47 research outputs found

    Proceedings from NordiCHI 2008 Workshop Sunday October 19, 2008

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    This paper raises themes that are seen as some of the challenges facing the emerging practice and research field of Human Work Interaction Design. The paper has its offset in the discussions and writings that have been dominant within the IFIP Working Group on Human Work Interaction Design (name HWID) through the last two and half years since the commencement of this Working Group. The paper thus provides an introduction to the theory and empirical evidence that lie behind the combination of empirical work studies and interaction design. It also recommends key topics for future research in Human Work Interaction Design

    Design and Study of Emotions in Virtual Humans for Assistive Technologies

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    This thesis presents the design and study of emotionally aligned prompts given by virtual humans for persons with cognitive disabilities such as Alzheimer’s disease and related dementias (ADRD). Our goal is to understand how emotions in virtual humans are interpreted by people. Persons with ADRD often need assistance from a care partner to complete activities of daily living such as washing hands, making food, or getting dressed. Artificially intelligent systems have been developed that can assist in such situations by giving automated prompts or cues. Our long term aim is to enhance such systems by delivering automated prompts that are emotionally aligned with individuals in order to help with prompt adherence and with long-term adoption. As a step in this direction, we designed and conducted user study with three different virtual humans, who expressively communicate prompts for a simple handwashing task. The user study was conducted in two phases. The phase I study had all age group people as participants and involved a female virtual human character with facial expressions and body gestures. The phase II study had elderly people as participants and involved both male and female virtual human characters with a focus on their facial expressions. Prompts were evaluated with respect to three basic and important dimensions of emotional experience: evaluation, potency, and activity. The results of the phase I study showed that, people generally agree on the evaluation dimension, whereas in phase II, we had more consensus on evaluation and potency dimensions and were close to consensus on activity. This thesis gives an overview of the hand washing system, and then details the design of the virtual human character and prompts and the results and analysis of the user study for both phases

    Un modèle computationnel d'intelligence culturelle ouvert et extensible

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    Avec le phénomène de la globalisation qui prend de l'ampleur, les différences culturelles, dans les communications interculturelles, amènent leur lot de problèmes inévitables. Geet Hofstede a exprimé de manière représentative ce phénomène : "Culture is more often a source of conflict than of synergy. Cultural differences are a nuisance at best and often a disaster." (Geert Hofstede, Emeritus Professor, Maastricht University.) Dans la revue de la littérature, jusqu'à ce jour, les recherches relatives à l'intelligence culturelle (IC) utilisent les méthodes traditionnelles pour mesurer l'IC et trouver des solutions aux problèmes relatifs à l'IC. Ces méthodes dépendent essentiellement de questionnaires évaluant des aspects distincts, de documents (Ng et Earley, 2006) et d'évaluations variées, guidées par les connaissances spécialisées et des qualités psychologiques d'experts de l'IC. Ces façons de faire réduisent le nombre de solutions possibles. À notre connaissance, aucune recherche au sujet de l'IC n'a été empiriquement informatisée jusqu'à maintenant. En conséquence, l'intégration de l'IC dans le domaine de l'intelligence artificielle (IA) reste absente. L'objectif principal de la recherche est donc de créer un modèle computationnel de l'IC et de l'implémenter dans un système expert. Ce système se nomme Système Expert Neuro-Flou d'Intelligence Culturelle (SENFIC). Il intègre l'expertise d'experts de l'IC en intégrant le fruit des études à propos des quatre dimensions de l'IC comme un tout intégré et s'influençant les unes des autres. Il devrait permettre éventuellement d'atteindre un meilleur niveau de performance que celui des experts de l'IC. Comme un système intelligent efficace, il fournit une recommandation globale au problème et une forme de système de règles permettant l'adaptabilité des individus et des organisations à un environnement interculturel. C'est dans ce contexte que le SENFIC a vu le jour. Nous combinons deux techniques intelligentes dans le cadre du système. La technique d'hybride neuro-floue intégrant la logique floue et le réseau de neurones artificiels, et la technique du système expert. La technique de logique floue est une bonne solution pour exprimer des problèmes originalement en langue imprécise et naturelle, comme ceux soulevés dans les recherches relatives à l'IC. La technique du réseau de neurones artificiels aide le système à atteindre un niveau d'autorégulation, d'auto-adaptation et d'autoapprentissage. Le système expert utilise des connaissances et des procédures d'inférence dans le but de résoudre des problèmes difficiles, requérant normalement une expertise humaine dans le domaine d'IC. Ainsi, le SENFIC exprime des connaissances sous une forme facilement comprise par les utilisateurs, et traite les demandes simples en langage naturel plutôt qu'en langage de programmation. En utilisant une nouvelle approche pour la technique de soft-computing en concevant la technique hybride comme le cœur du système, notre SENFIC devient alors capable de raisonner et d'apprendre dans un environnement culturel incertain et imprécis. Ce SENFIC est ouvert et extensible, autant au niveau interne qu'externe. Au niveau interne, le modèle computationnel de l'IC fournit une interface standard pouvant faciliter le développement secondaire et la mise en pratique du système. Au niveau externe, le SENFIC a la capacité de se présenter comme un agent d'extension permettant l'intégration à n'importe quel système intelligent existant, pour que ce système devienne culturellement intelligent. Le SENFIC est « conscient de l'intelligence culturelle ». Cela représente une percée amenant son lot de contributions dans les domaines de l'IC et de l'IA.\ud ______________________________________________________________________________ \ud MOTS-CLÉS DE L’AUTEUR : intelligence culturelle, logique floue, réseaux de neurones artificiels, soft-computing, hybride neuro-floue, système exper

