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Sökning: WFRF:(Janlert Lars Erik)

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1.
  • Billing, Erik, 1981-, et al. (författare)
  • Behavior recognition for learning from demonstration
  • 2010
  • Ingår i: 2010 IEEE International Conference on Robotics and Automation. - : IEEE. - 9781424450404 - 9781424450381 ; , s. 866-872
  • Konferensbidrag (refereegranskat)abstract
    • Two methods for behavior recognition are presented and evaluated. Both methods are based on the dynamic temporal difference algorithm Predictive Sequence Learning (PSL) which has previously been proposed as a learning algorithm for robot control. One strength of the proposed recognition methods is that the model PSL builds to recognize behaviors is identical to that used for control, implying that the controller (inverse model) and the recognition algorithm (forward model) can be implemented as two aspects of the same model. The two proposed methods, PSLE-Comparison and PSLH-Comparison, are evaluated in a Learning from Demonstration setting, where each algorithm should recognize a known skill in a demonstration performed via teleoperation. PSLH-Comparison produced the smallest recognition error. The results indicate that PSLH-Comparison could be a suitable algorithm for integration in a hierarchical control system consistent with recent models of human perception and motor control.
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2.
  • Billing, Erik, 1981- (författare)
  • Cognition Rehearsed : Recognition and Reproduction of Demonstrated Behavior
  • 2012
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The work presented in this dissertation investigates techniques for robot Learning from Demonstration (LFD). LFD is a well established approach where the robot is to learn from a set of demonstrations. The dissertation focuses on LFD where a human teacher demonstrates a behavior by controlling the robot via teleoperation. After demonstration, the robot should be able to reproduce the demonstrated behavior under varying conditions. In particular, the dissertation investigates techniques where previous behavioral knowledge is used as bias for generalization of demonstrations. The primary contribution of this work is the development and evaluation of a semi-reactive approach to LFD called Predictive Sequence Learning (PSL). PSL has many interesting properties applied as a learning algorithm for robots. Few assumptions are introduced and little task-specific configuration is needed. PSL can be seen as a variable-order Markov model that progressively builds up the ability to predict or simulate future sensory-motor events, given a history of past events. The knowledge base generated during learning can be used to control the robot, such that the demonstrated behavior is reproduced. The same knowledge base can also be used to recognize an on-going behavior by comparing predicted sensor states with actual observations. Behavior recognition is an important part of LFD, both as a way to communicate with the human user and as a technique that allows the robot to use previous knowledge as parts of new, more complex, controllers. In addition to the work on PSL, this dissertation provides a broad discussion on representation, recognition, and learning of robot behavior. LFD-related concepts such as demonstration, repetition, goal, and behavior are defined and analyzed, with focus on how bias is introduced by the use of behavior primitives. This analysis results in a formalism where LFD is described as transitions between information spaces. Assuming that the behavior recognition problem is partly solved, ways to deal with remaining ambiguities in the interpretation of a demonstration are proposed. The evaluation of PSL shows that the algorithm can efficiently learn and reproduce simple behaviors. The algorithm is able to generalize to previously unseen situations while maintaining the reactive properties of the system. As the complexity of the demonstrated behavior increases, knowledge of one part of the behavior sometimes interferes with knowledge of another parts. As a result, different situations with similar sensory-motor interactions are sometimes confused and the robot fails to reproduce the behavior. One way to handle these issues is to introduce a context layer that can support PSL by providing bias for predictions. Parts of the knowledge base that appear to fit the present context are highlighted, while other parts are inhibited. Which context should be active is continually re-evaluated using behavior recognition. This technique takes inspiration from several neurocomputational models that describe parts of the human brain as a hierarchical prediction system. With behavior recognition active, continually selecting the most suitable context for the present situation, the problem of knowledge interference is significantly reduced and the robot can successfully reproduce also more complex behaviors.
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3.
  • Billing, Erik, 1981- (författare)
  • Cognition reversed : Robot learning from demonstration
  • 2009
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The work presented in this thesis investigates techniques for learning from demonstration (LFD). LFD is a well established approach to robot learning, where a teacher demonstrates a behavior to a robot pupil. This thesis focuses on LFD where a human teacher demonstrates a behavior by controlling the robot via teleoperation. The robot should after demonstration be able to execute the demonstrated behavior under varying conditions. Several views on representation, recognition and learning of robot behavior are presented and discussed from a cognitive and computational perspective. LFD-related concepts such as behavior, goal, demonstration, and repetition are defined and analyzed, with focus on how bias is introduced by the use of behavior primitives. This analysis results in a formalism where LFD is described as transitions between information spaces. Assuming that the behavior recognition problem is partly solved, ways to deal with remaining ambiguities in the interpretation of a demonstration are proposed. A total of five algorithms for behavior recognition are proposed and evaluated, including the dynamic temporal difference algorithm Predictive Sequence Learning (PSL). PSL is model-free in the sense that it makes few assumptions of what is to be learned. One strength of PSL is that it can be used for both robot control and recognition of behavior. While many methods for behavior recognition are concerned with identifying invariants within a set of demonstrations, PSL takes a different approach by using purely predictive measures. This may be one way to reduce the need for bias in learning. PSL is, in its current form, subjected to combinatorial explosion as the input space grows, which makes it necessary to introduce some higher level coordination for learning of complex behaviors in real-world robots. The thesis also gives a broad introduction to computational models of the human brain, where a tight coupling between perception and action plays a central role. With the focus on generation of bias, typical features of existing attempts to explain humans' and other animals' ability to learn are presented and analyzed, from both a neurological and an information theoretic perspective. Based on this analysis, four requirements for implementing general learning ability in robots are proposed. These requirements provide guidance to how a coordinating structure around PSL and similar algorithms should be implemented in a model-free way.
