4,210 research outputs found

    Generic dialogue modeling for multi-application dialogue systems

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    We present a novel approach to developing interfaces for multi-application dialogue systems. The targeted interfaces allow transparent switching between a large number of applications within one system. The approach, based on the Rapid Dialogue Prototyping Methodology (RDPM) and the Vector Space model techniques from Information Retrieval, is composed of three main steps: (1) producing finalized dia logue models for applications using the RDPM, (2) designing an application interaction hierarchy, and (3) navigating between the applications based on the user's application of interest

    Developing Unobtrusive Mobile Interactions: a Model Driven Engineering approach

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    In Ubiquitous computing environments, people are surrounded by a lot of embedded services. With the inclusion of pervasive technologies such as sensors or GPS receivers, mobile devices turn into an effective communication tool between users and the services embedded in their environment. All these services compete for the attentional resources of the user. Thus, it is essential to consider the degree in which each service intrudes the user mind when services are designed. In order to prevent service behavior from becoming overwhelming, this work, based on Model Driven Engineering foundations, is devoted to develop services according to user needs. In this thesis, we provide a systematic method for the development of mobile services that can be adapted in terms of obtrusiveness. That is, services can be developed to provide their functionality at different obtrusiveness levels by minimizing the duplication of efforts. For the system specification, a modeling language is defined to cope with the particular requirements of the context-aware user interface domain. From this specification, following a sequence of well-defined steps, a software solution is obtained.Gil Pascual, M. (2010). Developing Unobtrusive Mobile Interactions: a Model Driven Engineering approach. http://hdl.handle.net/10251/12745Archivo delegad

    Modeling and "smart" prototyping human-in-the-loop interactions for AmI environments

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    [EN] Autonomous capabilities are required in AmI environments in order to adapt systems to new environmental conditions and situations. However, keeping the human in the loop and in control of such systems is still necessary because of the diversity of systems, domains, environments, context situations, and social and legal constraints, which makes full autonomy a utopia within the short or medium term. Human-system integration introduces an important number of challenges and problems that have to be solved. On the one hand, humans should interact with systems even in those situations where their attentional, cognitive, and physical resources are limited in order to perform the interaction. On the other hand, systems must avoid overwhelming the user with unnecessary actions. Therefore, appropriate user-centered methods for AmI development should be used to help designers analyze and design human-in-the-loop interactions in AmI environments. This paper presents a user-centered design method that defines a process with a set of tools and techniques that supports the process steps in order to systematically design, prototype, and validate human-in-the-loop (HiL) solutions. The process starts with the definition of the HiL design, which defines how the system cooperates with the human. This HiL design is built using a conceptual framework that focuses on achieving human-system interactions that get human attention and avoid obtrusiveness. Then, we provide a software infrastructure to generate a prototype based on the HiL design and validate it by having end-users use a web simulator. The feedback data generated during the prototype user validation is gathered and used by a machine learning tool that infers the user's needs and preferences. Finally, these inferences are used to automatically enhance the human-in-the-loop designs and prototypes. We have validated the proposed method through a twofold perspective: an experiment to analyze the perception of interaction designers regarding their acceptance of the design method and another experiment to evaluate the usefulness of the "smart" prototyping technique. The results obtained point out the acceptability of the proposed method by designers and the useful adaptations provided by the "smart" prototyping technique to achieve a HiL design that adapts well to users' preferences and needs.This work has been developed with the financial support of the Spanish State Research Agency and the Generalitat Valenciana under the projects TIN2017-84094-R and AICO/2019/009 and co-financed with ERDF.Gil, M.; Albert Albiol, M.; Fons Cors, J.; Pelechano Ferragud, V. (2022). Modeling and "smart" prototyping human-in-the-loop interactions for AmI environments. Personal and Ubiquitous Computing. 26:1413-1444. https://doi.org/10.1007/s00779-020-01508-x141314442

    Applying a User-centred Approach to Interactive Visualization Design

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    Analysing users in their context of work and finding out how and why they use different information resources is essential to provide interactive visualisation systems that match their goals and needs. Designers should actively involve the intended users throughout the whole process. This chapter presents a user-centered approach for the design of interactive visualisation systems. We describe three phases of the iterative visualisation design process: the early envisioning phase, the global specification hase, and the detailed specification phase. The whole design cycle is repeated until some criterion of success is reached. We discuss different techniques for the analysis of users, their tasks and domain. Subsequently, the design of prototypes and evaluation methods in visualisation practice are presented. Finally, we discuss the practical challenges in design and evaluation of collaborative visualisation environments. Our own case studies and those of others are used throughout the whole chapter to illustrate various approaches

    Eyewear Computing \u2013 Augmenting the Human with Head-Mounted Wearable Assistants

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    The seminar was composed of workshops and tutorials on head-mounted eye tracking, egocentric vision, optics, and head-mounted displays. The seminar welcomed 30 academic and industry researchers from Europe, the US, and Asia with a diverse background, including wearable and ubiquitous computing, computer vision, developmental psychology, optics, and human-computer interaction. In contrast to several previous Dagstuhl seminars, we used an ignite talk format to reduce the time of talks to one half-day and to leave the rest of the week for hands-on sessions, group work, general discussions, and socialising. The key results of this seminar are 1) the identification of key research challenges and summaries of breakout groups on multimodal eyewear computing, egocentric vision, security and privacy issues, skill augmentation and task guidance, eyewear computing for gaming, as well as prototyping of VR applications, 2) a list of datasets and research tools for eyewear computing, 3) three small-scale datasets recorded during the seminar, 4) an article in ACM Interactions entitled \u201cEyewear Computers for Human-Computer Interaction\u201d, as well as 5) two follow-up workshops on \u201cEgocentric Perception, Interaction, and Computing\u201d at the European Conference on Computer Vision (ECCV) as well as \u201cEyewear Computing\u201d at the ACM International Joint Conference on Pervasive and Ubiquitous Computing (UbiComp)

    Iterative Prototyping of Urban CoBuilder: Tracking Methods and User Interface of an Outdoor Mobile Augmented Reality Tool for Co‐Designing

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    This research presents results from a study developing a smartphone app, UrbanCoBuilder, in which citizens can collaboratively create designs for urban environments usingaugmented reality technology and game mechanics. Eight prototypes were developed to refineselected design criteria, including tracking strategies, design elements, user experience and theinterface with game mechanics. The prototypes were developed through an iterative design processwith assessments and incremental improvements. The tracking was especially challenging andusing multiple bitonal markers combined with the smartphone’s gyroscope sensor to average theuser position was identified as the most suitable strategy. Still, portability and stability linked totracking need to be improved. Design elements, here building blocks with urban functions textures,were realistic enough to be recognizable and easy to understand for the users. Future studies willfocus on usability tests with larger user groups
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