134,521 research outputs found
Designing Women: Essentializing Femininity in AI Linguistics
Since the eighties, feminists have considered technology a force capable of subverting sexism because of technology’s ability to produce unbiased logic. Most famously, Donna Haraway’s “A Cyborg Manifesto” posits that the cyborg has the inherent capability to transcend gender because of its removal from social construct and lack of loyalty to the natural world. But while humanoids and artificial intelligence have been imagined as inherently subversive to gender, current artificial intelligence perpetuates gender divides in labor and language as their programmers imbue them with traits considered “feminine.” A majority of 21st century AI and humanoids are programmed to fit female stereotypes as they fulfill emotional labor and perform pink-collar tasks, whether through roles as therapists, query-fillers, or companions. This paper examines four specific chat-based AI --ELIZA, XiaoIce, Sophia, and Erica-- and examines how their feminine linguistic patterns are used to maintain the illusion of emotional understanding in regards to the tasks that they perform. Overall, chat-based AI fails to subvert gender roles, as feminine AI are relegated to the realm of emotional intelligence and labor
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Multimodal and ubiquitous computing systems: supporting independent-living older users
We document the rationale and design of a multimodal interface to a pervasive/ubiquitous computing system that supports independent living by older people in their own homes. The Millennium Home system involves fitting a resident’s home with sensors – these sensors can be used to trigger sequences of interaction with the resident to warn them about dangerous events, or to check if they need external help. We draw lessons from the design process and conclude the paper with implications for the design of multimodal interfaces to ubiquitous systems developed for the elderly and in healthcare, as well as for more general ubiquitous computing applications
Online networks and subjective well-being
We argue that the use of online networks may threaten subjective well-being
in several ways, due to the inherent attributes of Internet-mediated
interaction and through its effects on social trust and sociability. We test
our hypotheses on a representative sample of the Italian population. We find a
significantly negative correlation between online networking and well-being.
This result is partially confirmed after accounting for endogeneity. We explore
the direct and indirect effects of the use of social networking sites (SNS) on
well-being in a SEM analysis. We find that online networking plays a positive
role in subjective well-being through its impact on physical interactions,
whereas SNS use is associated with lower social trust. The overall effect of
networking on individual welfare is significantly negative.Comment: 40 page
An Introduction to 3D User Interface Design
3D user interface design is a critical component of any virtual environment (VE) application. In this paper, we present a broad overview of three-dimensional (3D) interaction and user interfaces. We discuss the effect of common VE hardware devices on user interaction, as well as interaction techniques for generic 3D tasks and the use of traditional two-dimensional interaction styles in 3D environments. We divide most user interaction tasks into three categories: navigation, selection/manipulation, and system control. Throughout the paper, our focus is on presenting not only the available techniques, but also practical guidelines for 3D interaction design and widely held myths. Finally, we briefly discuss two approaches to 3D interaction design, and some example applications with complex 3D interaction requirements. We also present an annotated online bibliography as a reference companion to this article
Designing and Implementing Embodied Agents: Learning from Experience
In this paper, we provide an overview of part of our experience in designing and implementing some of the embodied agents and talking faces that we have used for our research into human computer interaction. We focus on the techniques that were used and evaluate this with respect to the purpose that the agents and faces were to serve and the costs involved in producing and maintaining the software. We discuss the function of this research and development in relation to the educational programme of our graduate students
Technology Culture of Mobile Maintenance Men
Technology plays a major role in our life and the role is increasing as a result of fast technological development occurring all the time. Technology’s impact on our everyday life sets new challenges also to designers. In order to design products which are usable. We need to understand technologies and devices we are developing, users of our designed products, and the relationships our users have with different kinds of technologies.
User-centred design (UCD) has emerged as a counter part for traditional technology centred product development. UCD emphasizes the role of the users in every phase of product design and development. However, it seems that the users’ relationships with technologies is underestimated and sometimes even forgotten also in UCD. The users’ current tools and technological environment is seen as just surroundings and task related tools instead of as an important factor that affects to users’ actions and opinions.
This article presents a case study where mobile IT maintenance men where studied with traditional UCD methods and in addition the user research was deepened with focusing on users’ relationships with technology. The results show that UCD’s methods can miss some critical phenomena relating to users’ relationships with technology and affecting to usability and quality of the developed products.
Understanding how users comprehend the technologies they use, i.e. understanding what kind of technology culture the users are a part of, enables designers to better evaluate how well the developed product will fit in the lives of it’s users and what sorts of changes are possibly going to happen or required to happen in order the new product to be included in the users’ technology culture. These kinds of evaluations help the designers to design better products and the companies to better estimate business risks relating to for example technology acceptance.
Keywords:
Technology Culture, User-Centred Design, User Research, Distributed and Mobile Work</p
Analyzing collaborative learning processes automatically
In this article we describe the emerging area of text classification research focused on the problem of collaborative learning process analysis both from a broad perspective and more specifically in terms of a publicly available tool set called TagHelper tools. Analyzing the variety of pedagogically valuable facets of learners’ interactions is a time consuming and effortful process. Improving automated analyses of such highly valued processes of collaborative learning by adapting and applying recent text classification technologies would make it a less arduous task to obtain insights from corpus data. This endeavor also holds the potential for enabling substantially improved on-line instruction both by providing teachers and facilitators with reports about the groups they are moderating and by triggering context sensitive collaborative learning support on an as-needed basis. In this article, we report on an interdisciplinary research project, which has been investigating the effectiveness of applying text classification technology to a large CSCL corpus that has been analyzed by human coders using a theory-based multidimensional coding scheme. We report promising results and include an in-depth discussion of important issues such as reliability, validity, and efficiency that should be considered when deciding on the appropriateness of adopting a new technology such as TagHelper tools. One major technical contribution of this work is a demonstration that an important piece of the work towards making text classification technology effective for this purpose is designing and building linguistic pattern detectors, otherwise known as features, that can be extracted reliably from texts and that have high predictive power for the categories of discourse actions that the CSCL community is interested in
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