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1.
This paper describes a multi-modal corpus of hand-annotated meeting dialogues that was designed for studying addressing behaviour in face-to-face conversations. The corpus contains annotated dialogue acts, addressees, adjacency pairs and gaze direction. First, we describe the corpus design where we present the meetings collection, annotation scheme and annotation tools. Then, we present the analysis of the reproducibility and stability of the annotation scheme. 相似文献
2.
The complexity of group dynamics occurring in small group interactions often hinders the performance of teams. The availability
of rich multimodal information about what is going on during the meeting makes it possible to explore the possibility of providing
support to dysfunctional teams from facilitation to training sessions addressing both the individuals and the group as a whole.
A necessary step in this direction is that of capturing and understanding group dynamics. In this paper, we discuss a particular
scenario, in which meeting participants receive multimedia feedback on their relational behaviour, as a first step towards
increasing self-awareness. We describe the background and the motivation for a coding scheme for annotating meeting recordings
partially inspired by the Bales’ Interaction Process Analysis. This coding scheme was aimed at identifying suitable observable
behavioural sequences. The study is complemented with an experimental investigation on the acceptability of such a service.
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3.
In this paper we survey our research on smart meeting rooms and its relevance for augmented reality meeting support and virtual
reality generation of meetings in real time or off-line. The research reported here forms part of the European 5th and 6th
framework programme projects multi-modal meeting manager (M4) and augmented multi-party interaction (AMI). Both projects aim
at building a smart meeting environment that is able to collect multimodal captures of the activities and discussions in a
meeting room, with the aim to use this information as input to tools that allow real-time support, browsing, retrieval and
summarization of meetings. Our aim is to research (semantic) representations of what takes place during meetings in order
to allow generation, e.g. in virtual reality, of meeting activities (discussions, presentations, voting, etc.). Being able
to do so also allows us to look at tools that provide support during a meeting and at tools that allow those not able to be
physically present during a meeting to take part in a virtual way. This may lead to situations where the differences between
real meeting participants, human-controlled virtual participants and (semi-) autonomous virtual participants disappear.
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4.
This paper describes the simulated car racing competition that was arranged as part of the 2007 IEEE Congress on Evolutionary
Computation. Both the game that was used as the domain for the competition, the controllers submitted as entries to the competition
and its results are presented. With this paper, we hope to provide some insight into the efficacy of various computational
intelligence methods on a well-defined game task, as well as an example of one way of running a competition. In the process,
we provide a set of reference results for those who wish to use the simplerace game to benchmark their own algorithms. The paper is co-authored by the organizers and participants of the competition.
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5.
We present a study of using camera-phones and visual-tags to access mobile services. Firstly, a user-experience study is described in which participants were both observed learning to interact with a prototype mobile service and interviewed
about their experiences. Secondly, a pointing-device task is presented in which quantitative data was gathered regarding the speed and accuracy with which participants aimed and clicked
on visual-tags using camera-phones. We found that participants’ attitudes to visual-tag-based applications were broadly positive,
although they had several important reservations about camera-phone technology more generally. Data from our pointing-device
task demonstrated that novice users were able to aim and click on visual-tags quickly (well under 3 s per pointing-device
trial on average) and accurately (almost all meeting our defined speed/accuracy tradeoff of 6% error-rate). Based on our findings,
design lessons for camera-phone and visual-tag applications are presented.
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6.
Awareness systems have attracted significant research interest for their potential to support interpersonal relationships.
Investigations of awareness systems for the domestic environment have suggested that such systems can help individuals stay
in touch with dear friends or family and provide affective benefits to their users. Our research provides empirical evidence
to refine and substantiate such suggestions. We report our experience with designing and evaluating the ASTRA awareness system,
for connecting households and mobile family members. We introduce the concept of connectedness and its measurement through
the Affective Benefits and Costs of communication questionnaire (ABC-Q). We inform results that testify the benefits of sharing
experiences at the moment they happen without interrupting potential receivers. Finally, we document the role that lightweight,
picture-based communication can play in the range of communication media available.
