60,606 research outputs found

    Constructing a gazebo: supporting teamwork in a tightly coupled, distributed task in virtual reality

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    Many tasks require teamwork. Team members may work concurrently, but there must be some occasions of coming together. Collaborative virtual environments (CVEs) allow distributed teams to come together across distance to share a task. Studies of CVE systems have tended to focus on the sense of presence or copresence with other people. They have avoided studying close interaction between us-ers, such as the shared manipulation of objects, because CVEs suffer from inherent network delays and often have cumbersome user interfaces. Little is known about the ef-fectiveness of collaboration in tasks requiring various forms of object sharing and, in particular, the concurrent manipu-lation of objects. This paper investigates the effectiveness of supporting teamwork among a geographically distributed group in a task that requires the shared manipulation of objects. To complete the task, users must share objects through con-current manipulation of both the same and distinct at-tributes. The effectiveness of teamwork is measured in terms of time taken to achieve each step, as well as the impression of users. The effect of interface is examined by comparing various combinations of walk-in cubic immersive projection technology (IPT) displays and desktop devices

    Teamwork Quality Prediction Using Speech-Based Features

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    This paper describes a novel protocol for annotating teamwork quality and related variables, based only on the speech signal. Our protocol was designed to annotate a Spanish version of the Objects Games corpus, a publicly available corpus that contains dialogues of people playing a collaborative computer game. The corpus was annotated by 4 raters, who achieved an Intra class Correlation Coefficient of 0.64 for the main teamwork quality metric. Using the resulting annotations, we developed a system for automatic prediction of the average teamwork quality across raters using features extracted from the conversations, reaching a coefficient of determination, R2 of 0.56. This result suggests that automatic prediction of teamwork quality from the speech signal of the teammates is a feasible task

    Tool Support for a Method and a Language Integrating Model Refinements and Project Management

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    International audienceComplexity of Embedded Systeme (ES) development is increasing due of several cumulative sources. Some of them are directly related to constraints on the ES themselves, like computing power, resource constraints, and multi- or many-core programming, while other are related to the industrial context, like teamwork and parallelisation of concurrent development. In this paper we present CanHOE2, a Model Driven Engineering (MDE) tool that addresses two issues of ES development: expression of parallelism by means of objects and Hierarchical State Machines (HSM), and teamwork synchronisation

    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    Fratricide: defective decision making

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    Motivation – to explore the applicability of a Human Factors methodology for the investigation of fratricide. Research approach – The EAST methodology was used to analyse an incident of fratricide and its ability to explore the Famous Five of Fratricide (F3) model was investigated. Findings/Design – the analysis revealed that EAST was able to provide explicit discussion of the Famous Five of Fratricide (F3) models five causal factors of communication, cooperation, coordination, schemata and situation awareness. Research limitations/Implications – the research explored a single case study and as such is couched at the initial phases of investigation. Originality/Value – the analysis provides a contribution to the knowledge urrounding fratricide both with respect to the novel application of the EAST methodology to an incident of fratricide, and also the causal factors identified by EAST within the fratricide incident. Take away message – the EAST methodology provides an innovative way of exploring causality in incidents of fratricide<br/

    A human factors approach to analysing military command and control

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    This paper applies the Event Analysis for Systemic Teamwork (EAST) method to an example of military command and control. EAST offers a way to describe system level 'emergent properties' that arise from the complex interactions of system components (human and technical). These are described using an integrated methods approach and modelled using Task, Social and Knowledge networks. The current article is divided into three parts: a brief description of the military command and control context, a brief description of the EAST method, and a more in depth presentation of the analysis outcomes. Numerous findings emerge from the application of the method. These findings are compared with similar analyses undertaken in civilian domains, where Network Enabled Capability (NEC) is already in place. The emergent properties of the military scenario relate to the degree of system reconfigurability, systems level Situational Awareness (SA), team-working and the role of mediating technology. It is argued that the EAST method can be used to offer several interesting perspectives on designing and specifying NEC capability in military context

    Distributed situation awareness in dynamic systems: Theoretical development and application of an ergonomics methodology

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    The purpose of this paper is to propose foundations for a theory of situation awareness based on the analysis of interactions between agents (i.e., both human and non-human) in subsystems. This approach may help promote a better understanding of technology-mediated interaction in systems, as well as helping in the formulation of hypotheses and predictions concerning distributed situation awareness. It is proposed that agents within a system each hold their own situation awareness which may be very different from (although compatible with) other agents. It is argued that we should not always hope for, or indeed want, sharing of this awareness, as different system agents have different purposes. This view marks situation awareness as a 1 dynamic and collaborative process that binds agents together on tasks on a moment-by-moment basis. Implications of this viewpoint for development of a new theory of, and accompanying methodology for, distributed situation awareness are offered

    Interactive Robot Learning of Gestures, Language and Affordances

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    A growing field in robotics and Artificial Intelligence (AI) research is human-robot collaboration, whose target is to enable effective teamwork between humans and robots. However, in many situations human teams are still superior to human-robot teams, primarily because human teams can easily agree on a common goal with language, and the individual members observe each other effectively, leveraging their shared motor repertoire and sensorimotor resources. This paper shows that for cognitive robots it is possible, and indeed fruitful, to combine knowledge acquired from interacting with elements of the environment (affordance exploration) with the probabilistic observation of another agent's actions. We propose a model that unites (i) learning robot affordances and word descriptions with (ii) statistical recognition of human gestures with vision sensors. We discuss theoretical motivations, possible implementations, and we show initial results which highlight that, after having acquired knowledge of its surrounding environment, a humanoid robot can generalize this knowledge to the case when it observes another agent (human partner) performing the same motor actions previously executed during training.Comment: code available at https://github.com/gsaponaro/glu-gesture

    A study of event traffic during the shared manipulation of objects within a collaborative virtual environment

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    Event management must balance consistency and responsiveness above the requirements of shared object interaction within a Collaborative Virtual Environment (CVE) system. An understanding of the event traffic during collaborative tasks helps in the design of all aspects of a CVE system. The application, user activity, the display interface, and the network resources, all play a part in determining the characteristics of event management. Linked cubic displays lend themselves well to supporting natural social human communication between remote users. To allow users to communicate naturally and subconsciously, continuous and detailed tracking is necessary. This, however, is hard to balance with the real-time consistency constraints of general shared object interaction. This paper aims to explain these issues through a detailed examination of event traffic produced by a typical CVE, using both immersive and desktop displays, while supporting a variety of collaborative activities. We analyze event traffic during a highly collaborative task requiring various forms of shared object manipulation, including the concurrent manipulation of a shared object. Event sources are categorized and the influence of the form of object sharing as well as the display device interface are detailed. With the presented findings the paper wishes to aid the design of future systems
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