14828199
When my face is the interface: an experimental comparison of interacting with one's own face or someone else's face
In this paper, we demonstrate that the effects of receiving negative evaluation ITom audio-visual image of oneself on a computer screen am clearly diEerent from that of receiving someone else. When seeing the seKmage, subjects claimed more responsibility for the evaluation, perceived the evaluation to be more valid and objective, and showed higher public self-awareness. Self-image subjects showed less impression management and less negative bias on recognition memory. Implications fi3r using one’s own Ere in virtual reality and other interfaces are discussed.
26848095
Effects of "gender" of the computer on informational social influence: the moderating role of task type
The present experiment examined if and how "gender" of the computer, manifested in character representation, would affect its informational influence on individuals' decisions on masculine (sports) or feminine (fashion) topics. In a 2 (participant's gender) × 2 (character gender) × 2 (nature of topic: masculine vs. feminine) between-subjects experiment, participants played a trivia quiz game with the computer. During the game, they were given a chance to change their initial answer after seeing the computer's answer, which they knew was not necessarily correct. Results suported the match-up hypothesis such that while the male computer elicited greater conformity on the masculine topic than on the feminine topic, the opposite was true for the female counterpart. In addition, men were less likely to yield to the computer's suggestion than women on the masculine topic whereas women, were less likely to succumb to the computer's influence on the feminine topic. These findings are discussed in terms of the robustness of gender-stereotyping in human-computer interaction and the implications for Computers Are Social Actors paradigm.
207225124
A Linear Programming Approach to Discriminant Analysis with a Reserved-Judgment Region
A linear-programming model is proposed for deriving discriminant rules that allow allocation of entities to a reserved-judgment region. The size of the reserved-judgment region, which can be controlled by varying parameters within the model, dictates the level of aggressiveness (cautiousness) of allocating (misallocating) entities to groups. Results of simulation experiments for various configurations of normal and contaminated normal three-group populations are reported for a variety of parameter selections. Results of cross-validation experiments using real data sets are also reported. Both the simulation and cross-validation experiments include comparison with other discriminant analysis techniques. The results demonstrate that the proposed model is useful for deriving discriminant rules that reduce the chances of misclassification, while maintaining a reasonable level of correct classification.
38798257
A hardware-software codesign methodology for DSP applications
The authors describe a systematic, heterogeneous design methodology using the Ptolemy framework for simulation, prototyping, and software synthesis of systems containing a mixture of hardware and software components. They focus on signal-processing systems in which the hardware typically consists of custom data paths, finite-state machines (FSMs), glue logic and programmable processors. The software is one or more embedded programs running on the programmable components.<<ETX>>
13888487
Hierarchical finite state machines with multiple concurrency models
This paper studies the semantics of hierarchical finite state machines (FSM's) that are composed using various concurrency models, particularly dataflow, discrete-events, and synchronous/reactive modeling. It is argued that all three combinations are useful, and that the concurrency model can be selected independently of the decision to use hierarchical FSM's. In contrast, most formalisms that combine FSM's with concurrency models, such as statecharts (and its variants) and hybrid systems, tightly integrate the FSM semantics with the concurrency semantics. An implementation that supports three combinations is described.
2880434
The Virtual Waiting Time of the M/G/1 Queue with Impatient Customers
The M/G/1 queue with impatient customers is studied. The complete formula of the limiting distribution of the virtual waiting time is derived explicitly. The expected busy period of the queue is also obtained by using a martingale argument.
1540671
Bangarama: Creating Music with Headbanging
Bangarama is a music controller using headbanging as the primary interaction metaphor. It consists of a head-mounted tilt sensor and a guitar-shaped controller that does not require complex finger positions. We discuss the specific challenges of designing and building this controller to create a simple, yet responsive and playable instrument, and show how ordinary materials such as plywood, tin foil, and copper wire can be turned into a device that enables a fun, collaborative music-making experience.