22 research outputs found

    Content enrichment through dynamic annotation

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    This paper describes a technique for interceding between users and the information that they browse. This facility, that we term 'dynamic annotation', affords a means of editing Web page content 'on-the-fly' between the source Web server and the requesting client. Thereby, we have a generic way of modifying the content displayed to local users by addition, removal or reorganising any information sourced from the World-Wide Web, whether this derives from local or remote pages. For some time, we have been exploring the scope for this device and we believe that it affords many potential worthwhile applications. Here, we describe two varieties of use. The first variety focuses on support for individual users in two contexts (second-language support and second language learning). The second variety of use focuses on support for groups of users. These differing applications have a common goal which is content enrichment of the materials placed before the user. Dynamic annotation provides a potent and flexible means to this end

    A user-centred approach to affective interaction

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    We have built eMoto, a mobile service for sending and receiving affective messages, with the explicit aim of addressing the inner experience of emotions. eMoto is a designed artifact that carries emotional experiences only achieved through interaction. Following on the theories of embodiment, we argue emotional experiences can not be design in only design for. eMoto is the result of a user-centered design approach, realized through a set of initial brain-storming methods, a persona, a Laban-analysis of body language and a two-tiered evaluation method. eMoto is not a system that could have been designed from theory only, but require an iterative engagement with end-users, however, in combination with theoretical work. More specifically, we will show how we have managed to design an ambiguous and open system that allows for users’ emotional engagement

    Bioinspired auditory sound localisation for improving the signal to noise ratio of socially interactive robots

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    In this paper we describe a bioinspired hybrid architecture for acoustic sound source localisation and tracking to increase the signal to noise ratio (SNR) between speaker and background sources for a socially interactive robot's speech recogniser system. The model presented incorporates the use of Interaural Time Differ- ence for azimuth estimation and Recurrent Neural Net- works for trajectory prediction. The results are then pre- sented showing the difference in the SNR of a localised and non-localised speaker source, in addition to presenting the recognition rates between a localised and non-localised speaker source. From the results presented in this paper it can be seen that by orientating towards the sound source of interest the recognition rates of that source can be in- creased

    Designing gestures for affective input: an analysis of shape, effort and valence

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    We discuss a user-centered approach to incorporating affective expressions in interactive applications, and argue for a design that addresses both body and mind. In particular, we have studied the problem of finding a set of affective gestures. Based on previous work in movement analysis and emotion theory [Davies, Laban and Lawrence, Russell], and a study of an actor expressing emotional states in body movements, we have identified three underlying dimensions of movements and emotions: shape, effort and valence. From these dimensions we have created a new affective interaction model, which we name the affective gestural plane model. We applied this model to the design of gestural affective input to a mobile service for affective messages

    Knowledge formalization in experience feedback processes : an ontology-based approach

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    Because of the current trend of integration and interoperability of industrial systems, their size and complexity continue to grow making it more difficult to analyze, to understand and to solve the problems that happen in their organizations. Continuous improvement methodologies are powerful tools in order to understand and to solve problems, to control the effects of changes and finally to capitalize knowledge about changes and improvements. These tools involve suitably represent knowledge relating to the concerned system. Consequently, knowledge management (KM) is an increasingly important source of competitive advantage for organizations. Particularly, the capitalization and sharing of knowledge resulting from experience feedback are elements which play an essential role in the continuous improvement of industrial activities. In this paper, the contribution deals with semantic interoperability and relates to the structuring and the formalization of an experience feedback (EF) process aiming at transforming information or understanding gained by experience into explicit knowledge. The reuse of such knowledge has proved to have significant impact on achieving themissions of companies. However, the means of describing the knowledge objects of an experience generally remain informal. Based on an experience feedback process model and conceptual graphs, this paper takes domain ontology as a framework for the clarification of explicit knowledge and know-how, the aim of which is to get lessons learned descriptions that are significant, correct and applicable

    Intended Usage of Online Supermarkets: The Singapore Case

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    The online grocery sales experienced a surge in Singapore especially in the early half of 2003 during the SARS outbreak. The Technology Acceptance Model and some basic demographic variables will be used to study the intended usage of online supermarkets. Based on a sample of size 211 shoppers, it was found that those 21-40 years old have a propensity in using the online grocery. However, those having income lower than $1,500 have less inclination in using the e-grocery. The stepwise discriminant analysis shows that two perceived variables, usefulness and ease of use, and two demographic variables, age, income are significant in differentiating the intended customers. Our results are different from the past studies where the gender and education are found to be significant. This may be due to the fact that most respondents in the sample are under 41 years old with at least tertiary and above education

