12,787 research outputs found

    A Virtual Conversational Agent for Teens with Autism: Experimental Results and Design Lessons

    Full text link
    We present the design of an online social skills development interface for teenagers with autism spectrum disorder (ASD). The interface is intended to enable private conversation practice anywhere, anytime using a web-browser. Users converse informally with a virtual agent, receiving feedback on nonverbal cues in real-time, and summary feedback. The prototype was developed in consultation with an expert UX designer, two psychologists, and a pediatrician. Using the data from 47 individuals, feedback and dialogue generation were automated using a hidden Markov model and a schema-driven dialogue manager capable of handling multi-topic conversations. We conducted a study with nine high-functioning ASD teenagers. Through a thematic analysis of post-experiment interviews, identified several key design considerations, notably: 1) Users should be fully briefed at the outset about the purpose and limitations of the system, to avoid unrealistic expectations. 2) An interface should incorporate positive acknowledgment of behavior change. 3) Realistic appearance of a virtual agent and responsiveness are important in engaging users. 4) Conversation personalization, for instance in prompting laconic users for more input and reciprocal questions, would help the teenagers engage for longer terms and increase the system's utility

    Homo ludens-designing tomorrow's games

    Get PDF
    In an electronic and cybernetic world, when one is faced with the task of devising different kinds of interaction among participants, it is worth reflecting that, out of the many and various activities which people engage in, there is one kind of activity which has been cultivated, practised and performed for thousands of years by all members of society. This is the playing of games

    Testing Two Tools for Multimodal Navigation

    Get PDF
    The latest smartphones with GPS, electronic compasses, directional audio, touch screens, and so forth, hold a potential for location-based services that are easier to use and that let users focus on their activities and the environment around them. Rather than interpreting maps, users can search for information by pointing in a direction and database queries can be created from GPS location and compass data. Users can also get guidance to locations through point and sweep gestures, spatial sound, and simple graphics. This paper describes two studies testing two applications with multimodal user interfaces for navigation and information retrieval. The applications allow users to search for information and get navigation support using combinations of point and sweep gestures, nonspeech audio, graphics, and text. Tests show that users appreciated both applications for their ease of use and for allowing users to interact directly with the surrounding environment

    Serving higher education with technology – disrupting higher education with technology

    Get PDF
    Technology is increasingly serving higher education by enabling student-centred learning and concerted social learning, extended reach to content anytime and everywhere, insights for educators into progress tracking and learning trends, and cross-institutional academic collaboration. At the same time, technology is providing evidence of negative disruption to the core purpose of education, which is human development and individual preparation for the future. Technology is gradually diminishing the capacity of individuals to critically think and reason, to expand into unfamiliar knowledge domains, and to exploit the learning experience to fulfil the market needs after graduation. In this paper, a review is presented on how technology is disrupting higher education, both positively and negatively. Some recommendations are given with respect to these disruption

    Conversational Agents, Humorous Act Construction, and Social Intelligence

    Get PDF
    Humans use humour to ease communication problems in human-human interaction and \ud in a similar way humour can be used to solve communication problems that arise\ud with human-computer interaction. We discuss the role of embodied conversational\ud agents in human-computer interaction and we have observations on the generation\ud of humorous acts and on the appropriateness of displaying them by embodied\ud conversational agents in order to smoothen, when necessary, their interactions\ud with a human partner. The humorous acts we consider are generated spontaneously.\ud They are the product of an appraisal of the conversational situation and the\ud possibility to generate a humorous act from the elements that make up this\ud conversational situation, in particular the interaction history of the\ud conversational partners

    Building an Ethical Small Group (Chapter 9 of Meeting the Ethical Challenges of Leadership)

    Full text link
    This chapter examines ethical leadership in the small-group context. To help create groups that brighten rather than darken the lives of participants, leaders must foster individual ethical accountability among group members, ensure ethical group interaction, avoid moral pitfalls, and establish ethical relationships with other groups. In his metaphor of the leader\u27s light or shadow, Parker Palmer emphasizes that leaders shape the settings or contexts around them. According to Palmer, leaders are people who have an unusual degree of power to create the conditions under which other people must live and move and have their being, conditions that can either be as illuminating as heaven or as shadowy as hell. 1 In this final section of the text, I\u27ll describe some of the ways we can create conditions that illuminate the lives of followers in small-group, organizational, global, and crisis settings. Shedding light means both resisting and exerting influence. We must fend off pressures to engage in unethical behavior while actively seeking to create healthier moral environments
    corecore