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7.
The paper reflects on the unique experience of social and technological development in Lithuania since the regaining of independence
as a newly reshaped society constructing a distinctive competitive IST-based model at global level. This has presented Lithuanian
pattern of how to integrate different experiences and relations between generations in implementing complex information society
approaches. The resulting programme in general is linked to the Lisbon objectives of the European Union. The experience of
transitional countries in Europe, each different but facing some common problems, may be useful to developing countries in
Africa.
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8.
In this paper the authors, starting from the experience described and commented on in earlier work by Mancini and Sbordone, deal with the three main epistemological problems that the research group they participated in had to face: |
The conflicting and ambiguous relationship between psychoanalysis and social research
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The classical epistemological problem of the relationship between the subject and object of research within the perspective of action research
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The problem arising from their experience, i.e., the risk of manipulation, and the way to deal with it from an epistemic perspective
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The three problems are dealt with one at a time, but from a common perspective, i.e., the attempt to integrate the richness and variety of human subjectivity in social research. As to the relationship between psychoanalysis and social research, a special section is devoted to the implications of an integrated or convergent methodology on team-working in organisations. 相似文献
9.
Quantitative usability requirements are a critical but challenging, and hence an often neglected aspect of a usability engineering process. A case study is described where quantitative usability requirements played a key role in the development of a new user interface of a mobile phone. Within the practical constraints of the project, existing methods for determining usability requirements and evaluating the extent to which these are met, could not be applied as such, therefore tailored methods had to be developed. These methods and their applications are discussed. 相似文献
10.
Research on hybrid bionic systems (HBSs) is still in its infancy but promising results have already been achieved in laboratories.
Experiments on humans and animals show that artificial devices can be controlled by neural signals. These results suggest
that HBS technologies can be employed to restore sensorimotor functionalities in disabled and elderly people. At the same
time, HBS research raises ethical concerns related to possible exogenous and endogenous limitations to human autonomy and
freedom. The analysis of these concerns requires reflecting on the availability of scientific models accounting for key aspects
of sensorimotor coordination and plastic adaptation mechanisms in the brain.
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11.
Listening to music on personal, digital devices whilst mobile is an enjoyable, everyday activity. We explore a scheme for
exploiting this practice to immerse listeners in navigation cues. Our prototype, ONTRACK, continuously adapts audio, modifying
the spatial balance and volume to lead listeners to their target destination. First we report on an initial lab-based evaluation
that demonstrated the approach’s efficacy: users were able to complete tasks within a reasonable time and their subjective
feedback was positive. Encouraged by these results we constructed a handheld prototype. Here, we discuss this implementation
and the results of field-trials. These indicate that even with a low-fidelity realisation of the concept, users can quite
effectively navigate complicated routes.
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12.
We consider the problem of determining suitable meeting times and locations for a group of participants wishing to schedule
a new meeting subject to already scheduled meetings possibly held at a number of different locations. Each participant must
be able to reach the new meeting location, attend for the entire duration, and reach the next meeting location on time. In
particular, we give two solutions to the problem instance where each participant has two scheduled meetings separated by a
free time interval. We present an O( n log n) algorithm for n participants obtained by purely geometrical arguments. Our second approach uses the concept of LP-type problems and leads
to a randomized algorithm with expected running time O( n). We also consider a graph-based model where participants belong to different groups and can travel along the edges of a
graph. For the meeting, only one member out of each group is required. The resulting problem can be solved using furthest
color Voronoi diagrams on graphs.
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13.
We provide the complete record of methodology that let us evolve BrilliAnt, the winner of the Ant Wars contest. Ant Wars contestants are virtual ants collecting food on a grid board in the presence
of a competing ant. BrilliAnt has been evolved through a competitive one-population coevolution using genetic programming
and fitnessless selection. In this paper, we detail the evolutionary setup that lead to BrilliAnt’s emergence, assess its
direct and indirect human-competitiveness, and describe the behavioral patterns observed in its strategy.
