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Träfflista för sökning "WFRF:(Tscheligi Manfred) "

Sökning: WFRF:(Tscheligi Manfred)

  • Resultat 1-9 av 9
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1.
  • Al Moubayed, Samer, et al. (författare)
  • Furhat goes to Robotville: a large-scale multiparty human-robot interaction data collection in a public space
  • 2012
  • Ingår i: Proc of LREC Workshop on Multimodal Corpora. - Istanbul, Turkey.
  • Konferensbidrag (refereegranskat)abstract
    • In the four days of the Robotville exhibition at the London Science Museum, UK, during which the back-projected head Furhat in a situated spoken dialogue system was seen by almost 8 000 visitors, we collected a database of 10 000 utterances spoken to Furhat in situated interaction. The data collection is an example of a particular kind of corpus collection of human-machine dialogues in public spaces that has several interesting and specific characteristics, both with respect to the technical details of the collection and with respect to the resulting corpus contents. In this paper, we take the Furhat data collection as a starting point for a discussion of the motives for this type of data collection, its technical peculiarities and prerequisites, and the characteristics of the resulting corpus.
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3.
  • Fuchsberger, Verena, et al. (författare)
  • Contextual constraints : Consequences for interaction design
  • 2014
  • Ingår i: Proceedings of the Conference on Designing Interactive Systems. - New York, NY, USA : Association for Computing Machinery. - 9781450329033 ; , s. 227-230
  • Konferensbidrag (refereegranskat)abstract
    • Constraints are part of any interaction design activity, as they inform as well as challenge and limit the designer. In this one-day workshop, we will discuss how constraints, which are resulting from their context, are fostering or hindering designs and the act of designing. Also constraints that have both positive and negative consequences will be addressed. The focus will be on limitations of how designers engage themselves with the context (e.g., in contextual design) as well as limitations on the design space as such (e.g., light conditions). Characteristics of constrained contexts might be their strict safety or security regulations, costly access, harsh conditions, temporal restrictions, rare existence, communication problems, etc. Examples for such heavily constrained contexts are environments like factories, cars and space ships, domains like finance and administration or seasonal events like New Year's Eve and Christmas, but this list is almost interminable. With this workshop, we aim to address the assessment of types and forms of contextual constraints affecting design options and/or the respective design process. The vision is to better understand how to make use of the beneficial constraints for interaction design, and how to cope with hindering ones. We aim to collect experiences with contextual constraints, and seek to uncover design contexts that have so far rarely been in the focus of interaction design due to their hard approachability. We invite scholars and practitioners to provide a design experience (be it a use case, a design example, a requirements/context study or else) that was influenced by contextual constraints. Finally, the goal of the workshop is to better understand these particular contextually constrained design activities, but also to provide learnings for interaction design in general on how constraints influence the design of interactive systems.
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4.
  • Kluckner, Patricia M., et al. (författare)
  • Two actors : Providers and consumers inform the design of an ambient energy saving display with persuasive strategies
  • 2013
  • Ingår i: CEUR Workshop Proceedings. - : CEUR-WS.
  • Konferensbidrag (refereegranskat)abstract
    • Ambient persuasive displays could be a potential way to raise awareness and lower the energy consumption in private households. There already exist a range of products in this direction. However, none of them seem to have any longterm persuasive effects. We argue that this effect could only be enabled by involving providers and potential users in the design process of an ambient persuasive display, which aims to lower energy consumption. In this paper, we present the results of five expert interviews with energy consultants and a participatory design workshop with six potential consumers. We focused on the ideal persuasive strategies as the requirement. In here, we show the commonalities and differences between these two stakeholders, demonstrating the relevance of taking both sides into account in the design to support behavior change systems.
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5.
  • Mirnig, Nicole, et al. (författare)
  • Face-To-Face With A Robot : What do we actually talk about?
  • 2013
  • Ingår i: International Journal of Humanoid Robotics. - 0219-8436. ; 10:1, s. 1350011-
  • Tidskriftsartikel (refereegranskat)abstract
    • While much of the state-of-the-art research in human-robot interaction (HRI) investigates task-oriented interaction, this paper aims at exploring what people talk about to a robot if the content of the conversation is not predefined. We used the robot head Furhat to explore the conversational behavior of people who encounter a robot in the public setting of a robot exhibition in a scientific museum, but without a predefined purpose. Upon analyzing the conversations, it could be shown that a sophisticated robot provides an inviting atmosphere for people to engage in interaction and to be experimental and challenge the robot's capabilities. Many visitors to the exhibition were willing to go beyond the guiding questions that were provided as a starting point. Amongst other things, they asked Furhat questions concerning the robot itself, such as how it would define a robot, or if it plans to take over the world. People were also interested in the feelings and likes of the robot and they asked many personal questions - this is how Furhat ended up with its first marriage proposal. People who talked to Furhat were asked to complete a questionnaire on their assessment of the conversation, with which we could show that the interaction with Furhat was rated as a pleasant experience.
