101 research outputs found

    Categorification techniques for the Temperley-Lieb category and Web(sp4)\textbf{Web}(\mathfrak{sp}_4)

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    There is a diagrammatic category called Temperley-Lieb, denoted TL,\mathcal{TL}, which is of interest as it is related to both knot theory and representation theory. In this thesis we will explore how TL\mathcal{TL} was categorified and the discoveries made in my attempt to categorify Web(sp4)\textbf{Web}(\mathfrak{sp}_4) using similar techniques.Bachelor of Scienc

    CHRONEMIC ASPECTS OF CHAT, AND THEIR RELATIONSHIP TO TRUST IN A VIRTUAL TEAM

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    How does user personality impact pauses in online synchronous chat, and how do these pauses correlate with the development of trust in online teams? An analysis of hundreds of short chat sessions which took place between 62 pairs of participants in the DayTrader social dilemma game reveals a link between chronemic (time-related) variables and personality traits. The three chronemic variables that were analyzed, interpost pause, switching pause, and personal rhythm, were shorter in players who rated higher on extraversion, and longer in players who rated higher on agreeableness. The relationship between extraversion and shorter pauses is comparable to similar findings in spoken communication, while the relationship with agreeableness is novel. Furthermore, an analysis of the relationships between the three chronemic variables and the establishment of trust in the virtual teams confirms the hypothesis that longer pauses are associated with decreased trust. Three non mutually exclusive explanations are offered for this association: 1) longer pauses cause the decrease in trust; 2) longer pauses are the result of increased cognitive load associated with deception creation; and, 3) longer pauses are the result of increased efforts related to the suspicion that deception is taking place

    Simplifying Cyber Foraging for Mobile Devices

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    Cyber foraging is the transient and opportunistic use of compute servers by mobile devices. The short market life of such devices makes rapid modification of applications for remote execution an important problem. We describe a solution that combines a “little language ” for cyber foraging with an adaptive runtime system. We report results from a user study showing that even novice developers are able to successfully modify large, unfamiliar applications in just a few hours. We also show that the quality of novice-modified and expert-modified applications are comparable in most cases. Categories and Subject Descriptor

    Design, development and demonstration of a warm gas distribution system Quarterly report, period ending 31 Mar. 1968

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    Component tests and system assembly for hydrazine fuel gas distribution system of torque generator for spacecraft attitude contro

    Detecting Linguistic HCI Markers in an Online Aphasia Support Group

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    ABSTRACT Aphasia is an acquired language disorder resulting from trauma or injury to language areas of the brain. Despite extensive research on the impact of aphasia on traditional forms of communication, little is known about the impact of aphasia on computer-mediated communication (CMC). In this study we asked whether the welldocumented language deficits associated with aphasia can be detected in online writing of people with aphasia. We analyzed 150 messages (14,754 words) posted to an online aphasia support forum, by six people with aphasia and by four controls. Significant linguistic differences between people with aphasia and controls were detected, suggesting five putative linguistic HCI markers for aphasia. These findings suggest that interdisciplinary research on communication disorders and CMC has both applied and theoretical implications

    Physically Large Displays Improve Path Integration

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    ABSTRACT Previous results have shown that users perform better on spatial orientation tasks involving static 2D scenes when working on physically large displays as compared to small ones. This was found to be true even when the displays presented the same images at equivalent visual angles. Further investigation has suggested that large displays may provide a greater sense of presence, which biases users into adopting more efficient strategies to perform tasks. In this work, we extend those findings, demonstrating that users are more effective at performing 3D virtual navigation tasks on large displays. We also show that even though interacting with the environment affects performance, effects induced by interactivity are independent of those induced by physical display size. Together, these findings allow us to derive guidelines for the design and presentation of interactive 3D environments on physically large displays

    Do (and say) as I say: Linguistic adaptation in human-computer dialogs

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    © Theodora Koulouri, Stanislao Lauria, and Robert D. Macredie. This article has been made available through the Brunel Open Access Publishing Fund.There is strong research evidence showing that people naturally align to each other’s vocabulary, sentence structure, and acoustic features in dialog, yet little is known about how the alignment mechanism operates in the interaction between users and computer systems let alone how it may be exploited to improve the efficiency of the interaction. This article provides an account of lexical alignment in human–computer dialogs, based on empirical data collected in a simulated human–computer interaction scenario. The results indicate that alignment is present, resulting in the gradual reduction and stabilization of the vocabulary-in-use, and that it is also reciprocal. Further, the results suggest that when system and user errors occur, the development of alignment is temporarily disrupted and users tend to introduce novel words to the dialog. The results also indicate that alignment in human–computer interaction may have a strong strategic component and is used as a resource to compensate for less optimal (visually impoverished) interaction conditions. Moreover, lower alignment is associated with less successful interaction, as measured by user perceptions. The article distills the results of the study into design recommendations for human–computer dialog systems and uses them to outline a model of dialog management that supports and exploits alignment through mechanisms for in-use adaptation of the system’s grammar and lexicon

    The influence of visual feedback and gender dynamics on performance, perception and communication strategies in CSCW

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    The effects of gender in human communication and human-computer interaction are well-known, yet little is understood about how it influences performance in the complex, collaborative tasks in computer-mediated settings – referred to as Computer-Supported Collaborative Work (CSCW) – that are increasingly fundamental to the way in which people work. In such tasks, visual feedback about objects and events is particularly valuable because it facilitates joint reference and attention, and enables the monitoring of people’s actions and task progress. As such, software to support CSCW frequently provides shared visual workspace. While numerous studies describe and explain the impact of visual feedback in CSCW, research has not considered whether there are differences in how females and males use it, are aided by it, or are affected by its absence. To address these knowledge gaps, this study explores the effect of gender – and its interactions within pairs – in CSCW, with and without visual feedback. An experimental study is reported in which mixed-gender and same-gender pairs communicate to complete a collaborative navigation task, with one of the participants being under the impression that s/he is interacting with a robot (to avoid gender-related social preconceptions). The study analyses performance, perceptions and communication strategies. As predicted, there was a significant benefit associated with visual feedback in terms of language economy and efficiency. However, it was also found that visual feedback may be disruptive to task performance, because it relaxes the users’ precision criteria and inflates their assumptions of shared perspective. While no actual performance difference was found between males and females in the navigation task, females rated their own performance less positively than did males. In terms of communication strategies, males had a strong tendency to introduce novel vocabulary when communication problems occurred, while females exhibited more conservative behaviour. When visual feedback was removed, females adapted their strategies drastically and effectively, increasing the quality and specificity of the verbal interaction, repeating and re-using vocabulary, while the behaviour of males remained consistent. These results are used to produce design recommendations for CSCW systems that will suit users of both genders and enable effective collaboration
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