166,068 research outputs found
A virtual environment for the design and simulated construction of prefabricated buildings
The construction industry has acknowledged that its current working practices are in need of substantial improvements in quality and efficiency and has identified that computer modelling techniques and the use of prefabricated components can help reduce times, costs, and minimise defects and problems of on-site construction. This paper describes a virtual environment to support the design and construction processes of buildings from prefabricated components and the simulation of their construction sequence according to a project schedule. The design environment can import a library of 3-D models of prefabricated modules that can be used to interactively design a building. Using Microsoft Project, the construction schedule of the designed building can be altered, with this information feeding back to the construction simulation environment. Within this environment the order of construction can be visualised using virtual machines. Novel aspects of the system are that it provides a single 3-D environment where the user can construct their design with minimal user interaction through automatic constraint recognition and view the real-time simulation of the construction process within the environment. This takes this area of research a step forward from other systems that only allow the planner to view the construction at certain stages, and do not provide an animated view of the construction process
Do (and say) as I say: Linguistic adaptation in human-computer dialogs
© 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 otherâs 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 humanâcomputer dialogs, based on empirical data collected in a simulated humanâcomputer 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 humanâcomputer 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 humanâcomputer 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 systemâs grammar and lexicon
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Knitwear customisation as repeated redesign
Producing large numbers of garment variants will only be economically viable if it requires very little human effort. But garment customisation cannot always be fully automated. Applying grading rules maintain the same details but sometimes achieves a different overall effect; but the customer expects the same overall effect and is less concerned about details. Choosing between alternative customisations requires a human designer's trained perceptual judgement. Therefore a viable mass customisation support system must support the repeated redesign of a garment by combining automatic design with fast human editing. Evaluating and modifying the suggestions of others is a natural and efficient activity for designers. This paper describes two prototype automatic design systems exploring techniques that could be used for mass customisation of knitted garments â in which the shape and patterns are indivisibly linked. An early pattern placing system that automatically altered both shape and pattern parameters in a variety of alternative ways. A shape design system that generates technically correct and consistent garment shapes from a set of measurements and a verbal description; it works independently of sizes, recalculating the shape for each new set of measurements. Starting from the system's suggestions, designers can very quickly tweak the new design to fulfil their aesthetic intentions
A Mimetic Strategy to Engage Voluntary Physical Activity In Interactive Entertainment
We describe the design and implementation of a vision based interactive
entertainment system that makes use of both involuntary and voluntary control
paradigms. Unintentional input to the system from a potential viewer is used to
drive attention-getting output and encourage the transition to voluntary
interactive behaviour. The iMime system consists of a character animation
engine based on the interaction metaphor of a mime performer that simulates
non-verbal communication strategies, without spoken dialogue, to capture and
hold the attention of a viewer. The system was developed in the context of a
project studying care of dementia sufferers. Care for a dementia sufferer can
place unreasonable demands on the time and attentional resources of their
caregivers or family members. Our study contributes to the eventual development
of a system aimed at providing relief to dementia caregivers, while at the same
time serving as a source of pleasant interactive entertainment for viewers. The
work reported here is also aimed at a more general study of the design of
interactive entertainment systems involving a mixture of voluntary and
involuntary control.Comment: 6 pages, 7 figures, ECAG08 worksho
Interactive graphical computer-aided design system
System is used for design, layout, and modification of large-scale-integrated (LSI) metal-oxide semiconductor (MOS) arrays. System is structured around small computer which provides real-time support for graphics storage display unit with keyboard, slave display unit, hard copy unit, and graphics tablet for designer/computer interface
Specification Techniques for Multi-Modal Dialogues in the U-Wish Project
In this paper we describe the development of a specification\ud
technique for specifying interactive web-based services. We\ud
wanted to design a language that can be a means of\ud
communication between designers and developers of interactive services, that makes it easier to develop web-based services fitted to the users and that shortens the pathway from design to implementation. The language, still under development, is based on process algebra and can be\ud
connected to the results of task analysis. We have been\ud
working on the automatic generation of executable prototypes\ud
out of the specifications. In this way the specification\ud
language can establish a connection between users, design\ud
and implementation. A first version of this language is\ud
available as well as prototype tools for executing the specifications. Ideas will be given as to how to make the connection between specifications and task analysis
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