1,921 research outputs found

    An Event-Based Interface to Support Personal Lifelog Search

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    A Personal Lifelog (PL) archive gathers together digitally captured data taken from the real life events of an individual. These can include for examples details of computing activities and capture of other digital artefacts such as photos. Personal information management (PIM) research is focused on making use of personal digital content. We believe that findings from studies of personal episodic memory can be used to assist the development of search tools for PLs. We exploit the temporal associations among the PL items, and present an interface for search of personal archives. This displays personal landmarks on a timeline, including items such as captured digital photos and keywords from information accessed on computing devices during corresponding periods. This enables users to search and browse their PL archives based on recall of significant events or items, rather than needing to remember explicit temporal features such as date and time

    A Scalable Distributed Approach to Mobile Robot Vision

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    This paper documents our progress during the first year of work on our original proposal entitled 'A Scalable Distributed Approach to Mobile Robot Vision'. We are pursuing a strategy for real-time visual identification and tracking of complex objects which does not rely on specialized image-processing hardware. In this system perceptual schemas represent objects as a graph of primitive features. Distributed software agents identify and track these features, using variable-geometry image subwindows of limited size. Active control of imaging parameters and selective processing makes simultaneous real-time tracking of many primitive features tractable. Perceptual schemas operate independently from the tracking of primitive features, so that real-time tracking of a set of image features is not hurt by latency in recognition of the object that those features make up. The architecture allows semantically significant features to be tracked with limited expenditure of computational resources, and allows the visual computation to be distributed across a network of processors. Early experiments are described which demonstrate the usefulness of this formulation, followed by a brief overview of our more recent progress (after the first year)

    A Capabilities-Based Theory of Technology Deployment in Diverse Teams: Leapfrogging the Pitfalls of Diversity and Leveraging Its Potential with Collaborative Technology

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    Previous research on groups with diverse membership indicates that they generally exhibit high levels of conflict and experience low levels of cohesion; however, they also tend to outperform their homogeneous counterparts. We examine this apparent paradox and discuss a theory-based technology-oriented approach to resolving it. Based on an extensive review of three research streams~{!*~}group diversity, group development, and collaborative technologies~{!*~}we develop an integrated model of ongoing team interaction that describes how the purposeful deployment of certain collaborative technology capabilities, based on temporal milestones, can help leverage the positive aspects of diversity while limiting its negative aspects. We conclude by developing a set of propositions that can be tested empirically

    Orientation and metacognition in virtual space

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    Cognitive scientists increasingly use virtual reality scenarios to address spatial perception, orientation, and navigation. If based on desktops rather than mobile immersive environments, this involves a discrepancy between the physically experienced static position and the visually perceived dynamic scene, leading to cognitive challenges that users of virtual worlds may or may not be aware of. The frequently reported loss of orientation and worse performance in point-to-origin tasks relate to the difficulty of establishing a consistent reference system on an allocentric or egocentric basis. We address the verbalisability of spatial concepts relevant in this regard, along with the conscious strategies reported by participants. Behavioural and verbal data were collected using a perceptually sparse virtual tunnel scenario that has frequently been used to differentiate between humans' preferred reference systems. Surprisingly, the linguistic data we collected relate to reference system verbalisations known from the earlier literature only to a limited extent, but instead reveal complex cognitive mechanisms and strategies. Orientation in desktop VR appears to pose considerable challenges, which participants react to by conceptualising the task in individual ways that do not systematically relate to the generic concepts of egocentric and allocentric reference frames

    Simulated Ecological Environments for Education: A Tripartite Model Framework of HCI Design Parameters for Situational Learning in Virtual Environments