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4.
  • Billing, Erik, 1981-, et al. (författare)
  • Model-free learning from demonstration
  • 2010
  • Ingår i: ICAART 2010 - Proceedings of the international conference on agents and artificial intelligence. - Portugal : INSTICC. - 9789896740221 ; , s. 62-71
  • Konferensbidrag (refereegranskat)abstract
    • A novel robot learning algorithm called Predictive Sequence Learning (PSL) is presented and evaluated. PSL is a model-free prediction algorithm inspired by the dynamic temporal difference algorithm S-Learning. While S-Learning has previously been applied as a reinforcement learning algorithm for robots, PSL is here applied to a Learning from Demonstration problem. The proposed algorithm is evaluated on four tasks using a Khepera II robot. PSL builds a model from demonstrated data which is used to repeat the demonstrated behavior. After training, PSL can control the robot by continually predicting the next action, based on the sequence of passed sensor and motor events. PSL was able to successfully learn and repeat the first three (elementary) tasks, but it was unable to successfully repeat the fourth (composed) behavior. The results indicate that PSL is suitable for learning problems up to a certain complexity, while higher level coordination is required for learning more complex behaviors.
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5.
  • Billing, Erik, 1981-, et al. (författare)
  • Predictive learning from demonstration
  • 2011. - 1
  • Ingår i: Agents and artificial Intelligence. - Berlin : Springer Verlag. - 9783642198892 - 9783642198908 ; , s. 186-200
  • Bokkapitel (refereegranskat)abstract
    • A model-free learning algorithm called Predictive Sequence Learning (PSL) is presented and evaluated in a robot Learning from Demonstration (LFD) setting. PSL is inspired by several functional models of the brain. It constructs sequences of predictable sensory-motor patterns, without relying on predefined higher-level concepts. The algorithm is demonstrated on a Khepera II robot in four different tasks. During training, PSL generates a hypothesis library from demonstrated data. The library is then used to control the robot by continually predicting the next action, based on the sequence of passed sensor and motor events. In this way, the robot reproduces the demonstrated behavior. PSL is able to successfully learn and repeat three elementary tasks, but is unable to repeat a fourth, composed behavior. The results indicate that PSL is suitable for learning problems up to a certain complexity, while higher level coordination is required for learning more complex behaviors.
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6.
  • Billing, Erik, 1981-, et al. (författare)
  • Robot learning from demonstration using predictive sequence learning
  • 2012
  • Ingår i: Robotic systems. - Kanpur, India : IN-TECH. - 9789533079417 ; , s. 235-250
  • Bokkapitel (refereegranskat)abstract
    • In this chapter, the prediction algorithm Predictive Sequence Learning (PSL) is presented and evaluated in a robot Learning from Demonstration (LFD) setting. PSL generates hypotheses from a sequence of sensory-motor events. Generated hypotheses can be used as a semi-reactive controller for robots. PSL has previously been used as a method for LFD, but suffered from combinatorial explosion when applied to data with many dimensions, such as high dimensional sensor and motor data. A new version of PSL, referred to as Fuzzy Predictive Sequence Learning (FPSL), is presented and evaluated in this chapter. FPSL is implemented as a Fuzzy Logic rule base and works on a continuous state space, in contrast to the discrete state space used in the original design of PSL. The evaluation of FPSL shows a significant performance improvement in comparison to the discrete version of the algorithm. Applied to an LFD task in a simulated apartment environment, the robot is able to learn to navigate to a specific location, starting from an unknown position in the apartment.
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7.
  • Billing, Erik, 1981-, et al. (författare)
  • Robot learning from demonstration using predictive sequence learning
  • 2011
  • Ingår i: Robotic systems. - Kanpur, India : IN-TECH. - 9789533079417 ; , s. 235-250
  • Bokkapitel (refereegranskat)abstract
    • In this chapter, the prediction algorithm Predictive Sequence Learning (PSL) is presented and evaluated in a robot Learning from Demonstration (LFD) setting. PSL generates hypotheses from a sequence of sensory-motor events. Generated hypotheses can be used as a semi-reactive controller for robots. PSL has previously been used as a method for LFD, but suffered from combinatorial explosion when applied to data with many dimensions, such as high dimensional sensor and motor data. A new version of PSL, referred to as Fuzzy Predictive Sequence Learning (FPSL), is presented and evaluated in this chapter. FPSL is implemented as a Fuzzy Logic rule base and works on a continuous state space, in contrast to the discrete state space used in the original design of PSL. The evaluation of FPSL shows a significant performance improvement in comparison to the discrete version of the algorithm. Applied to an LFD task in a simulated apartment environment, the robot is able to learn to navigate to a specific location, starting from an unknown position in the apartment.
