971,074 research outputs found

    Toward a model of computational attention based on expressive behavior: applications to cultural heritage scenarios

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    Our project goals consisted in the development of attention-based analysis of human expressive behavior and the implementation of real-time algorithm in EyesWeb XMI in order to improve naturalness of human-computer interaction and context-based monitoring of human behavior. To this aim, perceptual-model that mimic human attentional processes was developed for expressivity analysis and modeled by entropy. Museum scenarios were selected as an ecological test-bed to elaborate three experiments that focus on visitor profiling and visitors flow regulation

    Islands in the grammar? Standards of evidence

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    When considering how a complex system operates, the observable behavior depends upon both architectural properties of the system and the principles governing its operation. As a simple example, the behavior of computer chess programs depends upon both the processing speed and resources of the computer and the programmed rules that determine how the computer selects its next move. Despite having very similar search techniques, a computer from the 1990s might make a move that its 1970s forerunner would overlook simply because it had more raw computational power. From the naïve observer’s perspective, however, it is not superficially evident if a particular move is dispreferred or overlooked because of computational limitations or the search strategy and decision algorithm. In the case of computers, evidence for the source of any particular behavior can ultimately be found by inspecting the code and tracking the decision process of the computer. But with the human mind, such options are not yet available. The preference for certain behaviors and the dispreference for others may theoretically follow from cognitive limitations or from task-related principles that preclude certain kinds of cognitive operations, or from some combination of the two. This uncertainty gives rise to the fundamental problem of finding evidence for one explanation over the other. Such a problem arises in the analysis of syntactic island effects – the focu

    A Meta Review of HCI Literature: Citation Impact and Research Productivity Rankings

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    The objective of this study is to conduct a meta-review analysis of the human-computer interaction (HCI) literature by investigating research productivity and conducting a citation analysis of individuals, institutions, and countries. The meta-analysis focuses on the three leading peer-reviewed, refereed journals in this area: International Journal of Human-Computer Interaction, Human-Computer Interaction, and Behavior and Information Technology. Results indicate that research productivity is exploding and that there are several leading authors and foundation publications that are referenced regularly

    Automated drowsiness detection for improved driving safety

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    Several approaches were proposed for the detection and prediction of drowsiness. The approaches can be categorized as estimating the fitness of duty, modeling the sleep-wake rhythms, measuring the vehicle based performance and online operator monitoring. Computer vision based online operator monitoring approach has become prominent due to its predictive ability of detecting drowsiness. Previous studies with this approach detect driver drowsiness primarily by making preassumptions about the relevant behavior, focusing on blink rate, eye closure, and yawning. Here we employ machine learning to datamine actual human behavior during drowsiness episodes. Automatic classifiers for 30 facial actions from the Facial Action Coding system were developed using machine learning on a separate database of spontaneous expressions. These facial actions include blinking and yawn motions, as well as a number of other facial movements. In addition, head motion was collected through automatic eye tracking and an accelerometer. These measures were passed to learning-based classifiers such as Adaboost and multinomial ridge regression. The system was able to predict sleep and crash episodes during a driving computer game with 96% accuracy within subjects and above 90% accuracy across subjects. This is the highest prediction rate reported to date for detecting real drowsiness. Moreover, the analysis revealed new information about human behavior during drowsy drivin

    The mechanics of trust: a framework for research and design

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    With an increasing number of technologies supporting transactions over distance and replacing traditional forms of interaction, designing for trust in mediated interactions has become a key concern for researchers in human computer interaction (HCI). While much of this research focuses on increasing users’ trust, we present a framework that shifts the perspective towards factors that support trustworthy behavior. In a second step, we analyze how the presence of these factors can be signalled. We argue that it is essential to take a systemic perspective for enabling well-placed trust and trustworthy behavior in the long term. For our analysis we draw on relevant research from sociology, economics, and psychology, as well as HCI. We identify contextual properties (motivation based on temporal, social, and institutional embeddedness) and the actor's intrinsic properties (ability, and motivation based on internalized norms and benevolence) that form the basis of trustworthy behavior. Our analysis provides a frame of reference for the design of studies on trust in technology-mediated interactions, as well as a guide for identifying trust requirements in design processes. We demonstrate the application of the framework in three scenarios: call centre interactions, B2C e-commerce, and voice-enabled on-line gaming

    Knowledge Based Systems: A Critical Survey of Major Concepts, Issues, and Techniques

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    This Working Paper Series entry presents a detailed survey of knowledge based systems. After being in a relatively dormant state for many years, only recently is Artificial Intelligence (AI) - that branch of computer science that attempts to have machines emulate intelligent behavior - accomplishing practical results. Most of these results can be attributed to the design and use of Knowledge-Based Systems, KBSs (or ecpert systems) - problem solving computer programs that can reach a level of performance comparable to that of a human expert in some specialized problem domain. These systems can act as a consultant for various requirements like medical diagnosis, military threat analysis, project risk assessment, etc. These systems possess knowledge to enable them to make intelligent desisions. They are, however, not meant to replace the human specialists in any particular domain. A critical survey of recent work in interactive KBSs is reported. A case study (MYCIN) of a KBS, a list of existing KBSs, and an introduction to the Japanese Fifth Generation Computer Project are provided as appendices. Finally, an extensive set of KBS-related references is provided at the end of the report
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