19,668 research outputs found

    Computers that smile: Humor in the interface

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    It is certainly not the case that wen we consider research on the role of human characteristics in the user interface of computers that no attention has been paid to the role of humor. However, when we compare efforts in this area with efforts and experiments that attempt to demonstrate the positive role of general emotion modelling in the user interface, then we must conclude that this attention is still low. As we all know, sometimes the computer is a source of frustration rather than a source of enjoyment. And indeed we see research projects that aim at recognizing a user’s frustration, rather than his enjoyment. However, rather than detecting frustration, and maybe reacting on it in a humorous way, we would like to prevent frustration by making interaction with a computer more natural and more enjoyable. For that reason we are working on multimodal interaction and embodied conversational agents. In the interaction with embodied conversational agents verbal and nonverbal communication are equally important. Multimodal emotion display and detection are among our advanced research issues, and investigations in the role of humor in human-computer interaction is one of them

    An analysis of the application of AI to the development of intelligent aids for flight crew tasks

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    This report presents the results of a study aimed at developing a basis for applying artificial intelligence to the flight deck environment of commercial transport aircraft. In particular, the study was comprised of four tasks: (1) analysis of flight crew tasks, (2) survey of the state-of-the-art of relevant artificial intelligence areas, (3) identification of human factors issues relevant to intelligent cockpit aids, and (4) identification of artificial intelligence areas requiring further research

    On the role of pre and post-processing in environmental data mining

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    The quality of discovered knowledge is highly depending on data quality. Unfortunately real data use to contain noise, uncertainty, errors, redundancies or even irrelevant information. The more complex is the reality to be analyzed, the higher the risk of getting low quality data. Knowledge Discovery from Databases (KDD) offers a global framework to prepare data in the right form to perform correct analyses. On the other hand, the quality of decisions taken upon KDD results, depend not only on the quality of the results themselves, but on the capacity of the system to communicate those results in an understandable form. Environmental systems are particularly complex and environmental users particularly require clarity in their results. In this paper some details about how this can be achieved are provided. The role of the pre and post processing in the whole process of Knowledge Discovery in environmental systems is discussed

    Designing interactive virtual environments with feedback in health applications.

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    One of the most important factors to influence user experience in human-computer interaction is the user emotional reaction. Interactive environments including serious games that are responsive to user emotions improve their effectiveness and user satisfactions. Testing and training for user emotional competence is meaningful in healthcare field, which has motivated us to analyze immersive affective games using emotional feedbacks. In this dissertation, a systematic model of designing interactive environment is presented, which consists of three essential modules: affect modeling, affect recognition, and affect control. In order to collect data for analysis and construct these modules, a series of experiments were conducted using virtual reality (VR) to evoke user emotional reactions and monitoring the reactions by physiological data. The analysis results lead to the novel approach of a framework to design affective gaming in virtual reality, including the descriptions on the aspects of interaction mechanism, graph-based structure, and user modeling. Oculus Rift was used in the experiments to provide immersive virtual reality with affective scenarios, and a sample application was implemented as cross-platform VR physical training serious game for elderly people to demonstrate the essential parts of the framework. The measurements of playability and effectiveness are discussed. The introduced framework should be used as a guiding principle for designing affective VR serious games. Possible healthcare applications include emotion competence training, educational softwares, as well as therapy methods

    Hmm, You Seem Confused! Tracking Interlocutor Confusion for Situated Task-Oriented HRI

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    Our research seeks to develop a long-lasting and high-quality en- gagement between the user and the social robot, which in turn requires a more sophisticated alignment of the user and the system than is currently commonly available. Close monitoring of inter- locutors’ states, and we argue their confusion state in particular, and adjusting dialogue policies based on this state of confusion is needed for successful joint activity. In this paper, we present an ini- tial study of a human-robot conversation scenarios using a Pepper robot to investigate the confusion states of users. A Wizard-of-Oz (WoZ) HRI experiment is illustrated in detail with stimuli strategies to trigger confused states from interlocutors. For the collected data, we estimated emotions, head pose, and eye gaze, and these features were analysed against the silence duration time of the speech data and the post-study self-reported confusion states that are reported by participants. Our analysis found a significant relationship be- tween confusion states and most of these features. We see these results as being particularly significant for multimodal situated dialogues for human-robot interaction and beyond
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