310 research outputs found
Studies on user control in ambient intelligent systems
People have a deeply rooted need to experience control and be effective in interactions with their environments. At present times, we are surrounded by intelligent systems that take decisions and perform actions for us. This should make life easier, but there is a risk that users experience less control and reject the system. The central question in this thesis is whether we can design intelligent systems that have a degree of autonomy, while users maintain a sense of control. We try to achieve this by giving the intelligent system an 'expressive interfaceâ: the part that provides information to the user about the internal state, intentions and actions of the system. We examine this question both in the home and the work environment.We find the notion of a âsystem personalityâ useful as a guiding principle for designing interactions with intelligent systems, for domestic robots as well as in building automation. Although the desired system personality varies per application, in both domains a recognizable system personality can be designed through expressive interfaces using motion, light, sound, and social cues. The various studies show that the level of automation and the expressive interface can influence the perceived system personality, the perceived level of control, and userâs satisfaction with the system. This thesis shows the potential of the expressive interface as an instrument to help users understand what is going on inside the system and to experience control, which might be essential for the successful adoption of the intelligent systems of the future.<br/
Investigating The Mechanisms That Drive Implicit Coordination In Teams
The purpose of this study was to empirically test the oft-noted hypothesis that shared mental models lead to implicit coordination. Specifically, this dissertation investigated the underlying mechanisms of implicit coordination and how different aspects of shared mental models affect the process. The research questions tested in this study were (a)how perceptions of sharedness affect the initiation of implicit coordination, (b) how actual levels of sharedness affect the process of implicit coordination, and (c) how quality of task mental models affects successful implicit coordination. Sixty same-gender, two-person teams engaged in a complex military reconnaissance planning task in which the team members were required to work together by exchanging information to plan routes for one unmanned aerial vehicle (UAV) and one unmanned ground vehicle (UGV). The results provided partial support for the influence of different facets of shared mental models on the process of implicit coordination. Specifically, individual mental model quality, not perceptions of sharedness or actual mental model sharedness, was the biggest predictor of the initiation of implicit coordination. Additionally, perceptions of sharedness and actual mental model sharedness interacted with one another, such that teams in mismatched conditions (high perceptions of sharedness but low actual sharedness [false consensus], or low perceptions of sharedness and high actual sharedness, [pluralistic ignorance]) tended to increase their communications. The implications and recommendations for future research on implicit coordination and shared mental models are discussed. Additionally, the implications for operators of unmanned vehicles are also discussed
An exploration of the impacts of digitalisation in the procurement sector
This dissertation provides an overview of the leading digital technologies that will revolutionise procurement. The aim of this exploratory study was to investigate if procurement organisations and professionals are taking strategic actions to equip themselves with the changing business environment that digitalisation will bring to the procurement sector. An interpretivist approach has been taken for the purpose of understanding the different perspectives that research participants shared for the data collection. Therefore, a survey in the form of a semi-structured questionnaire has been conducted with seventy-three procurement professionals from a wide range of industries. The questionnaire was conducted through online platforms, which facilitated the process of approaching experts in the industry. Through primary data collected, it was found that companies and procurement professionals are aware of the impact of digitalisation in the procurement sector. However, most of the organisations presented in this study do not have a well-designed strategy that includes digital technology in their procurement processes. However, as leading companies have already adopted digital tools to transform the way their procurement operations, the lack of initiative from smaller players towards utilizing digital technology leads to missing opportunity in cost savings and competitiveness. Hence, this study aims to give an overview of the main digital technologies that will revolutionise procurement
Ethics, Religion, and Spiritual Health
