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This chapter describes how intelligent embodied agents may react according to end-users' attention states and how these agents may adapt their interventions to encourage end users to participate actively in virtual environments such as collaboration platforms or e-learning modules. Attention-related data are taken into account by adapting generically defined interventions (templates) to particular contexts through the use of scripting and markup languages. This chapter introduces the Living Actor™ technology, whose main purpose is to provide end users with high-quality adaptive embodied agents, or avatars. Living Actor™ technology receives input from software components' reasoning on users' attention states and adjusts the actions of its embodied agents. The result is the creation of embodied agents, or avatars, that are capable of natural, intuitive, autonomous and adaptive behaviours that account for variations in emotion, gesture, mood, voice, culture and personality.
Introduction
According to Gartner (April 2007), by the end of 2011, 80 per cent of active Internet users (and Fortune 500 enterprises) will have a ‘second life’, not necessarily in the virtual world, called Second Life. Users' virtual lives will be represented by embodied agents in the form of avatars, or virtual representations of the self which allow users to express themselves with a personalized identity of their own creation. In the present chapter the authors define agents as ‘soft- and/or hardware that is intended to represent a complete person, animal, or personality’ (Sengers 2004: 4).
This chapter presents a number of software applications that make use of an eye tracker. It builds on the knowledge of visual attention and its control mechanisms as presented in chapters 3 and 5. It provides a tour through the years, showing how the use of eye gaze as indicator of visual attention has developed from being an additional input modality, supporting the disambiguation of fuzzy signals, to an interaction enhancement technique that allows software systems to work proactively and retrieve information without the user giving explicit commands.
Introduction
Our environment provides far more perceptual information than can be effectively processed. Hence, the ability to focus our attention on the essential is a crucial skill in a world full of visual stimuli. What we see is determined by what we attend to: the direction of our eye gaze, the focus of our visual attention, has a close relationship with the focus of our attention.
Eye trackers, which are used to measure the point of gaze, have developed rapidly during recent years. The history of eye-tracking equipment is long. For decades, eye trackers have been used as diagnostic equipment in medical laboratories and to enable and help communication with severely disabled people (see, e.g., Majaranta and Räihä 2007). Only recently have eye trackers reached the level of development where they can be considered as input devices for commonly used computing systems.
In recent years it has been increasingly recognized that the advent of information and communication technologies has dramatically shifted the balance between the availability of information and the ability of humans to process information. During the last century information was a scarce resource. Now, human attention has become the scarce resource whereas information (of all types and qualities) abounds. The appropriate allocation of attention is a key factor determining the success of creative activities, learning, collaboration and many other human pursuits. A suitable choice of focus is essential for efficient time organization, sustained deliberation and, ultimately, goal achievement and personal satisfaction. Therefore, we must address the problem of how digital systems can be designed so that, in addition to allowing fast access to information and people, they also support human attentional processes. With the aim of responding to this need, this book proposes an interdisciplinary analysis of the issues related to the design of systems capable of supporting the limited cognitive abilities of humans by assisting the processes guiding attention allocation. Systems of this type have been referred to in the literature as Attention-Aware Systems (Roda and Thomas 2006), Attentive User Interfaces (Vertegaal 2003) or Notification User Interfaces (McCrickard, Czerwinski and Bartram 2003) and they engender many challenging questions (see, for example, Wood, Cox and Cheng 2006).
This chapter reviews the results of the Salience Project, a cross-disciplinary research project focused on understanding how humans direct attention to salient stimuli. The first objective of the project was theoretical: that is, to understand behaviourally and electrophysiologically how humans direct attention through time to semantically and emotionally salient visual stimuli. Accordingly, we describe the glance-look model of the attentional blink. Notably, this model incorporates two levels of meaning, both of which are based upon latent semantic analysis, and, in addition, it incorporates an explicit body-state subsystem in which emotional experience manifests. Our second major objective has been to apply the same glance-look model to performance analysis of human–computer interaction. Specifically, we have considered a class of system which we call stimulus-rich reactive interfaces (SRRIs). Such systems are characterized by demanding (typically) visual environments, in which multiple stimuli compete for the user's attention, and a variety of physiological measures are employed to assess the user's cognitive state. In this context, we have particularly focused on electroencephalogram (EEG) feedback of stimulus perception. Moreover, we demonstrate how the glance-look model can be used to assess the performance of a variety of such reactive computer interfaces. Thus, the chapter contributes to the study of attentional support and adaptive interfaces associated with digital environments.
Introduction
Humans are very good at prioritizing competing processing demands. In particular, perception of a salient environmental event can interrupt ongoing processing, causing attention, and accompanying processing resources, to be redirected to the new event.
Human Computer Interaction (HCI) is concerned with every aspect of the relationship between computers and people (individuals, groups and society). The annual meeting of the British Computer Society's HCI group is recognised as one of the main venues for discussing recent trends and issues. This volume contains refereed papers and reports from the 1994 meeting. A broad range of HCI related topics are covered, including interactive systems development, user interface design, user modelling, tools, hypertext and CSCW. Both research and commercial perspectives are considered, making the book essential for all researchers, designers and manufacturers who need to keep abreast of developments in HCI.
