18135407
Guidelines for multimodal user interface design
JMUI (Journal on Multimodal User Interfaces), Special issue “Best of affective computing and intelligent Guidelines for multimodal user interface design. support, human multi-modal information processing. characteristics to the design of a user-oriented and guidelines of multimodal interface design. Artifact lifecycle management, Consumer and user, Interfaces in Automated.Aug 2 Aug 7Los Angeles, CA, USAThursday, 6 August 2015 / HCI International 20152015.hci.international/thursday​CachedDefining and Optimizing User Interfaces Information Complexity for AI Design and Development of Multimodal Applications: A Vision on Key Issues and Traditional Heuristics and Industry Guidelines to Evaluate Multimodal Digital Artifacts
12923227
Levels of Representation in the Annotation of Emotion for the Specification of Expressivity in ECAs
In this paper we present a two-steps approach towards the creation of affective Embodied Conversational Agents (ECAs): annotation of a real-life nonacted emotional corpus and animation by copy-synthesis. The basis of our approach is to study how coders perceive and annotate at several levels the emotions observed in a corpus of emotionally rich TV video interviews. We use their annotations to specify the expressive behavior of an agent at several levels. We explain how such an approach can be useful for providing knowledge as input for the specification of non-basic patterns of emotional behaviors to be displayed by the ECA (e.g. which perceptual cues and levels of annotation are required for enabling the proper recognition of the emotions).
4484500
Perception of Blended Emotions: From Video Corpus to Expressive Agent
Real life emotions are often blended and involve several simultaneous superposed or masked emotions. This paper reports on a study on the perception of multimodal emotional behaviors in Embodied Conversational Agents. This experimental study aims at evaluating if people detect properly the signs of emotions in different modalities (speech, facial expressions, gestures) when they appear to be superposed or masked. We compared the perception of emotional behaviors annotated in a corpus of TV interviews and replayed by an expressive agent at different levels of abstraction. The results provide insights on the use of such protocols for studying the effect of various models and modalities on the perception of complex emotions.
15015024
Annotating Multimodal Behaviors Occurring During Non Basic Emotions
The design of affective interfaces such as credible expressive characters in story-telling applications requires the understanding and the modeling of relations between realistic emotions and behaviors in different modalities such as facial expressions, speech, hand gestures and body movements. Yet, research on emotional multimodal behaviors has focused on individual modalities during acted basic emotions. In this paper we describe the coding scheme that we have designed for annotating multimodal behaviors observed during mixed and non acted emotions. We explain how we used it for the annotation of videos from a corpus of emotionally rich TV interviews. We illustrate how the annotations can be used to compute expressive profiles of videos and relations between non basic emotions and multimodal behaviors.
14471368
A Unified Framework for Constructing Multimodal Experiments and Applications
Inspired by a Wizard of Oz (WOZ) simulation experiment, we developed a working prototype of a system that enables users to interact with a map display through synergistic combinations of pen and voice. To address many of the issues raised by multimodal fusion, our implementation employed a distributed multi-agent framework to coordinate parallel competition and cooperation among processing components. Since then, the agent-based infrastructure has been enhanced with a collaboration technology, creating a framework in which multiple humans and automated agents can naturally interact within the same graphical workspace.Our current endeavour is the leveraging of this architecture to create a unified implementation framework for simultaneously developing both WOZ simulated systems and their fully-automated counterparts. Bootstrapping effects made possible by such an approach are illustrated by an experiment currently under way in our laboratory: as a naive subject draws, writes, and speaks requests to a (simulated) interactive map, a hidden Wizard responds as efficiently as possible using our best fullyautomated system, through either standard graphical interface devices or multimodal combinations of pen and voice. The input choices made by both subject and Wizard are invaluable, and the data collected from each can be applied directly to evaluating and improving the automated part of the system.
27507077
Temporal codes within a typology of cooperation between modalities
The Human-Machine Communication Department of LIMSI (LIMSI Report 1994), a laboratory of the French National Scientific Research Agency (CNRS), conducts research in the field of Pattern Recognition, Artificial Intelligence and Pattern Generation. Several approaches are currently investigated there for studying interactions between modalities: studies about the cognitive processes involved in human intermodal tasks (Denis and Cocude 1992; Gryl 1994; Daniel et al. 1994), image and language interactions for learning (Bordeaux 1993), human factors (Castaing and True 1993), symbolic approaches for designing multimodal human-computer interfaces (Bellik and Teil 1993; Bares et al. 1992), spatial reasoning (Ligozat 1992; Briffault 1992).
