocol: Letting applications talk to each other
SAMP, the Simple Application Messaging Protocol, is a hub-based communication
standard for the exchange of data and control between participating client
applications. It has been developed within the context of the Virtual
Observatory with the aim of enabling specialised data analysis tools to
cooperate as a loosely integrated suite, and is now in use by many and varied
desktop and web-based applications dealing with astronomical data. This paper
reviews the requirements and design principles that led to SAMP's
specification, provides a high-level description of the protocol, and discusses
some of its common and possible future usage patterns, with particular
attention to those factors that have aided its success in practice.Comment: 12 pages, 3 figures. Accepted for Virtual Observatory special issue
of Astronomy and Computin
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