What does human enhancement technology (HET) and artificial intelligence (AI) have to do with religion? This book explores, specifically, the intersection of HET and AI with spiritual health, Christianity, and ethics. The exploration strengthens an emergent, robust body of publications about human enhancement ethics. What does it mean to make us âbetterâ must also address the potential spiritual implications. Concern for spiritual health promises to make the study of religion and human enhancement ethics increasingly pressing in the public sphere. Some of the most significant possible and probable spiritual impacts of HET and AI are probed. Topics include warfare, robots, chatbots, moral bioenhancement, spiritual psychotherapy, superintelligence, ecology, fasting, and psychedelics. Two sections comprise this book: one addresses spirituality in relation to HETs and AI, and one addresses Christianity in relation to HETs and AI
Evidence for early physiotherapy after acute stroke: a scoping review
Neuroscience evidence indicates that early rehabilitation can guarantee better outcomes and quicker cortical re-organization after lesion. Although there are some studies related to the acute stroke physiotherapy intervention, it seems that few consider the evidence that link neuroplasticity and neurorehabilitation. Therefore, understanding the current state of the art of physiotherapy intervention is vital to potentialize the intervention so the enhance neuroplastic window is properly explored. To analyze the physiotherapy's intervention on acute stroke patients, so it reveals the underlined evidence for the selection of the approach and if the neurophysiological mechanisms are associated. This scoping review's methodology follows the Joanna Briggs Institue. A main search was conducted across Pubmed, PEdro and Web of science in December 2020, including only studies in Portuguese or English. Studies included focused on the concept of physiotherapy's intervention in a population of adult acute stroke patients, in an acute care context. Were identified 14 categories of interventions in 37 studies. 62% of studies didn't give any justification for the choic of method and the ones who did, weren't focused on neurophysiological knowledge. A wide range of interventions was found in which only 38% showed justifications that were considered insufficient and imprecise
Gender stereotypes in virtual agents
Visual, behavioural and verbal cues for gender are often used in designing virtual agents to take advantage of their cultural and stereotypical effects on the users. However, recent studies point towards a more gender-balanced view of stereotypical traits and roles in our society. This thesis is intended as an effort towards a progressive and inclusive approach for gender representations in virtual agents. The contributions are two-fold. First, in an iterative design process, representative male, female and androgynous embodied AI agents were created with few differences in their visual attributes. Second, these agents were then used to evaluate the stereotypical assumptions of gendered traits and roles in AI virtual agents. The results showed that, indeed, gender stereotypes are not as effective as previously assumed, and androgynous agents could represent a middle-ground between gendered stereotypes. The thesis findings are presented in the hope to foster discussions in virtual agent research and the frequent stereotypical use of gender representations
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Gender differences in navigation dialogues with computer systems
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.Gender is among the most influential of the factors underlying differences in spatial abilities, human communication and interactions with and through computers. Past research has offered important insights into gender differences in navigation and language use. Yet, given the multidimensionality of these domains, many issues remain contentious while others unexplored. Moreover, having been derived from non-interactive, and often artificial, studies, the generalisability of this research to interactive contexts of use, particularly in the practical domain of Human-Computer Interaction (HCI), may be problematic. At the same time, little is known about how gender strategies, behaviours and preferences interact with the features of technology in various domains of HCI, including collaborative systems and systems with natural language interfaces. Targeting these knowledge gaps, the thesis aims to address the central question of how gender differences emerge and operate in spatial navigation dialogues with computer systems.
To this end, an empirical study is undertaken, in which, mixed-gender and same-gender pairs communicate to complete an urban navigation task, with one of the participants being under the impression that he/she interacts with a robot. Performance and dialogue data were collected using a custom system that supported synchronous navigation and communication between the user and the robot.
