The human-computerinteraction Laboratory (HCIL) of the University of Maryland and NASA have collaborated over three years to refine and apply user interface research concepts developed at HCIL in order to improve the...
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We discuss a two-handed user interface designed to support three-dimensional neurosurgical visualization. By itself, this system is a “point design,” an example of an advanced user interface technique. In this work,...
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Presents a method for the generation of real-time dynamic autonomous agents in game environments. The method is based on the use of dynamical systems theory which allows us to express intelligent behaviors using syste...
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Presents a method for the generation of real-time dynamic autonomous agents in game environments. The method is based on the use of dynamical systems theory which allows us to express intelligent behaviors using systems of differential equations. These differential equations operate at two distinct levels. At one level, the differential equations governing movement comprise a carefully designed set of attractor-repeller fields. At a second level, behavior selection is modeled using a competition dynamics that determines the relevant contributions to the movement dynamics at each time instant. Thus, our autonomous agents are capable of exhibiting useful behaviors in complex environments. Using this approach, we are able to demonstrate, in real time, behaviors such as single and multiple target tracking with both stationary and moving obstacles.
Gesture and speech are two very important behaviors for virtual humans. They are not isolated from each other but generally employed simultaneously in the service of the same intention. An underlying PaT-Net parallel ...
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Gesture and speech are two very important behaviors for virtual humans. They are not isolated from each other but generally employed simultaneously in the service of the same intention. An underlying PaT-Net parallel finite state machine may be used to coordinate them both. Gesture selection is not arbitrary. Typical movements correlated with specific textual elements are used to select and produce gesticulation online. This enhances the expressiveness of speaking virtual humans.
This paper describes extensions and improvements to IBM's large vocabulary continuous speech recognition (LVCSR) system for transcription of broadcast news. The recognizer uses an additional 35 hours of training d...
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This paper describes extensions and improvements to IBM's large vocabulary continuous speech recognition (LVCSR) system for transcription of broadcast news. The recognizer uses an additional 35 hours of training data over the one used in the 1996 Hub4 evaluation. It includes a number of new features: optimal feature space for acoustic modeling (in training and/or testing), filler-word modeling, Bayesian information criterion (BIC) based segment clustering, an improved implementation of iterative MLLR and 4-gram language models. Results using the 1996 DARPA Hub4 evaluation data set are presented.
This paper presents cognitive studies and analyses relating to how augmented reality (AR) interacts with human abilities in order to benefit manufacturing and maintenance tasks. A specific set of applications is descr...
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This paper presents cognitive studies and analyses relating to how augmented reality (AR) interacts with human abilities in order to benefit manufacturing and maintenance tasks. A specific set of applications is described in detail, as well as a prototype system and the software library that it is built upon. An integrated view of information flow to support AR is also presented, along with a proposal for an AR media language (ARML) that could provide interoperability between various AR implementations.
This paper presents a strategy of motor learning that acquires an internal model of the arm by using adjustable parameters for arm movement. This strategy gradually adjusts the parameters, such as the speed of an arm ...
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This paper presents a strategy of motor learning that acquires an internal model of the arm by using adjustable parameters for arm movement. This strategy gradually adjusts the parameters, such as the speed of an arm movement and the viscoelastic property values of the arm in the learning process. Learning control based on such a strategy eliminates a few weak points in many types of learning control models which have been proposed in the last decade. We will ascertain the efficiency of the proposed strategy by computer simulation using a mathematical model of the human arm.
We present a detailed case study of a computer scientist learning and using the Cognitive Walkthrough (CW) technique to assess a multimedia authoring tool. We then compare the predictions produced by the analysis to t...
作者:
Mataric, MJInteraction Laboratory
Volen Center for Complex Systems Computer Science Department Brandeis University Waltham MA United States
This paper raises the question of the connection between embodiment and higher level cognition, which has been eloquently addressed before but has not yet received much focus in the AI community. The paper then procee...
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This paper raises the question of the connection between embodiment and higher level cognition, which has been eloquently addressed before but has not yet received much focus in the AI community. The paper then proceeds to break the question down into subparts and address how each can be approached and studied. Finally, the paper briefly overviews two directions of our work, group behavior and imitative behavior, and describes their relation to the issue of embodiment and cognition.
Users need a certain level of skill or knowledge in order to be successful in the performance of humancomputerinteraction. Many software systems have been designed to assist in using an interface. These packages are...
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