507 research outputs found
COMM Notation for Specifying Collaborative and MultiModal Interactive Systems
International audienceMulti-user multimodal interactive systems involve multiple users that can use multiple interaction modalities. Although multi-user multimodal systems are becoming more prevalent (especially multimodal systems involving multitouch surfaces), their design is still ad-hoc without properly keeping track of the design process. Addressing this issue of lack of design tools for multi-user multimodal systems, we present the COMM (Collaborative and MultiModal) notation and its on-line editor for specifying multi-user multimodal interactive systems. Extending the CTT notation, the salient features of the COMM notation include the concepts of interactive role and modal task as well as a refinement of the temporal operators applied to tasks using the Allen relationships. A multimodal military command post for the control of unmanned aerial vehicles (UAV) by two operators is used to illustrate the discussion
e-COMM, un éditeur pour spécifier l'interaction multimodale et multiutilisateur
National audienceCet article présente l'éditeur e-COMM pour la spécification de systèmes interactifs multimodaux et multiutilisateurs à l'aide de la notation COMM. La majorité des notations dédiées à la conception des collecticiels offrent des moyens limités pour décrire l'interaction multimodale. Ainsi la notation COMM comble ce manque en introduisant de nouveaux concepts (tâche modale et rôle interactif) pour lier ces deux aspects : l'interaction multimodale et multiutilisateur. L'éditeur e-COMM vise alors deux objectifs : founir un outil facilement accessible et aider le concepteur à se concentrer sur la tâche d'édition en reposant autant que possible sur la manipulation directe
Description des tâches avec un système interactif multiutilisateur et multimodal : Etude comparative de notations
International audienceMulti-user multimodal interactive systems involve multiple users who can use multiple interactionmodalities. Multi-user multimodal systems are becoming more prevalent, especially systems based on largeshared multi-touch surfaces or video game centers such as Wii or Xbox. In this article we address thedescription of the tasks with such interactive systems. We review existing notations for the description of taskswith a multi-user multimodal interactive system and focus particularly on tree-based notations. For elementarytasks (e.g. actions), we also consider the notations that describe multimodal interaction. The contribution isthen a comparison of existing notations based on a set of organized concepts. While some concepts are generalto any notation, other concepts are specific to human-computer interaction, or to multi-user interaction andfinally to multimodal interaction.De nombreux systèmes interactifs, professionnels ou grand public, permettent conjointementl’interaction multiutilisateur et multimodale. Un système interactif est multimodal lorsqu’un utilisateur peutinteragir avec le système par l’usage de plusieurs modalités d’interaction (en entrée ou en sortie) de façonparallèle ou non. Nous constatons que de plus en plus de systèmes multiutilisateurs ou collecticiels sontmultimodaux, comme ceux construits autour d’une surface interactive et les consoles de jeu de type Wii ouXbox. Nous traitons dans cet article de la description des tâches-utilisateur avec de tels systèmes interactifsmultiutilisateurs et multimodaux. Précisément, nous dressons un panorama des notations existantes permettantla description des tâches mono ou multi-utilisateur avec une attention particulière pour les notations à based’arbre de tâches. Nous focalisons aussi sur les tâches élémentaires ou actions mono/multi-modales del’utilisateur en considérant les notations de description de l’interaction multimodale. Pour cela, nousproposons une étude comparative d'un ensemble de notations de description selon une grille d’analyseregroupant des concepts généraux à l’interaction et des concepts propres à l’interaction multiutilisateur etmultimodale
Enhanced Task Modelling for Systematic Identification and Explicit Representation of Human Errors
International audienceTask models produced from task analysis, are a very important element of UCD approaches as they provide support for describing users goals and users activities, allowing human factors specialists to ensure and assess the effectiveness of interactive applications. As user errors are not part of a user goal they are usually omitted from tasks descriptions. However, in the field of Human Reliability Assessment, task descriptions (including task models) are central artefacts for the analysis of human errors. Several methods (such as HET, CREAM and HERT) require task models in order to systematically analyze all the potential errors and deviations that may occur. However, during this systematic analysis, potential human errors are gathered and recorded separately and not connected to the task models. Such non integration brings issues such as completeness (i.e. ensuring that all the potential human errors have been identified) or combined errors identification (i.e. identifying deviations resulting from a combination of errors). We argue that representing human errors explicitly and systematically within task models contributes to the design and evaluation of error-tolerant interactive system. However, as demonstrated in the paper, existing task modeling notations, even those used in the methods mentioned above, do not have a sufficient expressive power to allow systematic and precise description of potential human errors. Based on the analysis of existing human error classifications, we propose several extensions to existing task modelling techniques to represent explicitly all the types of human error and to support their systematic task-based identification. These extensions are integrated within the tool-supported notation called HAMSTERS and are illustrated on a case study from the avionics domain
Virtual Dance and Motion-Capture
A general view of various ways in which virtual dance can be understood is presented in the first part of this article. It then appraises the uses of the term “virtual” in previous studies of digital dance. A more in-depth view of virtual dance as it relates to motion-capture is offered, and key issues are discussed regarding computer animation, digital imaging, motion signature, virtual reality and interactivity. The paper proposes that some forms of virtual dance be defined in relation to both digital technologies and contemporary theories of virtuality
A Model-Based Approach for Gesture Interfaces
The description of a gesture requires temporal analysis of values generated by input sensors, and it does not fit well the observer pattern traditionally used by frameworks to handle the user’s input. The current solution is to embed particular gesture-based interactions into frameworks by notifying when a gesture is detected completely. This approach suffers from a lack of flexibility, unless the programmer performs explicit temporal analysis of raw sensors data.
