988 research outputs found
Single Value Devices
We live in a world of continuous information overflow, but the quality of information and communication is suffering. Single value devices contribute to the information and communication quality by fo- cussing on one explicit, relevant piece of information. The information is decoupled from a computer and represented in an object, integrates into daily life. However, most existing single value devices come from conceptual experiments or art and exist only as prototypes. In order to get to mature products and to design meaningful, effective and work- ing objects, an integral perspective on the design choices is necessary. Our contribution is a critical exploration of the design space of single value devices. In a survey we give an overview of existing examples. The characterizing design criteria for single value devices are elaborated in a taxonomy. Finally, we discuss several design choices that are specifically important for moving from prototypes to commercializable products
Exploiting `Subjective' Annotations
Many interesting phenomena in conversation can only be annotated as a subjective task, requiring interpretative judgements from annotators. This leads to data which is annotated with lower levels of agreement not only due to errors in the annotation, but also due to the differences in how annotators interpret conversations. This paper constitutes an attempt to find out how subjective annotations with a low level of agreement can profitably be used for machine learning purposes. We analyse the (dis)agreements between annotators for two different cases in a multimodal annotated corpus and explicitly relate the results to the way machine-learning algorithms perform on the annotated data. Finally we present two new concepts, namely `subjective entity' classifiers resp. `consensus objective' classifiers, and give recommendations for using subjective data in machine-learning applications.\u
Building Huys Hengelo in VRML
In this paper we report about our attempts to rebuild a historical building, ‘Huys Hengelo’, its interior, a farm built next to it and other parts of its environment (including a draw-bridge and a gate) using the Virtual Reality Modeling Language (VRML). This castle building played an important role in the history of its region. The main issues we deal with in this paper are: the unreliability of available sources − forcing us to show alternatives rather than ‘the building as it was’, the possibility to allow users to make changes and to experiment with different geographies, animations showing how parts of the wooden buildings were constructed during that time, the interface with the user and, as the project started as a student project on the request of some local historians and architects, some of our experiences with the co-operation between them and computer science students and researchers
Establishing Rapport with a Virtual Dancer
We discuss an embodied agent that acts as a dancer and invites human partners to dance with her. The dancer has a repertoire of gestures and moves obtained from inverse kinematics and motion capturing that can be combined in order to dance both on the beat of the music that is provided to the dancer and sensor input (visual and dance pad) from a human partner made available to the virtual dancer. The interaction between virtual dancer and human dancer allows alternating ‘lead’ ad ‘follow’ behavior, both from the point of view of the virtual and the human dancer
Reliability measurement without limits
In computational linguistics, a reliability measurement of 0.8 on some statistic such as is widely thought to guarantee that hand-coded data is fit for purpose, with lower values suspect. We demonstrate that the main use of such data, machine learning, can tolerate data with a low reliability as long as any disagreement among human coders looks like random noise. When it does not, however, data can have a reliability of more than 0.8 and still be unsuitable for use: the disagreement may indicate erroneous patterns that machine-learning can learn, and evaluation against test data that contain these same erroneous patterns may lead us to draw wrong conclusions about our machine-learning algorithms. Furthermore, lower reliability values still held as acceptable by many researchers, between 0.67 and 0.8, may even yield inflated performance figures in some circumstances. Although this is a common sense result, it has implications for how we work that are likely to reach beyond the machine-learning applications we discuss. At the very least, computational linguists should look for any patterns in the disagreement among coders and assess what impact they will have
Determining what people feel and think when interacting with humans and machines
Any interactive software program must interpret the users’ actions and come up with an appropriate response that is intelligable and meaningful to the user. In most situations, the options of the user are determined by the software and hardware and the actions that can be carried out are unambiguous. The machine knows what it should do when the user carries out an action. In most cases, the user knows what he has to do by relying on conventions which he may have learned by having had a look at the instruction manual, having them seen performed by somebody else, or which he learned by modifying a previously learned convention. Some, or most, of the times he just finds out by trial and error. In user-friendly interfaces, the user knows, without having to read extensive manuals, what is expected from him and how he can get the machine to do what he wants. An intelligent interface is so-called, because it does not assume the same kind of programming of the user by the machine, but the machine itself can figure out what the user wants and how he wants it without the user having to take all the trouble of telling it to the machine in the way the machine dictates but being able to do it in his own words. Or perhaps by not using any words at all, as the machine is able to read off the intentions of the user by observing his actions and expressions. Ideally, the machine should be able to determine what the user wants, what he expects, what he hopes will happen, and how he feels
A Demonstration of Continuous Interaction with Elckerlyc
We discuss behavior planning in the style of the SAIBA framework for continuous (as opposed to turn-based) interaction. Such interaction requires the real-time application of minor shape or timing modifications of running behavior and anticipation of behavior of a (human) interaction partner. We discuss how behavior (re)planning and on-the-fly parameter modification fit into the current SAIBA framework, and what type of language or architecture extensions might be necessary. Our BML realizer Elckerlyc provides flexible mechanisms for both the specification and the execution of modifications to running behavior. We show how these mechanisms are used in a virtual trainer and two turn taking scenarios
Physical extracurricular activities in educational child-robot interaction
In an exploratory study on educational child-robot interaction we investigate
the effect of alternating a learning activity with an additional shared
activity. Our aim is to enhance and enrich the relationship between child and
robot by introducing "physical extracurricular activities". This enriched
relationship might ultimately influence the way the child and robot interact
with the learning material. We use qualitative measurement techniques to
evaluate the effect of the additional activity on the child-robot relationship.
We also explore how these metrics can be integrated in a highly exploratory
cumulative score for the relationship between child and robot. This cumulative
score suggests a difference in the overall child-robot relationship between
children who engage in a physical extracurricular activity with the robot, and
children who only engage in the learning activity with the robot.Comment: 5th International Symposium on New Frontiers in Human-Robot
Interaction 2016 (arXiv:1602.05456
Elckerlyc in practice - on the integration of a BML Realizer in real applications
Building a complete virtual human application from scratch is a daunting task, and it makes sense to rely on existing platforms for behavior generation. When building such an interactive application, one needs to be able to adapt and extend the capabilities of the virtual human offered by the platform, without having to make invasive modications to the platform itself. This paper describes how Elckerlyc, a novel platform for controlling a virtual human, offers these possibilities
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