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14.
The article draws on a decade of work in the UK by the UK Work Organisation Network (UKWON), and recommends a systematic approach.
Taking cases in the National Health Service, the focus is on employee involvement, partnership and the development of social
capital. High and low road approaches are compared, in an evaluation of the Improving Working Lives programme.
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15.
To get the maximum benefit from ambient intelligence (AmI), we need to anticipate and react to possible drawbacks and threats
emerging from the new technologies in order to devise appropriate safeguards. The SWAMI project took a precautionary approach
in its exploration of the privacy risks in AmI and sought ways to reduce them. It constructed four “dark scenarios” showing
possible negative implications of AmI, notably for privacy protection. Legal analysis of the depicted futures showed the shortcomings
of the current legal framework in being able to provide adequate privacy protection in the AmI environment. In this paper,
the authors, building upon their involvement in SWAMI research as well as the further advancement of EU privacy analysis,
identify various outstanding issues regarding the legal framework that still need to be resolved in order to deal with AmI
in an equitable and efficacious way. This article points out some of the lacunae in the legal framework and postulates several
privacy-specific safeguards aimed at overcoming them.
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16.
This paper describes security and privacy issues for multimedia database management systems. Multimedia data includes text,
images, audio and video. It describes access control for multimedia database management systems and describes security policies
and security architectures for such systems. Privacy problems that result from multimedia data mining are also discussed.
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17.
In this article we present an engineering approach for the integration of social group dynamics in the behavior modeling of
multiagent systems. To this end, a toolbox was created that brings together several theories from the social sciences, each
focusing on different aspects of group dynamics. Due to its modular approach, the toolbox can either be used as a central
control component of an application or it can be employed temporarily to rapidly test the feasibility of the incorporated
theories for a given application domain. This is exemplified by applying the toolbox to different applications.
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18.
There are only a few ethical regulations that deal explicitly with robots, in contrast to a vast number of regulations, which
may be applied. We will focus on ethical issues with regard to “responsibility and autonomous robots”, “machines as a replacement
for humans”, and “tele-presence”. Furthermore we will examine examples from special fields of application (medicine and healthcare,
armed forces, and entertainment). We do not claim to present a complete list of ethical issue nor of regulations in the field
of robotics, but we will demonstrate that there are legal challenges with regard to these issues.
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19.
Nowadays data mining plays an important role in decision making. Since many organizations do not possess the in-house expertise
of data mining, it is beneficial to outsource data mining tasks to external service providers. However, most organizations
hesitate to do so due to the concern of loss of business intelligence and customer privacy. In this paper, we present a Bloom
filter based solution to enable organizations to outsource their tasks of mining association rules, at the same time, protect
their business intelligence and customer privacy. Our approach can achieve high precision in data mining by trading-off the
storage requirement.
This research was supported by the USA National Science Foundation Grants CCR-0310974 and IIS-0546027.
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20.
The European Union co-funded COMUNICAR (communication multimedia unit inside car) project designed and developed an integrated multimedia human–machine interface (HMI) able to manage a wide variety of driver information systems (from entertainment to safety). COMUNICAR proposed an innovative information provision paradigm, in which the on-vehicle HMI is able to tailor the delivery of the information in real time according to the actual driving context and the drivers workload. COMUNICAR adopted a user-centred design process involving an iterative development based on extensive user tests since the early phases of the project. This approach was particularly useful to define and improve the layout of the user interface and specify the rules that decide the scheduling and the modalities of the delivery of the information messages to the driver. This paper introduces the COMUNICAR concept and the user-centred flow of design. Then, a concrete case of user-test driven, iterative improvement of a systems functionality is presented. We also briefly describe two software tools that we have designed to enhance the development process in a user-centred perspective. Finally, the future evolution of the concept of smart and safe information scheduling is sketched and discussed. 相似文献
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