Interactive exploration of multidimensional data sets is challenging because: (1) it is difficult to comprehend patterns in more than three dimensions, and (2) current systems often are a patchwork of graphical and st...
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The way in which designers choose between alternatives in user interface design can affect both the design process and also the quality of the outcome, i.e., the user interface. However, little is known about the know...
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The way in which designers choose between alternatives in user interface design can affect both the design process and also the quality of the outcome, i.e., the user interface. However, little is known about the knowledge drawn on during. or the processes that guide, the choice between design alternatives. This paper presents the results of an empirical study aimed at modelling 'trade-off decision making' in user interface design. It is argued that a single abstract vocabulary can capture important aspects of the rich knowledge drawn on during design problem solving. It is also argued that designers' reasoning during 'choice episodes' is not sophisticated. In choosing between alternatives in design, designers invariably limit the range, or nature, of the alternatives considered. The implications of this finding are discussed.
Critical issues in human-computerinteraction - in particular, the advantages and disadvantages of intelligent agents and direct manipulation - will be discussed, debated, and hotly contested. The intent of the partic...
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Pathway diagrams are used by life scientists to represent complex interactions at the molecular level in living cells. The recent shift towards data-intensive bioinformatics and systems-level science has created a str...
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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.
The Basic Research Symposium is a special event with a five-year history at CHI. It is a hybrid between a miniconference and a workshop that presents an opportunity for researchers from different disciplines to share ...
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ISBN:
(纸本)0897919262
The Basic Research Symposium is a special event with a five-year history at CHI. It is a hybrid between a miniconference and a workshop that presents an opportunity for researchers from different disciplines to share their visions through exchanging new developments and insights from their own fields. The goal of the Symposium is to provide an interactive forum to promote and enhance scientific discussions of developing research issues. It is designed to advance understanding and dialogue among fellow researchers as well as to encourage asking of questions and reflection on methods and results. It is a unique opportunity to learn about the variety of perspectives present in the international HCI research community and to apply the often radically different criteria associated with those perspectives to one's own work.
This study investigated influences on human spatial orientation and representation resulting from manipulations in the geometric field of view (GFOV) of a perspective display. Also examined was the impact of incorpora...
This study investigated influences on human spatial orientation and representation resulting from manipulations in the geometric field of view (GFOV) of a perspective display. Also examined was the impact of incorporating symbolic virtual environment enhancements in the interface based on visual momentum (VM) techniques. Sixty participants, pretested for spatial ability, were required to navigate through a virtual office building while performing a variety of spatial orientation tasks. A 3 × 2 × 2 mixed-subjects design compared three levels of GFOV, two levels of VM, and two levels of Difficulty. The findings indicate that decreases in GFOV produce spatial orientation and representation errors, and as task difficulty increases, errors are more pronounced. Furthermore, VM was shown to alleviate errors in spatial orientation and representation, especially when task difficulty was increased. Design recommendations are discussed based on the implications of the results.
Behavior-based systems, i.e. systems that use behaviors as a way of decomposing the control policy needed for accomplishing a task, are very useful in making robots cope with the dynamics of real-world environments. H...
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Behavior-based systems, i.e. systems that use behaviors as a way of decomposing the control policy needed for accomplishing a task, are very useful in making robots cope with the dynamics of real-world environments. However, these systems still need to be extended to design robots having multiple and possibly conflicting goals, requiring planning, and getting more out of their behaviors. One way of doing that is to allow behaviors to be selected dynamically and to blend their actions in order to get more complex behaviors. This paper addresses these issues by presenting a control architecture that, when using fuzzy logic, allows behaviors to be efficiently selected by different sources. A simulated world for mobile robots is used to illustrate these ideas.
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