6,978 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

    The game jam movement:disruption, performance and artwork

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    This paper explores the current conventions and intentions of the game jam - contemporary events that encourage the rapid, collaborative creation of game design prototypes. Game jams are often renowned for their capacity to encourage creativity and the development of alternative, innovative game designs. However, there is a growing necessity for game jams to continue to challenge traditional development practices through evolving new formats and perspectives to maintain the game jam as a disruptive, refreshing aspect of game development culture. As in other creative jam style events, a game jam is not only a process but also, an outcome. Through a discussion of the literature this paper establishes a theoretical basis with which to analyse game jams as disruptive, performative processes that result in original creative artefacts. In support of this, case study analysis of Development Cultures: a series of workshops that centred on innovation and new forms of practice through play, chance, and experimentation, is presented. The findings indicate that game jams can be considered as processes that inspire creativity within a community and that the resulting performances can be considered as a form of creative artefact, thus parallels can be drawn between game jams and performative and interactive art

    Designing Interfaces to Support Collaboration in Information Retrieval

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    Information retrieval systems should acknowledge the existence of collaboration in the search process. Collaboration can help users to be more effective in both learning systems and in using them. We consider some issues of viewing interfaces to information retrieval systems as collaborative notations and how to build systems that more actively support collaboration. We describe a system that embodies just one kind of explicit support; a graphical representation of the search process that can be manipulated and discussed by the users. By acknowledging the importance of other people in the search process, we can develop systems that not only improve help-giving by people but which can lead to a more robust search activity, more able to cope with, and indeed exploit, the failures of any intelligent agents used

    A Review of Milestones in the History of GUI Prototyping Tools

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    International audiencePrototyping is one of the core activities of User-Centered Design (UCD) processes and an integral component of Human-Computer Interaction (HCI) research. Nonetheless, for many years, prototyping was synonym of paper-based mock-ups and only more recently we can say that dedicated tools for supporting prototyping activities really reach the market. In this paper we propose to analyze the evolution of prototyping tools proposed by the academic community to support research activities and prototyping tools that are aimed and improve the development process of commercial user interfaces. Thus, this paper presents a review of past and current graphical user interface prototyping tools, in order to set up the state of the art in this field, observing fundamental milestones of features over time. For that, we have screened publications presented since 1988 in some of the main HCI conferences and 113 commercial tools available on the web. The results enable a brief comparison of characteristics present in both academic and commercial tools, how they have evolved and what are the gaps that can provide insights for future research and development

    PickCells: A Physically Reconfigurable Cell-composed Touchscreen

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    Touchscreens are the predominant medium for interactions with digital services; however, their current fixed form factor narrows the scope for rich physical interactions by limiting interaction possibilities to a single, planar surface. In this paper we introduce the concept of PickCells, a fully reconfigurable device concept composed of cells, that breaks the mould of rigid screens and explores a modular system that affords rich sets of tangible interactions and novel acrossdevice relationships. Through a series of co-design activities – involving HCI experts and potential end-users of such systems – we synthesised a design space aimed at inspiring future research, giving researchers and designers a framework in which to explore modular screen interactions. The design space we propose unifies existing works on modular touch surfaces under a general framework and broadens horizons by opening up unexplored spaces providing new interaction possibilities. In this paper, we present the PickCells concept, a design space of modular touch surfaces, and propose a toolkit for quick scenario prototyping

    Wizundry: A Cooperative Wizard of Oz Platform for Simulating Future Speech-based Interfaces with Multiple Wizards

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    Wizard of Oz (WoZ) as a prototyping method has been used to simulate intelligent user interfaces, particularly for speech-based systems. However, as our societies' expectations on artificial intelligence (AI) grows, the question remains whether a single Wizard is sufficient for it to simulate smarter systems and more complex interactions. Optimistic visions of 'what artificial intelligence (AI) can do' places demands on WoZ platforms to simulate smarter systems and more complex interactions. This raises the question of whether the typical approach of employing a single Wizard is sufficient. Moreover, while existing work has employed multiple Wizards in WoZ studies, a multi-Wizard approach has not been systematically studied in terms of feasibility, effectiveness, and challenges. We offer Wizundry, a real-time, web-based WoZ platform that allows multiple Wizards to collaboratively operate a speech-to-text based system remotely. We outline the design and technical specifications of our open-source platform, which we iterated over two design phases. We report on two studies in which participant-Wizards were tasked with negotiating how to cooperatively simulate an interface that can handle natural speech for dictation and text editing as well as other intelligent text processing tasks. We offer qualitative findings on the Multi-Wizard experience for Dyads and Triads of Wizards. Our findings reveal the promises and challenges of the multi-Wizard approach and open up new research questions.Comment: 34 page

    Modular Customizable ROS-Based Framework for Rapid Development of Social Robots

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    Developing socially competent robots requires tight integration of robotics, computer vision, speech processing, and web technologies. We present the Socially-interactive Robot Software platform (SROS), an open-source framework addressing this need through a modular layered architecture. SROS bridges the Robot Operating System (ROS) layer for mobility with web and Android interface layers using standard messaging and APIs. Specialized perceptual and interactive skills are implemented as ROS services for reusable deployment on any robot. This facilitates rapid prototyping of collaborative behaviors that synchronize perception with physical actuation. We experimentally validated core SROS technologies including computer vision, speech processing, and GPT2 autocomplete speech implemented as plug-and-play ROS services. Modularity is demonstrated through the successful integration of an additional ROS package, without changes to hardware or software platforms. The capabilities enabled confirm SROS's effectiveness in developing socially interactive robots through synchronized cross-domain interaction. Through demonstrations showing synchronized multimodal behaviors on an example platform, we illustrate how the SROS architectural approach addresses shortcomings of previous work by lowering barriers for researchers to advance the state-of-the-art in adaptive, collaborative customizable human-robot systems through novel applications integrating perceptual and social abilities

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

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    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
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