142,719 research outputs found

    Machine Learning Methods for Spoken Dialogue Simulation and Optimization

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    Computers and electronic devices are becoming more and more present in our day-to-day life. This can of course be partly explained by their ability to ease the achievement of complex and boring tasks, the important decrease of prices or the new entertainment styles they offer. Yet, this real incursion in everybody's life would not have been possible without an important improvement of Human-Computer Interfaces (HCI). This is why HCI are now widely studied and become a major trend of research among the scientific community. Designing “user-friendly” interfaces usually requires multidisciplinary skills in fields such as computer science, ergonomics, psychology, signal processing etc. In this chapter, we argue that machine learning methods can help in designing efficient speech-based humancomputer interfaces

    Interacting with Presence. HCI and the Sense of Presence in Computer-mediated Environments

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    The experience of using and interacting with the newest Virtual Reality and computing technologies is profoundly affected by the extent to which we feel ourselves to be really ‘present’ in computer-generated and -mediated augmented worlds. This feeling of 'Presence’, of “being inside the mediated world”, is key to understanding developments in applications such as interactive entertainment, gaming, psychotherapy, education, scientific visualisation, sports training and rehabilitation, and many more. This edited volume, featuring contributions from internationally renowned scholars, provides a comprehensive introduction to and overview of the topic of mediated presence - or ‘tele-presence’ - and of the emerging field of presence research. It is intended for researchers and graduate students in human-computer interaction, cognitive science, psychology, cyberpsychology and computer science, as well as for experienced professionals from the ICT industry. The editors are all well-known professional researchers in the field: Professor Giuseppe Riva from the Catholic University of Milan, Italy; Professor John Waterworth from UmeĂ„ University, Sweden; Dianne Murray, an HCI Consultant and editor of the journal “Interacting with Computers”

    Collaborative computer personalities in the game of chess

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    Computer chess has played a crucial role in Artificial Intelligence research since the creation of the modem computer. It has gained this prominent position due to the large domain that it encompasses, including psychology, philosophy and computer science. The new and innovative techniques initially created for computer chess have often been successfully transferred to other divergent research areas such as theorem provers and economic models. The progress achieved by computers in the game of chess has been illustrated by Deep Blue’s famous victory over Garry Kasparov in 1997. However, further improvements are required if more complex problems are to be solved. In 1999 the Kasparov versus the World match took place over the Internet. The match allowed chess players from around the world to collaborate in a single game of chess against the then world champion, Garry Kasparov. The game was closely fought with Kasparov coming out on top. One of the most surprising aspects of the contest was the high quality of play achieved by the World team. The World team consisted of players with varying skill and style of play, despite this they achieved a level of play that was considered better than any of its individual members. The purpose of this research is to investigate if collaboration by different players can be successfully transferred to the domain of computer chess

    A systematic review of the literature in nature on human-computer interaction: Preliminary results

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    For the past three decades, computers have been dominating the way many people create, manage, and use information. Subsequently, Human-Computer Interaction (HCI) became an essential area of Information Studies. Due to its interdisciplinary nature, HCI has been defined loosely by what its constituting fields, such as Information Studies, Computer Science and Psychology, perceive as HCI research. A broader view of HCI remains unclear. One way to formulate such a broad view is to examine how scientific journals that represent a wide range of disciplines portray HCI. One comprehensive and prestigious scientific community that mentions the term "human-computer-interaction" as a field of study in its published body of articles is the Nature publications and journals. Through multiple rounds of screening, we identified 53 relevant publications across the Nature database and analyzed these articles using the Qualitative Analysis of Content method. The preliminary results show an exponential increase in the use of the term "human-computer-interaction" over the past six years in Nature publications. Our results also suggest that the scientific community represented in Nature views HCI as an independent field of research
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