11,061 research outputs found

    Annotated Bibliography: Anticipation

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    Lessons from digital puppetry - Updating a design framework for a perceptual user interface

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    While digital puppeteering is largely used just to augment full body motion capture in digital production, its technology and traditional concepts could inform a more naturalized multi-modal human computer interaction than is currently used with the new perceptual systems such as Kinect. Emerging immersive social media networks with their fully live virtual or augmented environments and largely inexperienced users would benefit the most from this strategy. This paper intends to define digital puppeteering as it is currently understood, and summarize its broad shortcomings based on expert evaluation. Based on this evaluation it will suggest updates and experiments using current perceptual technology and concepts in cognitive processing for existing human computer interaction taxonomy. This updated framework may be more intuitive and suitable in developing extensions to an emerging perceptual user interface for the general public

    Programmatic and Direct Manipulation, Together at Last

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    Direct manipulation interfaces and programmatic systems have distinct and complementary strengths. The former provide intuitive, immediate visual feedback and enable rapid prototyping, whereas the latter enable complex, reusable abstractions. Unfortunately, existing systems typically force users into just one of these two interaction modes. We present a system called Sketch-n-Sketch that integrates programmatic and direct manipulation for the particular domain of Scalable Vector Graphics (SVG). In Sketch-n-Sketch, the user writes a program to generate an output SVG canvas. Then the user may directly manipulate the canvas while the system immediately infers a program update in order to match the changes to the output, a workflow we call live synchronization. To achieve this, we propose (i) a technique called trace-based program synthesis that takes program execution history into account in order to constrain the search space and (ii) heuristics for dealing with ambiguities. Based on our experience with examples spanning 2,000 lines of code and from the results of a preliminary user study, we believe that Sketch-n-Sketch provides a novel workflow that can augment traditional programming systems. Our approach may serve as the basis for live synchronization in other application domains, as well as a starting point for yet more ambitious ways of combining programmatic and direct manipulation.Comment: PLDI 2016 Paper + Supplementary Appendice

    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

    Freeform User Interfaces for Graphical Computing

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    報告番号: 甲15222 ; 学位授与年月日: 2000-03-29 ; 学位の種別: 課程博士 ; 学位の種類: 博士(工学) ; 学位記番号: 博工第4717号 ; 研究科・専攻: 工学系研究科情報工学専

    Can Big Whales Inspire Big Behaviors? A Study of Environmental Communication, and Nature Immersion

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    Direct contact with wild nature is becoming harder for people to access in present times, yet research suggests that experiencing nature is important to the formation of environmental values, which may lead to conservation behaviors. My thesis experiment theorizes that direct contact with nature has the ability to impact people\u27s behavioral beliefs and intentions toward the environment, applying Icek Ajzen\u27s Theory of Planned Behavior (TPB) and the New Ecological Paradigm Scale as measures. A questionnaire was administered post-whale watching trips in Juneau, Alaska to determine whether whales, direct experience with charismatic megafauna, could stimulate positive attitudes and behaviors toward recycling. The proposed study fills in gaps of previous research by adding a communication variable, in addition to the whales experienced, and measuring its effect with the questionnaire. This communication message expressed the link between people\u27s recycling behaviors and whales well-being. The study utilized participants\u27 intensity of experience with a whale as a second independent variable, and this whale acts as a proposed symbol for the environment at large. Recycling was chosen as the targeted behavior for this study, but the behavior is meant to represent positive behaviors toward the environment on a grander scale. This thesis research is intended to be a case study of whether nature, and human-mediated communication about it, can stimulate positive behaviors toward the environment. The study\u27s results affirmed positive TPB correlations, providing further support for the TPB model when applied to environmentally friendly behavioral intentions. Overall participants reported high ecological values, but questionnaire responses indicated that level of intensity of nature experience, and a human- mediated communication message, had little to no significant effect on reported behavioral intentions toward recycling, negating what had been hypothesized. More research is needed to further comprehend the interactions between experience in nature, human-mediated communication, and TPB
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