Peripheral participation is fundamental to collaborative learning. In the classroom, we see two situations in which peripheral participation is essential: formative assessment, during which a teacher attempts to asses...
ISBN:
(纸本)9780615154367
Peripheral participation is fundamental to collaborative learning. In the classroom, we see two situations in which peripheral participation is essential: formative assessment, during which a teacher attempts to assess the utility of an ongoing activity and intervenes if necessary; and peer-monitoring, during which a student attempts to learn what other students are doing. When augmenting the classroom with handheld, wireless computing devices, handling peripheral participation becomes more difficult. The proposed new handheld network service, Look, allows a late overhearer, who has not witnessed the creation of common ground, to monitor the interaction between group members already engaged in a collaborative situated learning without interrupting. laboratory experiences with our prototypes indicate that Look balances lightweight implementation, ease of use, and utility in a way that could enhance classroom communication and learning.
Intelligence analysis is difficult due to the volume and complexity of the data, as well as the subtlety of the connections that have to be made in order to identify threats. Information visualization techniques are n...
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ISBN:
(纸本)1595936297
Intelligence analysis is difficult due to the volume and complexity of the data, as well as the subtlety of the connections that have to be made in order to identify threats. Information visualization techniques are necessary for human interpretation of this data, but many use a single monitor that lack the resolution and area needed to effectively display it. We developed an application specifically for a high resolution tiled display, taking advantage of its increased area and pixel count to show a detailed and thorough geospatial and timeline view of terrorist activity. These displays were well suited for intelligence analysis visualization due to their ability to provide access to numerous details from multiple views, and allowed users to maintain the context of data. This work showcased the ability of high resolution visualizations to assist intelligence analysts. Copyright 2007 ACM.
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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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
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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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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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.
This paper describes a hands-off therapist robot that monitors, assists, encourages, and socially interacts with post-stroke users in the process of rehabilitation exercises. We developed a behavior adaptation system ...
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This paper describes a hands-off therapist robot that monitors, assists, encourages, and socially interacts with post-stroke users in the process of rehabilitation exercises. We developed a behavior adaptation system that takes advantage of the users introversion-extroversion personality trait and the number of exercises performed in order to adjust its social interaction parameters (e.g., interaction distances/proxemics, speed, and vocal content) toward a customized post-stroke rehabilitation therapy. The experimental results demonstrate the robot's autonomous behavior adaptation to the user's personality and the resulting user improvements of the exercise task performance.
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