    Exploring the Affective Loop

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    Research in psychology and neurology shows that both body and mind are involved when experiencing emotions (Damasio 1994, Davidson et al. 2003). People are also very physical when they try to communicate their emotions. Somewhere in between beings consciously and unconsciously aware of it ourselves, we produce both verbal and physical signs to make other people understand how we feel. Simultaneously, this production of signs involves us in a stronger personal experience of the emotions we express. Emotions are also communicated in the digital world, but there is little focus on users' personal as well as physical experience of emotions in the available digital media. In order to explore whether and how we can expand existing media, we have designed, implemented and evaluated /eMoto/, a mobile service for sending affective messages to others. With eMoto, we explicitly aim to address both cognitive and physical experiences of human emotions. Through combining affective gestures for input with affective expressions that make use of colors, shapes and animations for the background of messages, the interaction "pulls" the user into an /affective loop/. In this thesis we define what we mean by affective loop and present a user-centered design approach expressed through four design principles inspired by previous work within Human Computer Interaction (HCI) but adjusted to our purposes; /embodiment/ (Dourish 2001) as a means to address how people communicate emotions in real life, /flow/ (Csikszentmihalyi 1990) to reach a state of involvement that goes further than the current context, /ambiguity/ of the designed expressions (Gaver et al. 2003) to allow for open-ended interpretation by the end-users instead of simplistic, one-emotion one-expression pairs and /natural but designed expressions/ to address people's natural couplings between cognitively and physically experienced emotions. We also present results from an end-user study of eMoto that indicates that subjects got both physically and emotionally involved in the interaction and that the designed "openness" and ambiguity of the expressions, was appreciated and understood by our subjects. Through the user study, we identified four potential design problems that have to be tackled in order to achieve an affective loop effect; the extent to which users' /feel in control/ of the interaction, /harmony and coherence/ between cognitive and physical expressions/,/ /timing/ of expressions and feedback in a communicational setting, and effects of users' /personality/ on their emotional expressions and experiences of the interaction

    On Relations between Creativity, Innovation and Quality Management Culture in Europe as a Response to Crisis and Post-crisis Period

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    Purpose – The paper aims to clarify the relationship between innovation and creativity, innovation and quality management, and creativity and quality management, using regression analysis.    Design/methodology/approach – The paper opted for an exploratory study using regression analysis to find relations between innovation and creativity, innovation and quality management, and creativity and quality management, using data complemented Global Innovation Index and Creativity index and ISO 9001 standards certificate issued in European countries. Findings – The paper provides statistical insights about relations between innovation and creativity, innovation and quality management, and creativity and quality management. It suggests that successful business organizations should invest in innovation, creativity, and quality management to achieve competitive advantage. Research limitations/implications – Because of the chosen research approach, the research results may need extended periods of investigation, therefore, researchers are encouraged to test the proposed propositions further.  Practical implications – The paper includes implications for the development of a powerful tool combining innovation, creativity, and quality management, achieving competitive advantage.  Originality/value – This paper fulfills for the first time under a regression analysis an identified need to study how innovation, creativity, and quality management are related strongly between them. Article Type: Research paper

    On Relations between Creativity, Innovation and Quality Management Culture in Europe as a Response to Crisis and Post-crisis Period

    Get PDF
    Purpose – The paper aims to clarify the relationship between innovation and creativity, innovation and quality management, and creativity and quality management, using regression analysis.    Design/methodology/approach – The paper opted for an exploratory study using regression analysis to find relations between innovation and creativity, innovation and quality management, and creativity and quality management, using data complemented Global Innovation Index and Creativity index and ISO 9001 standards certificate issued in European countries. Findings – The paper provides statistical insights about relations between innovation and creativity, innovation and quality management, and creativity and quality management. It suggests that successful business organizations should invest in innovation, creativity, and quality management to achieve competitive advantage. Research limitations/implications – Because of the chosen research approach, the research results may need extended periods of investigation, therefore, researchers are encouraged to test the proposed propositions further.  Practical implications – The paper includes implications for the development of a powerful tool combining innovation, creativity, and quality management, achieving competitive advantage.  Originality/value – This paper fulfills for the first time under a regression analysis an identified need to study how innovation, creativity, and quality management are related strongly between them. Article Type: Research paper
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