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    While there are many studies on collaborative or guided scientific inquiry in real, virtual,and simulated environments, there are few that study the interplay between the design ofthe simulation and the user interface. The main research aim was to decompose thesimulation and user interface into the design parameters that influence attention,curiosity, inquiry, and learning of scientific material and acts of creation for children.The research design investigates what tools support independent exploration of a space,enhance deep learning, and motivate scientific or creative inquiry. A major interest is inthe role that ecological context plays in the perception of spatial information.None of the prior work on learning in virtual environments considered a child-centriccomputer interaction framing, independent of pedagogy and focused on the impact ofuser interface parameters, such as image quality and navigational freedom. A majorcontribution of this research is the construction of the Virtual Trillium Trail, as itrepresents one square mile of biologically accurate scientific plot study data. It is avirtual environment based on statistical data visualization, not fantasy. It allowed for ahighly realistic simulation and scientifically true-to-life visualization, as well as for aplanned orthogonal contrast with exceptionally high internal validity in both system andstatistical research design.Of critical importance is evidence in the pilot study, that virtual reality field trips forstudents may be used to prime before and to reinforce after a real field trip. Thisresearch also showed transfer effects on in-situ learning activity, in both directions.Thus, supports the claim that virtual environments may augment educational practices,not replace them, to maximize the overall learning impact. The other large contributionwas in the activity analysis of the real field trip, where the Salamander Effect is observedas an environmental event, which opened a Teachable Moment event for the teacher, andwhich was then translated into a system design feature, a Salient Event in the userinterface. A main part of this research is the importance of such events, as ways tosupport intrinsic learning activity, and leverage episodic memory.The main empirical contribution to the design of educational virtual environments wasproduced by the 2 x 2 ANOVA with the factors of Visual Fidelity and NavigationalFreedom, set to high and low levels, and the evidence of different effects on KnowledgeGained. The tool has an impact on intrinsic learning, which is measured here by a pretestand a post-test on facts and concepts. A two-factor analysis of variance showed asignificant effect of Visual Fidelity on Knowledge Gained, F(1,60) = 10.54, p = 0.0019.High Visual Fidelity condition has a greater impact on Knowledge Gained (M=30.95, SD=14.76), than Low Visual Fidelity condition (M=19.99, SD = 13.39). Photorealistic has astronger impact on learning than cartoon versions. There was significant interactionbetween Visual Fidelity and Navigational Freedom, F(1,60) = 4.85, p = 0.0315, with thelargest impact in the combined conditions of High Visual Fidelity and High NavigationalFreedom on Knowledge Gained (M=37.44, SD = 13.88). Thus, photorealistic, freenavigation virtual environments double learning, when compared to cartoon versions,ceteris paribus.The next major contribution to the design of the user interface in educational virtualenvironments is the design and use of Salient Events as components to augment thevirtual environment and to facilitate intrinsic inquiry into facts and concepts. A two factoranalysis of variance showed a significant effect of Visual Fidelity on Salient Eventcounts, F(1,60) = 4.35, p = 0.00413. High Visual Fidelity condition has a greater impacton Salient Event counts, (Μ = 14.46, SD = 6), than Low Visual Fidelity condition,(Μ =11.31, SD = 6.37). Using High Visual Fidelity with High Navigational Freedom(showing a strong trend of F(1,60) = 3.23, p = 0.0773) to increase Salient Event countsare critical design features for educational virtual environments, especially since SalientEvents are moderately positively correlated with Knowledge Gained (r = 0.455, N = 64, p= 0.000).Emotional, affective, aesthetic, and subjective attitudes were investigated in the post-experience assessment of the main study on system and learning experience. TotalAttitude is strongly positively and significantly correlated with Awe and Wonder (r =0.727, N = 64, p = 0.000). Also important is the strong, positive, and significantcorrelation of Beauty with Awe and Wonder (r = 0.506, N = 64, p = 0.000). And the onlysignificant subjective emotion or attitude variable correlated to Knowledge Gained, wasAwe and Wonder with a slightly positive statistic: (r = 0.273, N = 64, p = 0.000).Future research will investigate the complexity and causality of such interactions betweenthe child's mental model, the virtual environment, and the user interface in the form ofregression equations, partial differential equations, and Markov models

    Subjective Fear in Virtual Reality: A Linear Mixed-Effects Analysis of Skin Conductance

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    he investigation of the physiological and pathological processes involved in fear perception is complicated due to the difficulties in reliably eliciting and measuring the complex construct of fear. This study proposes a novel approach to induce and measure subjective fear and its physiological correlates combining virtual reality (VR) with a mixed-effects model based on skin conductance (SC). Specifically, we developed a new VR scenario applying specific guidelines derived from horror movies and video games. Such a VR environment was used to induce fear in eighteen volunteers in an experimental protocol, including two relaxation scenarios and a neutral virtual environment. The SC signal was acquired throughout the experiment, and after each virtual scenario, the emotional state and fear perception level were assessed using psychometric scales. We statistically evaluated the greatest sympathetic activation induced by the fearful scenario compared to the others, showing significant results for most SC-derived features. Finally, we developed a rigorous mixed-effects model to explain the perceived fear as a function of the SC features. Model-fitting results showed a significant relationship between the fear perception scores and a combination of features extracted from both fast- and slow-varying SC components, proposing a novel solution for a more objective fear assessme

    A multimodal investigation of moral decision making in harmful contexts

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    Since the two landmark publications in moral psychology (Greene, Sommerville, Nystrom, Darley, & Cohen, 2001; Haidt, 2001), the field has experienced an affective revolution that has put emotions at the center of the stage. Although work on exploring role of emotions in assessing morality of various types of moral acts (impure, unfair, etc.; Haidt, 2007) abounds, studying its role in harmful behaviors presents a unique challenge. The aversion to harming others is an integral part of the foundations of human moral sense and it presents itself in the form of deeply ingrained moral intuitions (Haidt, 2007). Since creating laboratory situations to investigate harm aversion raises ethical issues, research has primarily relied on studying hypothetical cases. In the current thesis, we utilize hypothetical vignettes to explore role of emotions in both moral judgment and behavior in harmful contexts, both when harm is carried out intentionally or produced accidentally. Study 1 investigates the role of emotion in motivating utilitarian behavior in moral dilemmas when presented in contextually salient virtual reality format as compared to judgment about the same cases for their textual versions. Study 2 investigates divergent contributions of two different sources of affect, one stemming from self-focused distress and the other focused on other-oriented concern, on utilitarian moral judgments in autistics. Study 3 investigates the role of empathic arousal in condemning agents involved in unintentional harms and why harmful outcomes have a greater bearing on blame as compared to acceptability judgments
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