29,032 research outputs found
Hybrid solutions to the feature interaction problem
In this paper we assume a competitive marketplace where the features are developed by different enterprises, which cannot or will not exchange information. We present a classification of feature interaction in this setting and introduce an on-line technique which serves as a basis for the two novel <i>hybrid</i> approaches presented. The approaches are hybrid as they are neither strictly off-line nor on-line, but combine aspects of both. The two approaches address different kinds of feature interactions, and thus are complimentary. Together they provide a complete solution by addressing interaction detection and resolution. We illustrate the techniques within the communication networks domain
GEMINI: A Generic Multi-Modal Natural Interface Framework for Videogames
In recent years videogame companies have recognized the role of player
engagement as a major factor in user experience and enjoyment. This encouraged
a greater investment in new types of game controllers such as the WiiMote, Rock
Band instruments and the Kinect. However, the native software of these
controllers was not originally designed to be used in other game applications.
This work addresses this issue by building a middleware framework, which maps
body poses or voice commands to actions in any game. This not only warrants a
more natural and customized user-experience but it also defines an
interoperable virtual controller. In this version of the framework, body poses
and voice commands are respectively recognized through the Kinect's built-in
cameras and microphones. The acquired data is then translated into the native
interaction scheme in real time using a lightweight method based on spatial
restrictions. The system is also prepared to use Nintendo's Wiimote as an
auxiliary and unobtrusive gamepad for physically or verbally impractical
commands. System validation was performed by analyzing the performance of
certain tasks and examining user reports. Both confirmed this approach as a
practical and alluring alternative to the game's native interaction scheme. In
sum, this framework provides a game-controlling tool that is totally
customizable and very flexible, thus expanding the market of game consumers.Comment: WorldCIST'13 Internacional Conferenc
Keeping Context In Mind: Automating Mobile App Access Control with User Interface Inspection
Recent studies observe that app foreground is the most striking component
that influences the access control decisions in mobile platform, as users tend
to deny permission requests lacking visible evidence. However, none of the
existing permission models provides a systematic approach that can
automatically answer the question: Is the resource access indicated by app
foreground? In this work, we present the design, implementation, and evaluation
of COSMOS, a context-aware mediation system that bridges the semantic gap
between foreground interaction and background access, in order to protect
system integrity and user privacy. Specifically, COSMOS learns from a large set
of apps with similar functionalities and user interfaces to construct generic
models that detect the outliers at runtime. It can be further customized to
satisfy specific user privacy preference by continuously evolving with user
decisions. Experiments show that COSMOS achieves both high precision and high
recall in detecting malicious requests. We also demonstrate the effectiveness
of COSMOS in capturing specific user preferences using the decisions collected
from 24 users and illustrate that COSMOS can be easily deployed on smartphones
as a real-time guard with a very low performance overhead.Comment: Accepted for publication in IEEE INFOCOM'201
How the agent’s gender influence users’ evaluation of a QA system
In this paper we present the results of a pilot study investigating the effects of agents’ gender-ambiguous vs. gender-marked look on the perceived interaction quality of a multimodal question answering system. Eight test subjects interacted with three system agents, each having a feminine, masculine or gender-ambiguous look. The subjects were told each agent was representing a differently configured system. In fact, they were interacting with the same system. In the end, the subjects filled in an evaluation questionnaire and participated in an in-depth qualitative interview. The results showed that the user evaluation seemed to be influenced by the agent’s gender look: the system represented by the feminine agent achieved on average the highest evaluation scores. On the other hand, the system represented by the gender-ambiguous agent was systematically lower rated. This outcome might be relevant for an appropriate agent look, especially since many designers tend to develop gender-ambiguous characters for interactive interfaces to match various users’ preferences. However, additional empirical evidence is needed in the future to confirm our findings
Understanding consumer needs and preferences in new product development: the case of functional food innovations
As the majority of new products fail it is important to focus on the needs and preferences of the consumers in new product development. Consumers are increasingly recognised as important co-developers of innovations, often developing new functions for technologies, solving unforeseen problems and demanding innovative solutions. The central research question of the paper is: How to understand consumer needs and preferences in the context of new product development in order to improve the success of emerging innovations, such as functional foods. Important variables appear to be domestication, trust and distance, intermediate agents, user representations and the consumer- and product specific characteristics. Using survey and focus group data, we find that consumers need and prefer easy-to-use new products, transparent and accessible information supply by the producer, independent control of efficacy and safety, and introduction of a quality symbol for functional foods. Intermediate agents are not important in information diffusion. Producers should concentrate on consumers with specific needs, like athletes, women, obese persons, and stressed people. This will support developing products in line with the needs and mode of living of the users.consumer needs, preferences, new product development, functional foods
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Towards a tool for the subjective assessment of speech system interfaces (SASSI)
Applications of speech recognition are now widespread, but user-centred evaluation methods are necessary to ensure their success. Objective evaluation techniques are fairly well established, but previous subjective techniques have been unstructured and unproven. This paper reports on the first stage of the development of a questionnaire measure for the Subjective Assessment of Speech System Interfaces (SASSI). The aim of the research programme is to produce a valid, reliable and sensitive measure of users' subjective experiences with speech recognition systems. Such a technique could make an important contribution to theory and practice in the design and evaluation of speech recognition systems according to best human factors practice. A prototype questionnaire was designed, based on established measures for evaluating the usability of other kinds of user interface, and on a review of the research literature into speech system design. This consisted of 50 statements with which respondents rated their level of agreement. The questionnaire was given to users of four different speech applications, and Exploratory Factor Analysis of 214 completed questionnaires was conducted. This suggested the presence of six main factors in users' perceptions of speech systems: System Response Accuracy, Likeability, Cognitive Demand, Annoyance, Habitability and Speed. The six factors have face validity, and a reasonable level of statistical reliability. The findings form a userful theoretical and practical basis for the subjective evaluation of any speech recognition interface. However, further work is recommended, to establish the validity and sensitivity of the approach, before a final tool can be produced which warrants general use
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When users generate music playlists: When words leave off, music begins?
Music systems that generate playlists are gaining increasing popularity, yet ways to select songs to be acceptable to users is still elusive. We present the results of an explorative study that focused on the language of musically untrained end users for playlist choices, in a variety of listening contexts. Our results indicate that there are a number of opportunities for playlist recommendation or retrieval systems, particularly by taking context into account
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