6,822 research outputs found

    Reference to objects : an empirically based study of task-oriented dialogues

    Get PDF
    XII+142hlm.;24c

    A conceptual architecture for interactive educational multimedia

    Get PDF
    Learning is more than knowledge acquisition; it often involves the active participation of the learner in a variety of knowledge- and skills-based learning and training activities. Interactive multimedia technology can support the variety of interaction channels and languages required to facilitate interactive learning and teaching. A conceptual architecture for interactive educational multimedia can support the development of such multimedia systems. Such an architecture needs to embed multimedia technology into a coherent educational context. A framework based on an integrated interaction model is needed to capture learning and training activities in an online setting from an educational perspective, to describe them in the human-computer context, and to integrate them with mechanisms and principles of multimedia interaction

    Proceedings of the international conference on cooperative multimodal communication CMC/95, Eindhoven, May 24-26, 1995:proceedings

    Get PDF

    Do (and say) as I say: Linguistic adaptation in human-computer dialogs

    Get PDF
    © Theodora Koulouri, Stanislao Lauria, and Robert D. Macredie. This article has been made available through the Brunel Open Access Publishing Fund.There is strong research evidence showing that people naturally align to each other’s vocabulary, sentence structure, and acoustic features in dialog, yet little is known about how the alignment mechanism operates in the interaction between users and computer systems let alone how it may be exploited to improve the efficiency of the interaction. This article provides an account of lexical alignment in human–computer dialogs, based on empirical data collected in a simulated human–computer interaction scenario. The results indicate that alignment is present, resulting in the gradual reduction and stabilization of the vocabulary-in-use, and that it is also reciprocal. Further, the results suggest that when system and user errors occur, the development of alignment is temporarily disrupted and users tend to introduce novel words to the dialog. The results also indicate that alignment in human–computer interaction may have a strong strategic component and is used as a resource to compensate for less optimal (visually impoverished) interaction conditions. Moreover, lower alignment is associated with less successful interaction, as measured by user perceptions. The article distills the results of the study into design recommendations for human–computer dialog systems and uses them to outline a model of dialog management that supports and exploits alignment through mechanisms for in-use adaptation of the system’s grammar and lexicon

    Maps, agents and dialogue for exploring a virtual world

    Get PDF
    In previous years we have been involved in several projects in which users (or visitors) had to find their way in information-rich virtual environments. 'Information-rich' means that the users do not know beforehand what is available in the environment, where to go in the environment to find the information and, moreover, users or visitors do not necessarily know exactly what they are looking for. Information-rich means also that the information may change during time. A second visit to the same environment will require different behavior of the visitor in order for him or her to obtain similar information than was available during a previous visit. In this paper we report about two projects and discuss our attempts to generalize from the different approaches and application domains to obtain a library of methods and tools to design and implement intelligent agents that inhabit virtual environments and where the agents support the navigation of the user/visitor

    Exploring miscommunication and collaborative behaviour in human-robot interaction

    Get PDF
    This paper presents the first step in designing a speech-enabled robot that is capable of natural management of miscommunication. It describes the methods and results of two WOz studies, in which dyads of naĂŻve participants interacted in a collaborative task. The first WOz study explored human miscommunication management. The second study investigated how shared visual space and monitoring shape the processes of feedback and communication in task-oriented interactions. The results provide insights for the development of human-inspired and robust natural language interfaces in robots

    Assessment of the minimalist approach to computer user documentation

    Get PDF
    The minimalist approach (Carroll, 1990a) advocates the development of a radically different type of manual when compared to a conventional one. For example, the manual should proceed almost directly to procedural skills development rather than building a conceptual model first. It ought to focus on authentic tasks practised in context, as opposed to mock exercises and isolated practice. In addition, it should stimulate users to exploit their knowledge and thinking, as opposed to imposing the writer's view and discussing everything that users should see or know.\ud \ud In the first part of the paper the construction of a tutorial based on the minimalist principles is described. A parallel is drawn with constructivism with which minimalism shares important notions of instruction. In the second part, an experiment is described in which the minimal manual was tested against a conventional one. The outcome favoured the new manual. For example, minimal manual users completed about 50% more tasks successfully on a performance test and displayed significantly more self-reliance (e.g. more self-initiated error-recoveries, and fewer manual consultations)

    Evaluating musical software using conceptual metaphors

    Get PDF
    An open challenge for interaction designers is to find ways of designing software to enhance the ability of novices to perform tasks that normally require specialized domain expertise. This challenge is particularly demanding in areas such as music analysis, where complex, abstract, domain-specific concepts and notations occur. One promising theoretical foundation for this work involves the identification of conceptual metaphors and image schemas, found by analyzing discourse. This kind of analysis has already been applied, with some success, both to musical concepts and, separately, to user interface design. The present work appears to be the first to combine these hitherto distinct bodies of research, with the aim of devising a general method for improving user interfaces for music. Some areas where this may require extensions to existing method are noted. This paper presents the results of an exploratory evaluation of Harmony Space, a tool for playing, analysing and learning about harmony. The evaluation uses conceptual metaphors and image schemas elicited from the dialogues of experienced musicians discussing the harmonic progressions in a piece of music. Examples of where the user interface supports the conceptual metaphors, and where support could be improved, are discussed. The potential use of audio output to support conceptual metaphors and image schemas is considered
    • 

    corecore