1,956 research outputs found

    An Exploration of Artificiality

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    The following explores the artificiality of human artifacts. To talk of artifacts, we must avoid ontologizing. Ontology ignores human participation in its construction and describing artifacts as if their descriptions had nothing to do with it contradicts the idea of their artificiality. Instead, I will explore the nature of artifacts from the perspective of human-centered design and with culture-sensitive conceptions in mind. Exploring artifacts from this perspective offers scholars and practitioners a fascinating field of inquiry. Following are six closely connected mini essays about artifacts, starting with the use of the word “artifact” and ending with the virtual worlds that artifacts can bring forth

    Conceptual Frameworks for Multimodal Social Signal Processing

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    This special issue is about a research area which is developing rapidly. Pentland gave it a name which has become widely used, ‘Social Signal Processing’ (SSP for short), and his phrase provides the title of a European project, SSPnet, which has a brief to consolidate the area. The challenge that Pentland highlighted was understanding the nonlinguistic signals that serve as the basis for “subconscious discussions between humans about relationships, resources, risks, and rewards”. He identified it as an area where computational research had made interesting progress, and could usefully make more

    A Trajectory of Artificiality and New Principles of Design for the Information Age

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    From a likely trajectory of design problems, the paper identifies several design principles that can be expected to inform design in the next century. Underlying them is a shift in emphasis from technological to human considerations or from hardware to information. Along this trajectory design must increasingly afford a diversity of meanings (as opposed to realizing fixed functions), respond to many stakeholders (as opposed to catering to serviceable end users), address interactivity and virtuality (as opposed to materiality), support heterarchies, dialogues, or conversations (as opposed to standardizing social practices), rely on a second-order science for design (as opposed to a first-order theorizing, by engineers or ergonomists for example), generate knowledge that opens possibilities for design (as opposed to re-searching a past for previously existing constraints), develop graduate design education programs that continually rearticulate design discourses (as opposed to reproducing design traditions)

    Transforming Digital Inventions into Digital Innovations – A Missing Material Perspective on Technology Adoption

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    Technology agnosticism dominates explanations of technology adoption in digital innovation. Accordingly, technology itself plays a limited role in determining adoption success. Instead, aspects outside the inventors' control, including marketing, user perceptions, and organizational environment, decide the adoption outcome. We revisit the original innovation concept and draw attention to what we call a digital invention. Looking at the transition of a digital invention to digital innovation, we argue for a technology-affinity perspective to complement existing adoption perspectives. The new perspective emphasizes the role of conscious invention design for innovation. We find three ways in which specific invention focus can increase the invention's chances for adoption. For instance, we show that contrary to the prevalent idea of technologies enabling new ways of doing things, it is the invention's focus on enabling innate behaviors that can facilitate adoption. Past innovation and contemporary innovation in the film industry illustrate our thinking

    A first approach to understanding and measuring naturalness in driver-car interaction

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    With technology changing the nature of the driving task, qualitative methods can help designers understand and measure driver-car interaction naturalness. Fifteen drivers were interviewed at length in their own parked cars using ethnographically-inspired questions probing issues of interaction salience, expectation, feelings, desires and meanings. Thematic analysis and content analysis found five distinct components relating to 'rich physical' aspects of natural feeling interaction typified by richer physical, analogue, tactile styles of interaction and control. Further components relate to humanlike, intelligent, assistive, socially-aware 'perceived behaviours' of the car. The advantages and challenges of a naturalness-based approach are discussed and ten cognitive component constructs of driver-car naturalness are proposed. These may eventually be applied as a checklist in automotive interaction design.This research was fully funded by a research grant from Jaguar Land Rover, and partially funded by project n.220050/F11 granted by Research Council of Norway

    Strange Loops: Apparent versus Actual Human Involvement in Automated Decision-Making

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    The era of AI-based decision-making fast approaches, and anxiety is mounting about when, and why, we should keep “humans in the loop” (“HITL”). Thus far, commentary has focused primarily on two questions: whether, and when, keeping humans involved will improve the results of decision-making (making them safer or more accurate), and whether, and when, non-accuracy-related values—legitimacy, dignity, and so forth—are vindicated by the inclusion of humans in decision-making. Here, we take up a related but distinct question, which has eluded the scholarship thus far: does it matter if humans appear to be in the loop of decision-making, independent from whether they actually are? In other words, what is stake in the disjunction between whether humans in fact have ultimate authority over decision-making versus whether humans merely seem, from the outside, to have such authority? Our argument proceeds in four parts. First, we build our formal model, enriching the HITL question to include not only whether humans are actually in the loop of decision-making, but also whether they appear to be so. Second, we describe situations in which the actuality and appearance of HITL align: those that seem to involve human judgment and actually do, and those that seem automated and actually are. Third, we explore instances of misalignment: situations in which systems that seem to involve human judgment actually do not, and situations in which systems that hold themselves out as automated actually rely on humans operating “behind the curtain.” Fourth, we examine the normative issues that result from HITL misalignment, arguing that it challenges individual decision-making about automated systems and complicates collective governance of automation

    Design experiences of multimodal mixed reality interfaces

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    Bringing user experience empirical data to gesture-control and somatic interaction in virtual reality videogames: an exploratory study with a multimodal interaction prototype

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    Comunicação apresentada na SciTecIn15 - Conferência Ciências e Tecnologias da Interação, realizada em Coimbra, de 12-13 de novembro de 2015With the emergence of new low-cost gestural interaction devices various studies have been developed on multi-modal human-computer interaction to improve user experience. We present an exploratory study which analysed the user experience with a multimodal interaction game prototype. As a result, we propose a set of preliminary recommendations for combined use of such devices and present implications for advancing the multimodal field in human-computer interaction

    "Brain-mimicking Machine" in Digital Utopias: From Memex to Hypertext and Beyond

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    Computer-brain analogies are ubiquitous in contemporary culture. They also have a long and relevant history. Throughout the history of computer development, computers as “brain-mimicking machines” were used as blueprints for computer design, as inspiration for new visionary ideas, as tools of liberation and as ideological construct obscuring actually existing power relations. Today, with the growing disenchantment with the results of digital transformation, we are forced to admit that these analogies often underpin relationships between human and technology that are disempowering and increasingly problematic. Keywords: human-machine symbiosis, augmented reality, memex, hypertext, ideology, Web 2.0, platform capitalis

    The Online Laboratory: Conducting Experiments in a Real Labor Market

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    Online labor markets have great potential as platforms for conducting experiments, as they provide immediate access to a large and diverse subject pool and allow researchers to conduct randomized controlled trials. We argue that online experiments can be just as valid---both internally and externally---as laboratory and field experiments, while requiring far less money and time to design and to conduct. In this paper, we first describe the benefits of conducting experiments in online labor markets; we then use one such market to replicate three classic experiments and confirm their results. We confirm that subjects (1) reverse decisions in response to how a decision-problem is framed, (2) have pro-social preferences (value payoffs to others positively), and (3) respond to priming by altering their choices. We also conduct a labor supply field experiment in which we confirm that workers have upward sloping labor supply curves. In addition to reporting these results, we discuss the unique threats to validity in an online setting and propose methods for coping with these threats. We also discuss the external validity of results from online domains and explain why online results can have external validity equal to or even better than that of traditional methods, depending on the research question. We conclude with our views on the potential role that online experiments can play within the social sciences, and then recommend software development priorities and best practices
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