Advances in the field of computer vision are leading to radical changes in the way we interact with computers. At the time of this book's publication in 1998, it would soon be possible to enable a computer linked to a video camera to detect the presence of users, track faces, arms and hands in real time, and analyse expressions and gestures. The implications for interface design are immense and are expected to have major repercussions for all areas where computers are used, from the work place to recreation. This book collects the ideas and algorithms from the world's leading scientists, offering a glimpse of the radical changes that are round the corner and which will change the way we will interact with computers in the near future.
Computing environments that furnish a large set of tools (such as editors, mail programs and language processors) are difficult to use, primarily because there is no means of organizing the tools so that they are at hand when needed. Because of the dearth of knowledge of how users behave when issuing commands to general purpose computer systems, user support facilities are ad-hoc designs that do not support natural work habits. The Computer User as Toolsmith, first published in 1993, describes several empirical studies from which the author has developed a computer version of a handyman's workbench that would help users with their online activities. For the practitioner and interface designer, the guidelines and principles offered here are directly applicable to the rational design of new systems and the modernization of old ones. For the researcher and graduate student, the book offers a wealth of analysis and interpretation of data, as well as a survey of research techniques.
When this book was first published, recent aspects of human factors research had led to methodologies that integrated usability into the development of interactive systems. MUSE was one of the pioneering methods for Usability Engineering. It provides an environment in which human factors contributions can realise their full potential. MUSE supports active human factors involvement in both design specification and evaluation, and takes system development from user requirements to user interface design. Its methods describe how design errors can be avoided or rectified throughout system development, as well as showing how errors can be identified and providing support for inter-disciplinary design planning and coordination. It therefore ranks as one of the best developed and most completely structured human factors methods. This book reviews the motivation for developing MUSE, and provides readers with a manual for method application. It will be essential reading for all involved with systems development, whether from the HCI or software engineering communities, and can be used as well for course accompaniment.
This book covers all aspects of computer document preparation text processing and printing. Computers are being used increasingly in the processing of documents, from simple textual material, such as letters and memos, to complete books with mathematical formulae and graphics. The material may be extensively edited and manipulated on the computer before subsequent output on media such as typewriters, laser printers or photocomposers. This volume contains contributions from several established leaders in the field, and a number of research articles referred by an international programme committee. As such, the book gives a good impression of the state-of-the art in this area, which is of major importance in this 'electronic age' where on-line information retrieval and electronic publishing will increasingly affect our everyday life.
Semiotics is the science of signs: graphical, such as pictures; verbal (writing or sounds); or others such as body gestures and clothes. Computer semiotics studies the special nature of computer-based signs and how they function in use. This 1991 book is based on ten years of empirical research on computer usage in work situations and contains material from a course taught by the author. It introduces basic traditional semiotic concepts and adapts them so that they become useful for analysing and designing computer systems in their symbolic context of work. It presents a novel approach to the subject, rich in examples, in that it is both theoretically systematic and practical. The author refers to and reinterprets techniques already used so that readers can deepen their understanding. In addition, it offers new techniques and a consistent perspective on computer systems that is particularly appropriate for new hardware and software (e.g. hypermedia) whose main functions are presentation and communication. This is a highly important work whose influence will be wide and longlasting.
The logic and methodology of design is examined in this book from the perspective of computer science. Computers provide the context for this examination both by discussion of the design process for hardware and software systems and by consideration of the role of computers in design in general. The central question posed by the author is whether or not we can construct a theory of design. This book concentrates upon the relationship between design, mathematics and science and thus its audience must include designers and software designers as well as computer scientists.
From the Internet's infrastructure to operating systems like GNU/Linux, the open source movement comprises some of the greatest accomplishments in computing over the past quarter century. Its story embraces technological advances, unprecedented global collaboration, and remarkable tools for facilitating distributed development. The evolution of the Internet enabled an enormous expansion of open development, allowing developers to exchange information and ideas without regard to constraints of space, time, or national boundary. The movement has had widespread impact on education and government, as well as historic cultural and commercial repercussions. Part I discusses key open source applications, platforms, and technologies used in open development. Part II explores social issues ranging from demographics and psychology to legal and economic matters. Part III discusses the Free Software Foundation, open source in the public sector (government and education), and future prospects.
Significant amounts of our time and energy are devoted to creating, managing, and avoiding information. Computers and telecommunications technology have extended our regard for information and are driving changes in how we learn, work, and play. One result of these developments is that skills and strategies for storing and retrieving information have become more essential and more pervasive in our culture. This book considers how electronic technologies have changed these skills and strategies and augmented the fundamental human activity of information seeking. The author makes a case for creating new interface designs that allow the information seeker to choose what strategy to apply according to their immediate needs. Such systems may be designed by providing information seekers with alternative interface mechanisms for displaying and manipulating multiple levels of representation for information objects.Information Seeking in Electronic Environments is essential reading for researchers and graduate students in information science, human-computer interaction, and education, as well as for designers of information retrieval systems and interfaces for digital libraries and archives.
Creativity is a topic that has traditionally interested psychologists, historians and biographers. Developments in cognitive science and artificial intelligence have provided a powerful computational framework in which creativity can be studied and the creative process can be described and explained. In this book, creativity in technology is discussed using such a computational approach. Using an important historical episode in computer technology as a case study, namely the invention of microprogramming by Maurice Wilkes in 1951, the author presents a plausible explanation of the process by which Wilkes may have arrived at his invention. Based on this case study, the author has also proposed some very general hypotheses concerning creativity that appear to corroborate the findings of some psychologists and historians and then suggests that creative thinking is not significantly different in nature from everyday thinking and reasoning.