Based on this empirical data, the thesis describes the key role of the interaction of gender in navigation performance and communication processes, which outweighed the effect of individual gender, moderating gender differences and reversing predicted patterns of performance and language use. This thesis has produced several contributions; theoretical, methodological and practical. From a theoretical perspective, it offers novel findings in gender differences in navigation and communication. The methodological contribution concerns the successful application of dialogue as a naturalistic, and yet experimentally sound, research paradigm to study gender and spatial language. The practical contributions include concrete design guidelines for natural language systems and implications for the development of gender-neutral interfaces in specific domains of HCI
How students can combine earning with learning through flexible business process sourcing: a proposition
Research by the Centre for Global Sourcing and Services at Loughborough University has highlighted an emerging skills gap between the entry-level of those professional careers that form the bedrock of business support services within organisations and the âtalent pipelineâ to senior roles such as business partner. The reconfiguration, re-engineering and relocation of many back and middle-office roles through business process outsourcing (BPO) and shared service centres (SSC) is causing a serious career entry problem, because the training 'nurseries', where the skills, knowledge and behaviours of a life-long professional career, are forged. At present this trend is largely under the media radar because the SSC operates within company boundaries and migration to offshore locations is generally both piecemeal and phased. Economic effects are also masked by a 'honeymoon' effect of lower costs for organisations but little resistance from displaced workers as they retire, receive redundancy compensation or leave through natural wastage when migration is phased. However, portents of the future are already manifesting: Indeed, typical student debt has now risen to around ÂŁ50,000, graduate entry jobs are now falling (Association of Graduate Recruiters, 2016) and at the same time there is evidence emerging that the 'talent pipeline' into mid-level career roles such as business partners and data analysis experts is drying up. More positively, our report suggests that it should be attractive for organisations to employ undergraduates in âmiddle-officeâ work on an Earn-to-Learn basis throughout the course of their degree programmes. The idea is to enable students to access quality work-based learning which will allow them to improve their work-readiness and graduate with lower debt, and perhaps near to debt-free especially where schemes are able to access graduate apprenticeship funding. There are significant advantages for a range of stakeholders. Universities have an opportunity to widen access by encouraging those potential students who may be put off by high graduation debt and thus, improve employability rates. Organisations will have access to a new, intelligent, flexible workforce, at an attractive cost relative to many offshore destinations, especially with the lower Sterling exchange rate. Moreover, there is the opportunity to rebuild the talent pipeline and contribute to Corporate Social Responsibility by helping young people to get a career start. For government and regional economies there is a chance to stem the outflow of good quality service work and build capability in new knowledge work by designing programmes for data analytics and robotic process automation solutions. Moving forward will require a partnership between organisations, universities, professional bodies and regional policy makers and each group must be flexible in its demands; there are rewards for all parties but nothing will be achieved without co-operation
Empowering vulnerable people with serious games and gamification
Although many people will associate games with entertainment and leisure, games can also aim more serious purposes, such as training or education. Games with such goals are called serious games. In addition, gamification means that a (serious) task is enhanced with game elements. Examples of serious games and gamification can be seen in many aspects of daily life. Loyalty programs of stores, educational games in schools, fitness wearables and their gamified applications, rehabilitation games, and so on. In this dissertation, the focus is on a specific domain in which serious games and gamification can create societal benefit, namely by using them to empower vulnerable target groups. In the first part of this dissertation, a literature review is performed to understand the domain of serious games and gamification for vulnerable target groups. Based on this review, research gaps can be identified. Moreover, the review resulted in a taxonomy that is used throughout the dissertation to classify different games and applications. In the following parts of the dissertation, projects addressing two different target groups and in total three vulnerabilities are discussed. The first target group is older adults, who are vulnerable in different ways. In this dissertation, safety risks for doorstep scams and health risks through malnutrition are addressed. The first vulnerability is addressed by a serious game using interactive scenarios of doorstep scams. A diet tracking system that was used to support participants in a diet trial addressed the latter vulnerability. The second target group is young adults, which is an age group with a vulnerable mental well-being. The last part of this dissertation aims to study how gamification can be used to enhance self-compassion among young adults via an online 6-weeks training program, to increase their resilience in the face of mental well-being difficulties. Artificial Intelligence (AI) technologies can be used to personalize and adapt the experience of a game to users. Tone of voice analysis was used to influence the progression in scenarios of the serious game about doorstep scams, and it gave players the possibility to assess the assertiveness of their voice. Machine learning algorithms were used to create personalized meal recommendations that can be used to improve the user experience of the diet tracking system for older adults. These algorithms base their recommendations on information about the historical intake of users to suggest meals and to additional items during meal editing. This makes the process of registering a meal less time-consuming. Sentiment analysis is used to adapt responses of the system in an exercise from the self-compassion training program. In addition, a topic detection algorithm was designed to assign one topic from a predefined set of topics to a note by a user of the training program. With this information, users can choose different types of situations to use in the exercises: frequently or rarely discussed topics. Aside from those techniques, knowledge representation is used in all projects, which is important for serious games/gamified applications since they are often based on expert and/or domain knowledge. This dissertation contributes to understanding the domain of serious games and gamification to empower vulnerable groups. The work also contributes to the research on the development of applications within that domain. On top of that, it contributes to understanding how AI techniques can be used to offer (personalized) features that enrich serious games or gamified applications. Finally, for each of the project centered parts, the results that are found in those parts contribute to the research in those specific fields
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