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6.
  • Murer, Martin, et al. (författare)
  • Un-crafting : Exploring tangible practices for deconstruction in interactive system design
  • 2015
  • Ingår i: TEI 2015 - Proceedings of the 9th International Conference on Tangible, Embedded, and Embodied Interaction. - New York, NY, USA : Association for Computing Machinery, Inc. - 9781450333054 ; , s. 469-472
  • Konferensbidrag (refereegranskat)abstract
    • With this studio-workshop we aim to explore and debate how disassembling computational things can yield a potential for design practices. We believe there are significant qualities to be found in extending the mundane 'taking things apart' into an elaborate practice of un-crafting. The studio workshop comprises a series of collaborative disassembly activities with the aim of beginning to identify the key qualities and issues at stake. We also hope to have a diverse crowd, whose interdisciplinary viewpoints will enable us to ground an un-crafting practice in a diverse set of contexts.
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  • Sundström, Petra, et al. (författare)
  • Gaming to sit safe : The restricted body as an integral part of gameplay
  • 2014
  • Ingår i: Proceedings of the Conference on Designing Interactive Systems. - New York, NY, USA : Association for Computing Machinery. - 9781450329026 ; , s. 715-724
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents a design exploration of full-body interaction games played in cars. It describes how we have designed, implemented, and evaluated the core experiences of three different games, which were all aimed at making sitting properly more fun for players/children while travelling by car. By making the restricted body an integral part of gameplay, we hope to, as a side product of gameplay, bring about the best and also most safe body posture for young players/children travelling by car, i.e., sitting reasonably upright and still in their child seat with their head leaning back on the neck rest. Another outcome of this could also be an overall safer situation in the car, in that children not sitting still in their child seats while being driven might be stressful for the driver. By presenting the details of our design efforts in this particular design context, we hope to add also to the knowledge we, in HCI, have for how to design bodily experiences with technology at large.
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8.
  • Thiel, Sarah-Kristin, et al. (författare)
  • 3rd International Workshop on Pervasive Participation
  • 2016
  • Ingår i: Proceedings of the NordiCHI '16. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450347631
  • Konferensbidrag (refereegranskat)abstract
    • The proposed workshop aims to develop the concept of Pervasive Participation further by reviewing current forms of advanced e-participation that utilize latest pervasive technologies such as feature-rich smartphones and technically enriched appliances embedded in urban environments and brainstorming ideas for effectively leveraging of in-situ participation as well as the combination of mobile and stationary forms of participation. Drawing on the expertise of an interdisciplinary group of participants, the objective of the workshop is to both raise awareness for the increasingly relevant topic of technology-enabled forms of public participation as well as jointly develop requirements and prototype concepts for innovative strategies that engage a broader range of citizens, thus also encouraging less motivated people. The outcome is envisioned as a list of requirements for Pervasive Participation that combine mobile and stationary engagement methods in an engaging way.
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9.
  • Zechner, Olivia, et al. (författare)
  • NextGen training for medical first responders : advancing mass-casualty incident preparedness through mixed reality technology
  • 2023
  • Ingår i: Multimodal Technologies and Interaction. - Basel : MDPI. - 2414-4088. ; 7:12
  • Tidskriftsartikel (refereegranskat)abstract
    • Mixed reality (MR) technology has the potential to enhance the disaster preparedness of medical first responders in mass-casualty incidents through new training methods. In this manuscript, we present an MR training solution based on requirements collected from experienced medical first responders and technical experts, regular end-user feedback received through the iterative design process used to develop a prototype and feedback from two initial field trials. We discuss key features essential for an effective MR training system, including flexible scenario design, added realism through patient simulator manikins and objective performance assessment. Current technological challenges such as the responsiveness of avatars and the complexity of smart scenario control are also addressed, along with the future potential for integrating artificial intelligence. Furthermore, an advanced analytics and statistics tool that incorporates complex data integration, machine learning for data analysis and visualization techniques for performance evaluation is presented.
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  • Resultat 1-9 av 9

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