37 research outputs found

    Information-rich user embodiment in groupware

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    Embodiments are virtual personifications of the user in real-time distributed groupware. Many embodiments in groupware are simple abstract 2D representations such as avatars and telepointers. Although current user embodiment techniques can reveal information related to position and orientation, they show far less than what is available in a face-to-face situation, and as a result, collaboration can become more difficult. The problem addressed in this research is that it is difficult for groupware users to recognize and characterize other participants using only their embodiments. The solution explored in this thesis is to provide more information about groupware users by enriching their embodiment. This scheme encodes state and context variables as visual augmentations on the embodiment. Providing information about characteristics such as skill, expertise, and experience can be valuable for collaboration; increasing the information in visual embodiments makes it easier and more natural for collaborators to recognize and characterize others, and thus coordinate activity, simplify communication, and find collaborators. Rich embodiments were tested in three separate experiments. The first experiment showed that users are able to recall a large number of variables displayed on embodiments, and are able to accurately determine the values of those variables. The second study showed that rich embodiments are useful in terms of collaboration and interaction in an actual groupware context – a multiplayer game. The final study further examined information-rich embodiment in a shared drawing task, and further revealed the potential of increasing awareness using embodiment

    Representing information using parametric visual effects on groupware avatars

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    Parametric visual effects such as texture generation and shape grammars can be controlled to produce visually perceptible variation. This variation can be rendered on avatars in groupware systems in real time to represent user information in online environments. This type of extra information has been shown to enrich recognition and characterization, but has previously been limited to iconic representations. Modern, highly graphical virtual worlds require more naturalistic and stylistically consistent techniques to represent information. A number of different parametric texture generation techniques are considered and a set of texture characteristics are developed. The variations of these texture characteristics are examined in a study to determine how well users can recognize the visual changes in each. Another study is done to determine how much screen space is required for users to recognize these visual changes in a subset of these texture characteristics. Additionally, an example shape generation system is developed as an example of how shape grammars and L-systems can be used to represent information using a space ship metaphor. These different parametric visual effects are implemented in an example prototype system using space ships. This prototype is a complete functioning groupware application developed in XNA that utilizes many parametric texture and shape effects

    Group reaching over digital tabletops with digital arm embodiments

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    In almost all collaborative tabletop tasks, groups require coordinated access to the shared objects on the table’s surface. The physical social norms of close-proximity interactions built up over years of interacting around other physical bodies cause people to avoid interfering with other people (e.g., avoiding grabbing the same object simultaneously). However, some digital tabletop situations require the use of indirect input (e.g., when using mice, and when supporting remote users). With indirect input, people are no longer physically embodied during their reaching gestures, so most systems provide digital embodiments – visual representations of each person – to provide feedback to both the person who is reaching and to the other group members. Tabletop arm embodiments have been shown to better support group interactions than simple visual designs, providing awareness of actions to the group. However, researchers and digital tabletop designers know little of how the design of digital arm embodiments affects the fundamental group tabletop interaction of reaching for objects. Therefore, in this thesis, we evaluate how people coordinate their interactions over digital tabletops when using different types of embodiments. Specifically, in a series of studies, we investigate how the visual design (what they look like) and interaction design (how they work) of digital arm embodiments affects a group’s coordinative behaviours in an open- ended parallel tabletop task. We evaluated visual factors of size, transparency, and realism (through pictures and videos of physical arms), as well as interaction factors of input and augmentations (feedback of interactions), in both a co-located and distributed environment. We found that the visual design had little effect on a group’s ability to coordinate access to shared tabletop items, that embodiment augmentations are useful to support group coordinative actions, and that there are large differences when the person is not physically co-present. Our results demonstrate an initial exploration into the design of digital arm embodiments, providing design guidelines for future researchers and designers to use when designing the next generation of shared digital spaces

    Temporal Trajectories in Shared Interactive Narratives

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    publication-status: Published© ACM, 2008. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in CHI '08 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, {ISBN 9781605580111, 2008} http://doi.acm.org/10.1145/1357054.1357067Temporal trajectories can represent the complex mappings between story time and clock time that are to be found in shared interactive narratives such as computer games and interactive performances. There are three kinds. Canonical trajectories express an author's intended mapping of story time onto clock time as part of the plot and schedule of an experience. Participant trajectories reflect a participant's actual journey through story time and clock time as they interact with the experience. Historic trajectories represent the subsequent selection and reuse of segments of recorded participant trajectories to create histories of past events. We show how temporal trajectories help us analyse the nature of time in existing experiences and can also generate new approaches to dealing with temporal issues such as: disengagement and reengagement, adapting to different paces of interaction, synchronising different participants, and enabling encounters and travel across time

