6,436 research outputs found

    To Affinity and Beyond: Interactive Digital Humans as a Human Computer Interface

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    The field of human computer interaction is increasingly exploring the use of more natural, human-like user interfaces to build intelligent agents to aid in everyday life. This is coupled with a move to people using ever more realistic avatars to represent themselves in their digital lives. As the ability to produce emotionally engaging digital human representations is only just now becoming technically possible, there is little research into how to approach such tasks. This is due to both technical complexity and operational implementation cost. This is now changing as we are at a nexus point with new approaches, faster graphics processing and enabling new technologies in machine learning and computer vision becoming available. I articulate the issues required for such digital humans to be considered successfully located on the other side of the phenomenon known as the Uncanny Valley. My results show that a complex mix of perceived and contextual aspects affect the sense making on digital humans and highlights previously undocumented effects of interactivity on the affinity. Users are willing to accept digital humans as a new form of user interface and they react to them emotionally in previously unanticipated ways. My research shows that it is possible to build an effective interactive digital human that crosses the Uncanny Valley. I directly explore what is required to build a visually realistic digital human as a primary research question and I explore if such a realistic face provides sufficient benefit to justify the challenges involved in building it. I conducted a Delphi study to inform the research approaches and then produced a complex digital human character based on these insights. This interactive and realistic digital human avatar represents a major technical undertaking involving multiple teams around the world. Finally, I explored a framework for examining the ethical implications and signpost future research areas

    Constructing collaborative ecologies: how selection, practice, and mediation assemble and shape social and collaborative software

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    This dissertation examines how a user experience team at a multinational corporation transforms a collection of software applications into a socially usable collaborative ecology. Collaborative ecologies are sociocultural systems that consist of persons, activities, tools, and ideas that are mutually constructive. The metaphor of ecology, which has emerged in the disciplines of human computer interaction, computer supported cooperative work, and rhetoric and professional communication, informs an ethnographic inquiry that includes seven months of daily immersion and ten hours of qualitative interviews. Drawing on a diverse reading of interdisciplinary theory, including traditional usability studies, genre theory, activity theory, and actor-network theory, the dissertation distills the construction of collaborative ecologies into three mechanisms: the selection of tools, the development of practices, and the mediation of ideas about those tools and practices. Applying selection, practice, and mediation in the context of the ethnographic study generates insights about the user experience team\u27s activities, about the collaborative ecology that support them, and about how selection, practice, and mediation operate. These insights are useful for the design and facilitation of social and collaborative software systems because they suggest a way to understand the role that users, activities, tools, and ideas play in constructing their ecology

    Measurement and analysis of interactive behavior in tutoring action with children and robots

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    Vollmer A-L. Measurement and analysis of interactive behavior in tutoring action with children and robots. Bielefeld: Universität Bielefeld; 2011.Robotics research is increasingly addressing the issue of enabling robots to learn in social interaction. In contrast to the traditional approach by which robots are programmed by experts and prepared for and restricted to one specific purpose, they are now envisioned as general-purpose machines that should be able to carry out different tasks and thus solve various problems in everyday environments. Robots which are able to learn novel actions in social interaction with a human tutor would have many advantages. Unexperienced users could "program" new skills for a robot simply by demonstrating them. Children are able to rapidly learn in social interaction. Modifications in tutoring behavior toward children ("motionese") are assumed to assist their learning processes. Similar to small children, robots do not have much experience of the world and thus could make use of this beneficial natural tutoring behavior if it was employed, when tutoring them. To achieve this goal, the thesis provides theoretical background on imitation learning as a central field of social learning, which has received much attention in robotics and develops new interdisciplinary methods to measure interactive behavior. Based on this background, tutoring behavior is examined in adult-child, adult-adult, and adult-robot interactions by applying the developed methods. The findings reveal that the learner’s feedback is a constituent part of the natural tutoring interaction and shapes the tutor’s demonstration behavior. The work provides an insightful understanding of interactional patterns and processes. From this it derives feedback strategies for human-robot tutoring interactions, with which a robot could prompt hand movement modifications during the tutor’s action demonstration by using its gaze, enabling robots to elicit advantageous modifications of the tutor’s behavior

    Tutoring in adult-child-interaction: On the loop of the tutor's action modification and the recipient's gaze