This thesis proposes a compositional, declarative meta-model for gestures definition based on Petri Nets. Basic traits are used as building blocks for defining gestures; each one notifies the change of a feature value. A complex gesture is defined by the composition of other sub-gestures using a set of operators. The user interface behaviour can be associated to the recognition of the whole gesture or to any other sub-component, addressing the problem of granularity for the notification of events.
The meta-model can be instantiated for different gesture recognition supports and its definition has been validated through a proof of concept library. Sample applications have been developed for supporting multi-touch gestures in iOS and full body gestures with Microsoft Kinect.
In addition to the solution for the event granularity problem, this thesis discusses how to separate the definition of the gesture from the user interface behaviour using the proposed compositional approach.
The gesture description meta-model has been integrated into MARIA, a model-based user interface description language, extending it with the description of full-body gesture interfaces
Designing usable mobile interfaces for spatial data
2010 - 2011This
dissertation
deals
mainly
with
the
discipline
of
Human-‐Computer
Interaction
(HCI),
with
particular
attention
on
the
role
that
it
plays
in
the
domain
of
modern
mobile
devices.
Mobile
devices
today
offer
a
crucial
support
to
a
plethora
of
daily
activities
for
nearly
everyone.
Ranging
from
checking
business
mails
while
traveling,
to
accessing
social
networks
while
in
a
mall,
to
carrying
out
business
transactions
while
out
of
office,
to
using
all
kinds
of
online
public
services,
mobile
devices
play
the
important
role
to
connect
people
while
physically
apart.
Modern
mobile
interfaces
are
therefore
expected
to
improve
the
user's
interaction
experience
with
the
surrounding
environment
and
offer
different
adaptive
views
of
the
real
world.
The
goal
of
this
thesis
is
to
enhance
the
usability
of
mobile
interfaces
for
spatial
data.
Spatial
data
are
particular
data
in
which
the
spatial
component
plays
an
important
role
in
clarifying
the
meaning
of
the
data
themselves.
Nowadays,
this
kind
of
data
is
totally
widespread
in
mobile
applications.
Spatial
data
are
present
in
games,
map
applications,
mobile
community
applications
and
office
automations.
In
order
to
enhance
the
usability
of
spatial
data
interfaces,
my
research
investigates
on
two
major
issues:
1. Enhancing
the
visualization
of
spatial
data
on
small
screens
2. Enhancing
the
text-‐input
methods
I
selected
the
Design Science Research approach
to
investigate
the
above
research
questions.
The
idea
underling
this
approach
is
“you
build artifact to learn from it”, in
other
words
researchers
clarify
what
is
new
in
their
design.
The
new
knowledge
carried
out
from
the
artifact
will
be
presented
in
form
of
interaction
design
patterns
in
order
to
support
developers
in
dealing
with
issues
of
mobile
interfaces.
The
thesis
is
organized
as
follows.
Initially
I
present
the
broader
context,
the
research
questions
and
the
approaches
I
used
to
investigate
them.
Then
the
results
are
split
into
two
main
parts.
In
the
first
part
I
present
the
visualization
technique
called
Framy.
The
technique
is
designed
to
support
users
in
visualizing
geographical
data
on
mobile
map
applications.
I
also
introduce
a
multimodal
extension
of
Framy
obtained
by
adding
sounds
and
vibrations.
After
that
I
present
the
process
that
turned
the
multimodal
interface
into
a
means
to
allow
visually
impaired
users
to
interact
with
Framy.
Some
projects
involving
the
design
principles
of
Framy
are
shown
in
order
to
demonstrate
the
adaptability
of
the
technique
in
different
contexts.
The
second
part
concerns
the
issue
related
to
text-‐input
methods.
In
particular
I
focus
on
the
work
done
in
the
area
of
virtual
keyboards
for
mobile
devices.
A
new
kind
of
virtual
keyboard
called
TaS
provides
users
with
an
input
system
more
efficient
and
effective
than
the
traditional
QWERTY
keyboard.
Finally,
in
the
last
chapter,
the
knowledge
acquired
is
formalized
in
form
of
interaction
design
patterns. [edited by author]X n.s
Cognitive architecture of multimodal multidimensional dialogue management
Numerous studies show that participants of real-life dialogues happen to get involved in rather dynamic non-sequential interactions. This challenges the dialogue system designs based on a reactive interlocutor paradigm and calls for dialog systems that can be characterised as a proactive learner, accomplished multitasking planner and adaptive decision maker. Addressing this call, the thesis brings innovative integration of cognitive models into the human-computer dialogue systems. This work utilises recent advances in Instance-Based Learning of Theory of Mind skills and the established Cognitive Task Analysis and ACT-R models. Cognitive Task Agents, producing detailed simulation of human learning, prediction, adaption and decision making, are integrated in the multi-agent Dialogue Man-ager. The manager operates on the multidimensional information state enriched with representations based on domain- and modality-specific semantics and performs context-driven dialogue acts interpretation and generation. The flexible technical framework for modular distributed dialogue system integration is designed and tested. The implemented multitasking Interactive Cognitive Tutor is evaluated as showing human-like proactive and adaptive behaviour in setting goals, choosing appropriate strategies and monitoring processes across contexts, and encouraging the user exhibit similar metacognitive competences
Chatbots for Modelling, Modelling of Chatbots
Tesis Doctoral inédita leída en la Universidad Autónoma de Madrid, Escuela Politécnica Superior, Departamento de Ingeniería Informática. Fecha de Lectura: 28-03-202
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