    Steering in layers above the display surface

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    Interaction techniques that use the layers above the display surface to extend the functionality of pen-based digitized surfaces continue to emerge. In such techniques, stylus movements are constrained by the bounds of a layer inside which the interaction is active, as well as constraints on the direction of movement within the layer. The problem addressed in this thesis is that designers currently have no model to predict movement time (MT) or quantify the difficulty, for movement (steering) in layers above the display surface constrained by thickness of the layer, its height above the display, and the width and length of the path. The problem has two main parts: first, how to model steering in layers, and second, how to visualize the layers to provide feedback for the steering task. The solution described is a model that predicts movement time and that quantifies the difficulty of steering through constrained and unconstrained paths in layers above the display surface. Through a series of experiments we validated the derivation and applicability of the proposed models. A predictive model is necessary because the model serves as the basis for design of interaction techniques in the design space; and predictive models can be used for quantitative evaluation of interaction techniques. The predictive models are important as they allow researchers to evaluate potential solutions independent of experimental conditions.Addressing the second part of the problem, we describe four visualization designs using cursors. We evaluated the effectiveness of the visualization by conducting a controlled experiment

    ECSCW 2011 Conference Supplement: European Conference on Computer-Supported Cooperative Work Aarhus, 24.-28. September 2011

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    Dual eye-tracking (DUET) is a promising methodology to study and support collaborative work. The method consists of simultaneously recording the gaze of two collaborators working on a common task. The main themes addressed in the workshop are eye-tracking methodology (how to translate gaze measures into descriptions of joint action, how to measure and model gaze alignment between collaborators, how to address task specificity inherent to eye-tracking data) and more generally future applications of dual eye-tracking in CSCW. The DUET workshop will bring together scholars who currently develop the approach as well as a larger audience interested in applications of eye-tracking in collaborative situations. The workshop format will combine paper presentations and discussions. The papers are available online as PDF documents at http://www.dualeyetracking.org/DUET2011/

    Relação de colaboração entre universidade e indústria de software com base na gestão do conhecimento: uma abordagem exploratória

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    The current environment that characterizes the software industry is extremely dynamic and somewhat complex demanding high-performance solutions, rapid development and cost efficiency. The collaboration relationship with universities has been represented a key resource, to the extent that together more easily can promote technological development that underpins innovation solutions. In addition, several studies point out knowledge sharing as an important and strongly influential factor in a collaboration relationship. In this context, the present thesis aims to identify a set of factors that can enhance and/or facilitate the collaboration relationship between the university and the software industry in a sustainable way, based on knowledge management. In line with the general objective three research questions were defined: (i) What are the main motivations that lead to the decision of establishing a collaboration relationship?; (ii) What are the management mechanisms used in the governance of collaboration relationships?; (iii) What are the principles and culture of knowledge management and of knowledge sharing in these organizations? In order to answer those questions and, consequently, achieve the general objective, an initial quantitative study based on a questionnaire was conducted. This study aims to explore and understand the practice of knowledge sharing and collaboration in the context of a university. Overall it was concluded that, knowledge sharing positively affects the collaboration behavior. The obtained results also showed that in order to promote and encourage knowledge sharing and, consequently, to foster collaboration relationships, it is important to work mechanisms based on intrinsic motivation and networking. Subsequently, it was conducted a qualitative study based on interviews in order to identify a set of factors that could enhance/facilitate the collaboration relationship between the university and the software industry in a sustainable way, based on knowledge management. Participants with complementary visions and different experiences in the two types of involved industries and simultaneously, with decisionmaking positions were interviewed. The results revealed that collaboration relationships established among these organizations are set-up only as a ‘connection’. This ‘connection’ is characterized by being a simple exchange, without building a sustainable collaboration relationship; although, those involved point to advantages in the existence of a sustainable collaboration relationship. The results also revealed that the collaboration relationships are usually conducted through informal communication channels, which makes it difficult to capture and disseminate knowledge to other remaining members of each involved organizations. In nutshell and in practical terms, this work contributes to the identification and analysis of a set of factors that enhance a collaboration relationship between university and software industry. This result can support organizations in the strategies definition for the development of actions, in order to promote a sustainable collaboration relationship. In theoretical terms, this work contributes to the increase of the body of knowledge in the area, with empirical results, since the literature point the lack of empirical studies as the main gap in this area of knowledge.O atual ambiente que carateriza a indústria de software é extremamente dinâmico e, de certa forma complexo, exigindo soluções de alto desempenho, de desenvolvimento rápido e eficientes em termos de custos. A relação de colaboração com as universidades pode representar um recurso fundamental, na medida em que juntas mais facilmente podem promover o desenvolvimento tecnológico que está na base de soluções de inovação. Adicionalmente, são os vários estudos que apontam a partilha de conhecimento como um fator importante e fortemente influenciador de uma relação de colaboração. Neste contexto, a presente tese tem como objetivo identificar um conjunto de fatores que possam potencializar e/ou facilitar a relação de colaboração entre a universidade e a indústria de software de forma sustentável, com base na gestão do conhecimento. Em consonância com o objetivo geral, foram definidas três questões de investigação: (i) Quais são as principais motivações que levam à decisão de estabelecer uma relação de colaboração?; (ii) Quais são os mecanismos de gerenciamento usados na governança das relações de colaboração?; (iii) Quais são os princípios e a cultura da gestão do conhecimento e da partilha de conhecimento nessas organizações? Por forma a responder àquelas questões e, consequentemente, ao objetivo geral, numa fase inicial foi conduzido um estudo quantitativo através da aplicação de um questionário cujo objetivo foi o de explorar e compreender a prática da partilha de conhecimento e de colaboração no contexto de uma universidade. De uma maneira geral, concluiu-se que a partilha de conhecimento afeta positivamente o comportamento de colaboração. Os resultados obtidos mostram ainda que, por forma a promover e incentivar a partilha de conhecimento e, consequentemente, fomentar as relações de colaboração, é importante trabalhar os mecanismos baseados na motivação intrínseca e no networking. Seguidamente, foi conduzido um estudo qualitativo com base em entrevistas, com o objetivo de identificar um conjunto de fatores que pudessem melhorar e/ou facilitar a relação de colaboração entre a universidade e a indústria de software de forma sustentável, com base na gestão do conhecimento. Foram entrevistados participantes com visões complementares e experiências diferentes nos dois tipos de indústria envolvidas e, simultaneamente, que ocupassem posições com poder de decisão. Os resultados revelaram que as relações de colaboração estabelecidas entre essas organizações são configuradas apenas como uma ‘conexão’. Esta ‘conexão’ é caracterizada por ser uma troca simples, sem construir uma relação de colaboração sustentável; embora os envolvidos apontem vantagens na existência de uma relação de colaboração sustentável. Os resultados revelaram ainda que as relações de colaboração são, normalmente, conduzidas através de canais informais de comunicação, o que dificulta a captura e disseminação do conhecimento pelos restantes membros de cada uma das organizações envolvidas. Em jeito de conclusão e em termos práticos este trabalho contribui com a identificação e análise de um conjunto de fatores potenciadores de uma relação de colaboração entre a universidade e a indústria de software, podendo auxiliar as organizações envolvidas na definição de estratégias para o desenvolvimento de ações futuras, a fim de promover uma relação de colaboração sustentável. Em termos teóricos, este trabalho contribui para o aumento do corpo de conhecimento na área, com resultados provenientes de estudos empíricos, uma vez que a literatura aponta como principal lacuna a ausência daqueles (estudos empíricos), por forma a complementar e validar a teoria existente.Programa Doutoral em Engenharia e Gestão Industria