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    Pitsch K, Vollmer A-L, Rohlfing K, Fritsch J, Wrede B. Tutoring in adult-child-interaction: On the loop of the tutor's action modification and the recipient's gaze. Interaction Studies. 2014;15(1):55-98.Research of tutoring in parent-infant interaction has shown that tutors - when presenting some action - modify both their verbal and manual performance for the learner (‘motherese’, ‘motionese’). Investigating the sources and effects of the tutors’ action modifications, we suggest an interactional account of ‘motionese’. Using video-data from a semi-experimental study in which parents taught their 8 to 11 month old infants how to nest a set of differently sized cups, we found that the tutors’ action modifications (in particular: high arches) functioned as an orienting device to guide the infant’s visual attention (gaze). Action modification and the recipient’s gaze can be seen to have a reciprocal sequential relationship and to constitute a constant loop of mutual adjustments. Implications are discussed for developmental research and for robotic ‘Social Learning’. We argue that a robot system could use on-line feedback strategies (e.g. gaze) to pro-actively shape a tutor’s action presentation as it emerges

    Open Works: Between the Programmed and the Free, Art in Italy 1962 to 1972

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    This dissertation historicizes and theorizes a group of Italian artists who were among the first to use computers and cybernetics to make artworks, developing the genre of Arte Programmata, or Programmed Art. It argues that the artists of Arte Programmata (Bruno Munari, Enzo Mari, and collectives Gruppo T and Gruppo N) turned to the generative, interactive, and probabilistic aspects of early computers not simply as new media for making art but as platforms for radically altering what it means to be a participant in an increasingly mediated and networked world. This is apparent in how each of their works deploys computers to restructure the relationship between subjects and their environment. In kinetic sculptures modeled on computer programs, the audience is invited to participate in the creation of the work; in immersive environments based on cybernetics and information theory, visitors are simultaneously activated, disoriented, and manipulated; and underlying designs for home goods is a concept of the world as an adaptable, interconnected system of subjects and space. Far from being antagonistic to liberty, Arte Programmata’s multi-faceted oeuvre demonstrates that technology supports individual’s capacity to act upon and affect their environment. Therefore I contend we should understand that programming, cybernetic systems, and even control are not categorically antithetical to individual freedom but comprise the conditions that allow for and encourage subjective agency. Bridging art history and media studies, this dissertation underscores how both art and technology are ways of visualizing and structuring social interaction, and it argues for a reassessment of the political, critical, and even visionary role of new media art like Arte Programmata

    The Revolution Will Be Framed: How Organizers and Participants Used Communication Media During the Arab Spring Revolution in Tunisia

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    abstract: The Arab Spring revolutions of 2010-11 raised important questions about how social-movement actors use new communication technologies, such as social media, for communication and organizing during episodes of contentious politics. This dissertation examines how organizers of and participants in Tunisia’s Arab Spring revolution used communication technologies such as Facebook, blogs, news websites, email, television, radio, newspapers, telephones, and interpersonal communication. The dissertation approaches the topic through the communication paradigm of framing, which the author uses to tie together theories of social movements, neo-patrimonialism, and revolution. The author traveled to Tunisia and conducted 44 interviews with organizers and participants about their uses of communication media, the frames they constructed and deployed, their framing strategies, their organizing activities, and their experiences of the revolution. The most common frames were those of the regime’s corruption, economic issues, and the security forces’ brutality. Interviewees deployed a hybrid network of media to disseminate these frames; Facebook represented a single node in the network, though many interviewees used it more than any other node. To explain the framing process and the resonance of the frames deployed by revolutionaries, the dissertation creates the concept of the alternative narrative, which describes how revolutionaries used a hybrid network to successfully construct an alternative to the narrative constructed by the regime. The dissertation also creates the concept of authoritarian weakening, to explain how citizens can potentially weaken neo-patrimonial regimes under conditions concerning corruption, poverty, and the introduction of civil society and of new communication technologies.Dissertation/ThesisDoctoral Dissertation Journalism and Mass Communication 201

    Protocols for a procedural space for failing

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    This article presents a glossary of protocols for dis(abling) artistic research in academic institutions to activate a forum for institutional critique. It focuses on crafting spaces that foreground non-ableist modes of existence and socialities. The protocols welcome useless failures—not feeding a neoliberal discourse of coaching. Non-normative body-minds are experts in failure. Pressured by growing productivity requirements, art education institutions standardise deadlines, the measurements of research impact and their spaces. These constant readjustments are based on flawlessly able bodies. The protocols highlight invisible disabilities, especially considering the neuroqueer subjectivities in art schools

    Protocols for a Procedural Space for Failing

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