    Enhancing Free-text Interactions in a Communication Skills Learning Environment

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    Learning environments frequently use gamification to enhance user interactions.Virtual characters with whom players engage in simulated conversations often employ prescripted dialogues; however, free user inputs enable deeper immersion and higher-order cognition. In our learning environment, experts developed a scripted scenario as a sequence of potential actions, and we explore possibilities for enhancing interactions by enabling users to type free inputs that are matched to the pre-scripted statements using Natural Language Processing techniques. In this paper, we introduce a clustering mechanism that provides recommendations for fine-tuning the pre-scripted answers in order to better match user inputs

    Virtual workplaces : when metaphors breakdown

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    Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1998.Includes bibliographical references (leaves 79-81).Our model of work is shaped by the places we choose to work and the tools we choose to work with. As we introduce new technologies and build new environments our model is changing. Today's virtual workplaces are grounded in models of work that have been reformed from our experiences using current technology in physical workspace. However we are discovering opportunities and possibilities for work in collaborative, virtual environments that question physical models. Emerging patterns of distributed collaboration in persistent virtual environments are changing the way we work in time and space, recasting our notion of workplace. Virtual workplaces are interpreted and experienced through metaphors that describe a space of potential for work occurrences. Through the lens of metaphors, this research focuses on breakdowns between collaborative work and the environment in which work occurs. If what we understand and predict is based on what we already know, then by examining the breakdowns between design and use of collaborative environments we can illuminate the space of possibilities for collaborative work.by Thomas W.I. Gallemore.M.S

    Fielding Design, Design Fielding:Learning, Leading & Organising in New Territories

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    A framing question; What does (meaningful) collaboration look like in action? led to the search for and identification of a polycontext, a site where advanced collaborative activity is intelligible. This research aims to explore how the epistemic foundations of learning and design theory can adapt to collaborative approaches to organizing, learning and leadership as the macro-economic transition of digital transformation proceeds. Through embedded ethnographic engagement within a learning organization facilitating group-oriented, design-led collaborative learning experiences, a case study investigates multiple sites within a global organizational network whose distinctive methodology and culture provides a setting emblematic of frontier digital economic activity. The organization’s activity generates environments which notionally act as boundary sites where negotiation of epistemic difference is necessitated, consequently distinctive forms of expertise in brokerage and perspective-taking arise to support dynamic coordination, presenting a distinct take on group-oriented learning. Comprising interacting investigation of communities of facilitators and learning designers tasked to equip learners with distinctive forms of integrative expertise, with the objective of forming individuals adept at rapid orientation to contingent circumstances achieved by collaborative organizing. In parallel, investigating narratives of an organization’s formation led to grounded theory about how collaborative activity is enabled by shared reframing practices. Consequently, the organization anticipates and reshapes the field it operates within, the research discusses scalar effects of learning communities on industry work practices. The inquiry interrogates design-led learning and expertise formation apt for transformative activity within and beyond the digital economy. Exploring how methodological innovations within collaborative learning organizations are enacted and scaled, primary perspectives on design-led, group-oriented learning are evaluated alongside relevant secondary theoretic perspectives on collaborative organizing, learning and leading. The study synthesizes contributions that point to expansions of existing learning paradigms and anticipates how collaborative learning by design intervenes with the schematic assumptions at work in individuals, communities and fields. Observational insight, systematic analysis and theoretical evaluation are applied to problematize assumptions underlying social theory to anticipate generational expansions to the design methods field which responds to inadequacies in planning and organizing approaches applied by design. The research attempts to habituate understanding from outside design methods to better equip an explanatory understanding of contemporary design-led learning and expertise formation occurring in modern professional structures, especially in the creative industries. Together, the research investigates how learners navigate challenges of organizing, learning and leading into unseen territories

    Designing for Peer Learning : Mathematics, Games and Peer Groups in Leisure-time Centers

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    Constrained by national tests and the mathematics curriculum, teachers have problems finding time for exploratory and hands-on mathematical activities, especially so in classes with a reduced pace of progression, for example because of a large proportion of second-language learners. Could the leisure-time center, where time is not earmarked, provide such opportunities? The conclusion of this thesis is that this can be done, on the condition that designed activities build on the central premise of the leisure-time center: children have the right to choose which activities to engage with. The thesis is interdisciplinary, combining design research, situated cognition/embodied interaction, and pedagogy. The empirical material comes from a design project conducted in collaboration with the Rook, a multicultural school with an integrated leisure-time center. The participating children were 7-9 years old. The games studied were card and board games, especially combinatorial mathematics games (Set and Nim). The situated and embodied approach towards design is reflected in the analysis, which approaches visual artifacts as parts of multimodal communicative scenes with many co-present participants engaged in playing games or solving problems. It is shown that children learn the game through observation and participation, either as players or in non-playing roles. For many games, rules are written in a format that is inaccessible to children. One of the design tasks in the project has been to develop secondary artifacts related to games: graphic guides, conceptual maps, and paper-based exercises that can be used by children without adult support. The premise of the learners’ right to choose has many consequences for the design of learning activities. One is that motivation changes from being a property of the learner to a property of the activity. In order to highlight this difference, this thesis proposes the notions of learnability and learnworthiness to describe those aspects of an activity and its context which make it motivating from the learner’s perspective. The thesis concludes with a discussion of how design can increase the learnability and learnworthiness of a learning activity. Watching the activity being practiced is the most important resource for potential participants to determine its learnability and learnworthiness. The qualities determining the learnworthiness of an activity are reciprocity, mastery, and the potential for closure. Watching a peer successfully solving a task increases the learnability for the observers as well. If problem-solvers think aloud and use their hands to move or point at cards, collaboration and learning by observers is facilitated. Providing games with non-competitive side activities creates opportunities for deliberate practice, and offers a safe entry for children who are reluctant to engage as players
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