    Social Intelligence Design 2007. Proceedings Sixth Workshop on Social Intelligence Design

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    Designing Embodied Interactive Software Agents for E-Learning: Principles, Components, and Roles

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    Embodied interactive software agents are complex autonomous, adaptive, and social software systems with a digital embodiment that enables them to act on and react to other entities (users, objects, and other agents) in their environment through bodily actions, which include the use of verbal and non-verbal communicative behaviors in face-to-face interactions with the user. These agents have been developed for various roles in different application domains, in which they perform tasks that have been assigned to them by their developers or delegated to them by their users or by other agents. In computer-assisted learning, embodied interactive pedagogical software agents have the general task to promote human learning by working with students (and other agents) in computer-based learning environments, among them e-learning platforms based on Internet technologies, such as the Virtual Linguistics Campus (www.linguistics-online.com). In these environments, pedagogical agents provide contextualized, qualified, personalized, and timely assistance, cooperation, instruction, motivation, and services for both individual learners and groups of learners. This thesis develops a comprehensive, multidisciplinary, and user-oriented view of the design of embodied interactive pedagogical software agents, which integrates theoretical and practical insights from various academic and other fields. The research intends to contribute to the scientific understanding of issues, methods, theories, and technologies that are involved in the design, implementation, and evaluation of embodied interactive software agents for different roles in e-learning and other areas. For developers, the thesis provides sixteen basic principles (Added Value, Perceptible Qualities, Balanced Design, Coherence, Consistency, Completeness, Comprehensibility, Individuality, Variability, Communicative Ability, Modularity, Teamwork, Participatory Design, Role Awareness, Cultural Awareness, and Relationship Building) plus a large number of specific guidelines for the design of embodied interactive software agents and their components. Furthermore, it offers critical reviews of theories, concepts, approaches, and technologies from different areas and disciplines that are relevant to agent design. Finally, it discusses three pedagogical agent roles (virtual native speaker, coach, and peer) in the scenario of the linguistic fieldwork classes on the Virtual Linguistics Campus and presents detailed considerations for the design of an agent for one of these roles (the virtual native speaker)
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