93 research outputs found

    Empathic Agent Technology (EAT)

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    A new view on empathic agents is introduced, named: Empathic Agent Technology (EAT). It incorporates a speech analysis, which provides an indication for the amount of tension present in people. It is founded on an indirect physiological measure for the amount of experienced stress, defined as the variability of the fundamental frequency of the human voice. A thorough review of literature is provided on which the EAT is founded. In addition, the complete processing line of this measure is introduced. Hence, the first generally applicable, completely automated technique is introduced that enables the development of truly empathic agents

    Designing an Adaptive Web Navigation Interface for Users with Variable Pointing Performance

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    Many online services and products require users to point and interact with user interface elements. For individuals who experience variable pointing ability due to physical impairments, environmental issues or age, using an input device (e.g., a computer mouse) to select elements on a website can be difficult. Adaptive user interfaces dynamically change their functionality in response to user behavior. They can support individuals with variable pointing abilities by 1) adapting dynamically to make element selection easier when a user is experiencing pointing difficulties, and 2) informing users about these pointing errors. While adaptive interfaces are increasingly prevalent on the Web, little is known about the preferences and expectations of users with variable pointing abilities and how to design systems that dynamically support them given these preferences. We conducted an investigation with 27 individuals who intermittently experience pointing problems to inform the design of an adaptive interface for web navigation. We used a functional high-fidelity prototype as a probe to gather information about user preferences and expectations. Our participants expected the system to recognize and integrate their preferences for how pointing tasks were carried out, preferred to receive information about system functionality and wanted to be in control of the interaction. We used findings from the study to inform the design of an adaptive Web navigation interface, PINATA that tracks user pointing performance over time and provides dynamic notifications and assistance tailored to their specifications. Our work contributes to a better understanding of users' preferences and expectations of the design of an adaptive pointing system

    Ambient intelligence in emotion based ubiquitous decision making

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    As the time goes on, it is a question of common sense to involve in the process of decision making people scattered around the globe. Groups are created in a formal or informal way, exchange ideas or engage in a process of argumentation and counterargumentation, negotiate, cooperate, collaborate or even discuss techniques and/or methodologies for problem solving. In this work it is proposed an agent-based architecture to support a ubiquitous group decision support system, i.e. based on the concept of agent, which is able to exhibit intelligent, and emotional-aware behaviour, and support argumentation, through interaction with individual persons or groups. It is enforced the paradigm of Mixed Initiative Systems, so the initiative is to be pushed by human users and/or intelligent agents

    Ambient intelligence in emotion based ubiquitous decision making

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    As the time goes on, it is a question of common sense to involve in the process of decision making people scattered around the globe. Groups are cre- ated in a formal or informal way, exchange ideas or engage in a process of argumentation and counter- argumentation, negotiate, cooperate, collaborate or even discuss techniques and/or methodologies for problem solving. In this work it is proposed an agent-based architecture to support a ubiquitous group decision support system, i.e. based on the concept of agent, which is able to exhibit intelli- gent, and emotional-aware behaviour, and support argumentation, through interaction with individual persons or groups. It is enforced the paradigm of Mixed Initiative Systems, so the initiative is to be pushed by human users and/or intelligent agents

    The Distributed User Modeling Shell System (DUMSS): A Conceptual Framework for Eliciting User Models

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    With the advances in communication technology, large volumes of information can transfer across continents within a fraction of a second. Nevertheless, computer users still suffer from unpleasant situations when they interact with systems and are required to adapt to systems rather than the other way round. User modeling aims to overcome this problem by enabling computer systems to interact with users according to the users’ models, i.e., goals, knowledge, and preferences of users. Although, user modeling has shown invaluable benefits, methods of capturing user information to build precise and useful user models are still in their early states. This paper proposes a new approach for gathering user information by pooling the information from different systems. This concept, entitled Distributed User Modeling (DUM) is based on a method in which sensors built into each system contribute specific user information to the pooling. Having multiple sources of user information increases the possibility that a system can generate reliable user models. A general model of DUM is presented in this paper. The conceptual framework of the Distributed Fuzzy Object-Oriented User Modeling System (DFOOUMS) that uses DUM as its basis structure is also presented

    The design-by-adaptation approach to universal access: learning from videogame technology

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    This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation

    User Affective State Assessment for HCI Systems

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    Multidimensional Charts

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    This work presents a new visual representation of multidimensional data and compares its usefulness in terms of effectiveness and efficiency with tabular representations. This idea makes two important contributions. First, it shows the feasibility of representing multidimensional data in 2D and 3D charts that are understandable by humans. Second, it builds on the theory of cognitive fit by testing the appropriateness of graphical representations to convey information of complex problems. In particular, it shows multidimensional data representation that has not been tested, perhaps due to the lack of a suitable graphical representation. The charts proposed are better representations of information stored in data warehouses than those provided by data cubes. The proposed format can be used to represent fuzzy variables, and are suitable for implementation in dashboards
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