Time delays in communication channels usually make teleoperation systems unstable. To cope with this, we apply the energy-bounding algorithm (EBA) that had been proposed for stable haptic interaction. The EBA restrict...
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Time delays in communication channels usually make teleoperation systems unstable. To cope with this, we apply the energy-bounding algorithm (EBA) that had been proposed for stable haptic interaction. The EBA restricts the energy generated by the sample and hold operator to consumable energy by the energy-consuming physical damping in the haptic system and some part of human arm to guarantee the passivity condition of whole system. This algorithm always guarantees stable haptic interactions, but compromises the displayable impedance range of the virtual environment. The EBA can be straightforwardly applied for bilateral teleoperation due to the analogy between the haptic simulation system and the teleoperation system. The video shows some feasibility test results of the EBA for bilateral teleoperation. Various test results for free, contact, and abrupt motions show that the EBA can ensure stable bilateral teleoperation for the fairy large amount of constant/variable time delays (2.5 sec (one-way) for free motion and 300 msec (one-way) for contact motion).
Design is an inherently multidisciplinary endeavor. This raises the question of how to develop systems in ways that can best leverage the perspectives, practices, and knowledge bases of these different areas. Agile so...
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Design is an inherently multidisciplinary endeavor. This raises the question of how to develop systems in ways that can best leverage the perspectives, practices, and knowledge bases of these different areas. Agile software development and usability engineering both address important aspects of system design, but there are tensions between the methods that make them difficult to integrate. This work presents a development approach that draws from extreme programming (XP), a widely practiced agile software development process, and scenario-based design (SBD), an established usability engineering process. It describes three key questions that need to be addressed for agile software development methods and usability engineering practices to work together effectively, and it introduces interface architectures and design representations that can address these questions.
System control - the issuing of commands - is a critical, but largely unexplored task in 3D user interfaces (3DUIs) for immersive virtual environments (IVEs). The task sequence (the order of operations in a system con...
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System control - the issuing of commands - is a critical, but largely unexplored task in 3D user interfaces (3DUIs) for immersive virtual environments (IVEs). The task sequence (the order of operations in a system control task) is an important aspect of the design of a system control interface (SCI), because it affects the way the user must think about accomplishing the task. Most command line interfaces are based on the action-object task sequence (e.g. "rm ***"). Most graphical user interfaces (GUIs) are based on the object-action task sequence (e.g. click on an icon then select "delete" from a pop-up menu). An SCI for an IVE should be transparent and induce minimal cognitive load, but it is not clear which task sequences support this goal. We designed an experiment using an interior design application context to determine the cognitive loads induced by various task sequences in IVEs. By subtracting the expected time for a user to complete the task from the total time, we have estimated the cognitive time, dependent only on task sequence. Our experiment showed that task sequence has a significant effect on the cognitive loads induced in IVEs. The object-action sequence and similar task sequences induce smaller cognitive loads than those induced by the action-object sequence. These results can be used to create guidelines for creating 3DUIs for IVEs
The second international conference on human-Robot interaction (HRI-2007) was held in Arlington, Virginia, March 9-11, 2007. The theme of the conference was "Robot as Team Member" and included posters and pa...
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In this paper we discuss the task of dialogue act recognition as a part of interpreting user utterances in context. To deal with the uncertainty that is inherent in natural language processing in general and dialogue ...
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Networks have remained a challenge for information retrieval and visualization because of the rich set of tasks that users want to accomplish. This paper offers an abstract Content-Actor network data model, a classifi...
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Networks have remained a challenge for information retrieval and visualization because of the rich set of tasks that users want to accomplish. This paper offers an abstract Content-Actor network data model, a classification of tasks, and a tool to support them. The NetLens interface was designed around the abstract Content-Actor network data model to allow users to pose a series of elementary queries and iteratively refine visual overviews and sorted lists. This enables the support of complex queries that are traditionally hard to specify. NetLens is general and scalable in that it applies to any data set that can be represented with our abstract data model. This paper describes the use of NetLens with a subset of the ACM Digital Library consisting of about 4000 papers from the CHI conference written by about 6000 authors, and reports on a usability study with nine participants.
A proper behaviour of a robot is probably of importance when we consider the possibility of having it accepted by people. For example, it has been shown that erratic or unexplained behaviour tends to be a cause of dis...
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A proper behaviour of a robot is probably of importance when we consider the possibility of having it accepted by people. For example, it has been shown that erratic or unexplained behaviour tends to be a cause of distrust in the robot. There are several other, more non-technical issues that need to be fulfilled by the robot in order to make it acceptable in society. Even for cognitive, intelligent and largely autonomous robots their tasks need to be modelled. One such task modelling method, task patterns, has been proposed earlier as a language for describing robot activities. In this article it is suggested that the task pattern language can be extended through a framework based on the ideas behind Design Patterns, to also incorporate modelling of task properties that are important to the acceptance of a robot in a social environment.
Today there is a large movement towards creating social and cognitive robots. Today there is research aiming at using robots as care support as well as social agents introduced in geriatric care and home care. Much of...
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Today there is a large movement towards creating social and cognitive robots. Today there is research aiming at using robots as care support as well as social agents introduced in geriatric care and home care. Much of the research is aimed at the development of cognitive and social agents, since robot agents are considered to need ways of interacting with the people in the surrounding areas. In this perspective it is necessary to start thinking of robots not only in terms of social, cognitive or sociable, but also of socially acceptable. What are the requirements for a socially acceptable robot, and which properties in a robot provide for making it more or less acceptable as part of a social environment? In this paper a set of tentative acceptance properties is presented, together with the results from a pilot study trying to assess the importance of some of these properties for the social acceptance of domestic service robots.
For many years, the HCI community has harbored a vision of interacting with intelligent, embodied computer agents. However, the reality of this vision remains elusive. From an interaction design perspective, little is...
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