222672
Development and maintenance of a Web site for a Bachelor program
This paper describes our experiences with the development and maintenance of the BSENG Web site, which provides information about a new Bachelor program for software engineering at the University of Victoria. The site's requirements lead to a design that emphasizes simplicity to ease maintenance. We used Macromedia Dreamweaver to develop the site. During development, we identified two important maintenance tasks: detection of dead links and preservation of the site's navigational structure, that are not well supported by Dreamweaver. We discuss how we use the Rigi reverse engineering environment to aid the Web site developer with these maintenance tasks.
5491635
Small byzantine quorum systems
In this paper we present two protocols for asynchronous Byzantine quorum systems (BQS) built on top of reliable channels-one for self-verifying data and the other for any data. Our protocols tolerate f Byzantine failures with f fewer servers than existing solutions by eliminating nonessential work in the write protocol and by using read and write quorums of different sizes. Since engineering a reliable network layer on an unreliable network is difficult, two other possibilities must be explored. The first is to strengthen the model by allowing synchronous networks that use time-outs to identify failed links or machines. We consider running synchronous and asynchronous Byzantine quorum protocols over synchronous networks and conclude that, surprisingly, "self-timing" asynchronous Byzantine protocols may offer significant advantages for many synchronous networks when network time-outs are long. We show how to extend an existing Byzantine quorum protocol to eliminate its dependency on reliable networking and to handle message loss and retransmission explicitly.
61042466
The berkeley UNIX consultant project
UC (UNIX Consultant) is an intelligent, natural language interface that allows naive users to learn about the UNIX2 operating system. UC was undertaken because the task was thought to be both a fertile domain for artificial intelligence (AI) research and a useful application of AI work in planning, reasoning, natural language processing, and knowledge representation.The current implementation of UC comprises the following components: a language analyzer, called ALANA, produces a representation of the content contained in an utterance; an inference component, called a concretion mechanism, that further refines this content; a goal analyzer, PAGAN, that hypothesizes the plans and goals under which the user is operating; an agent, called UCEgo, that decides on UC's goals and proposes plans for them; a domain planner, called KIP, that computes a plan to address the user's request; an expression mechanism, UCExpress, that determines the content to be communicated to the user, and a language production mechanism, UCGen, that expresses UC's response in English.UC also contains a component, called KNOME, that builds a model of the user's knowledge state with respect to UNIX. Another mechanism, UCTeacher, allows a user to add knowledge of both English vocabulary and facts about UNIX to UC's knowledge base. This is done by interacting with the user in natural language.All these aspects of UC make use of knowledge represented in a knowledge representation system called KODIAK. KODIAK is a relation-oriented system that is intended to have wide representational range and a clear semantics, while maintaining a cognitive appeal. All of UC's knowledge, ranging from its most general concepts to the content of a particular utterance, is represented in KODIAK.
8865665
Evidence-based static branch prediction using machine learning
Correctly predicting the direction that branches will take is increasingly important in today's wide-issue computer architectures. The name program-based branch prediction is given to static branch prediction techniques that base their prediction on a program's structure. In this article, we investigate a new approach to program-based branch prediction that uses a body of existing programs to predict the branch behavior in a new program. We call this approach to program-based branch prediction evidence-based static prediction, or ESP. The main idea of ESP is that the behavior of a corpus of programs can be used to infer the behavior of new programs. In this article, we use neural networks and decision trees to map static features associated with each branch to a prediction that the branch will be taken. ESP shows significant advantages over other prediction mechanisms. Specifically, it is a program-based technique; it is effective across a range of programming languages and programming styles; and it does not rely on the use of expert-defined heuristics. In this article, we describe the application of ESP to the problem of static branch prediction and compare our results to existing program-based branch predictors. We also investigate the applicability of ESP across computer architectures, programming languages, compilers, and run-time systems. We provide results showing how sensitive ESP is to the number and type of static features and programs included in the ESP training sets, and we compare the efficacy of static branch prediction for subroutine libraries. Averaging over a body of 43 C and Fortran programs, ESP branch prediction results in a miss rate of 20%, as compared with the 25% miss rate obtained using the best existing program-based heuristics.
8716869
Generating product-lines of product-families
GenVoca is a methodology and technology for generating product-lines, i.e. building variants of a program. The primitive components from which applications are constructed are refinements or layers, which are modules that implement a feature that many programs of a product-line can share. Unlike conventional components (e.g., COM, CORBA, EJB), a layer encapsulates fragments of multiple classes. Sets of fully formed classes can be produced by composing layers. Layers are modular, albeit unconventional, building blocks of programs. But what are the building blocks of layers? We argue that facets is an answer. A facet encapsulates fragments of multiple layers, and compositions of facets yields sets of fully formed layers. Facets arise when refinements scale from producing variants of individual programs to producing variants of multiple integrated programs, as typified byproduct families (e.g., MS Office). We present a mathematical model that explains relationships between layers and facets. We use the model to develop a generator for tools (i.e., product family) that are used in language-extensible Integrated Development Environments (IDEs).