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8.
  • Billing, Erik, 1981-, et al. (författare)
  • Simultaneous control and recognition of demonstrated behavior
  • 2011
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • A method for Learning from Demonstration (LFD) is presented and evaluated on a simulated Robosoft Kompai robot. The presented algorithm, called Predictive Sequence Learning (PSL), builds fuzzy rules describing temporal relations between sensory-motor events recorded while a human operator is tele-operating the robot. The generated rule base can be used to control the robot and to predict expected sensor events in response to executed actions. The rule base can be trained under different contexts, represented as fuzzy sets. In the present work, contexts are used to represent different behaviors. Several behaviors can in this way be stored in the same rule base and partly share information. The context that best matches present circumstances can be identified using the predictive model and the robot can in this way automatically identify the most suitable behavior for precent circumstances. The performance of PSL as a method for LFD is evaluated with, and without, contextual information. The results indicate that PSL without contexts can learn and reproduce simple behaviors. The system also successfully identifies the most suitable context in almost all test cases. The robot's ability to reproduce more complex behaviors, with partly overlapping and conflicting information, significantly increases with the use of contexts. The results support a further development of PSL as a component of a dynamic hierarchical system performing control and predictions on several levels of abstraction. 
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9.
  • Billing, Erik, 1981-, et al. (författare)
  • Simultaneous recognition and reproduction of demonstrated behavior
  • 2015
  • Ingår i: Biologically Inspired Cognitive Architectures. - : Elsevier. - 2212-683X. ; 12, s. 43-53
  • Tidskriftsartikel (refereegranskat)abstract
    • Predictions of sensory-motor interactions with the world is often referred to as a key component in cognition. We here demonstrate that prediction of sensory-motor events, i.e., relationships between percepts and actions, is sufficient to learn navigation skills for a robot navigating in an apartment environment. In the evaluated application, the simulated Robosoft Kompai robot learns from human demonstrations. The system builds fuzzy rules describing temporal relations between sensory-motor events recorded while a human operator is tele-operating the robot. With this architecture, referred to as Predictive Sequence Learning (PSL), learned associations can be used to control the robot and to predict expected sensor events in response to executed actions. The predictive component of PSL is used in two ways: 1) to identify which behavior that best matches current context and 2) to decide when to learn, i.e., update the confidence of different sensory-motor associations. Using this approach, knowledge interference due to over-fitting of an increasingly complex world model can be avoided. The system can also automatically estimate the confidence in the currently executed behavior and decide when to switch to an alternate behavior. The performance of PSL as a method for learning from demonstration is evaluated with, and without, contextual information. The results indicate that PSL without contextual information can learn and reproduce simple behaviors, but fails when the behavioral repertoire becomes more diverse. When a contextual layer is added, PSL successfully identifies the most suitable behavior in almost all test cases. The robot's ability to reproduce more complex behaviors, with partly overlapping and conflicting information, significantly increases with the use of contextual information. The results support a further development of PSL as a component of a dynamic hierarchical system performing control and predictions on several levels of abstraction. 
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10.
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11.
  • Janlert, Lars-Erik, et al. (författare)
  • Complex interaction
  • 2010
  • Ingår i: ACM Transactions on Computer-Human Interaction. - : Association for Computing Machinery (ACM). - 1073-0516 .- 1557-7325. ; 17:2
  • Tidskriftsartikel (refereegranskat)abstract
    • An almost explosive growth of complexity puts pressure on people in their everyday doings. Digital artifacts and systems are at the core of this development. How should we handle complexity aspects when designing new interactive devices and systems? In this article we begin an analysis of interaction complexity. We portray different views of complexity; we explore not only negative aspects of complexity, but also positive, making a case for the existence of benign complexity. We argue that complex interaction is not necessarily bad, but designers need a deeper understanding of interaction complexity and need to treat it in a more intentional and thoughtful way. We examine interaction complexity as it relates to different loci of complexity: internal,external, and mediated complexity. Our purpose with these analytical exercises is to pave the way for design that is informed by a more focused and precise understanding of interaction complexity.
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12.
  • Janlert, Lars-Erik, et al. (författare)
  • Faceless Interaction - A Conceptual Examination of the Notion of Interface : past, present and future
  • 2015
  • Ingår i: Human-Computer Interaction. - : Informa UK Limited. - 0737-0024 .- 1532-7051. ; 30:6, s. 507-539
  • Tidskriftsartikel (refereegranskat)abstract
    • In the middle of the present struggle to keep interaction complexity in check as artifact complexity continues to rise and the technical possibilities to interact multiply, the notion of interface is scrutinized. First, a limited number of previous interpretations or thought styles of the notion are identified and discussed. This serves as a framework for an analysis of the current situation with regard to complexity, control, and interaction, leading to a realization of the crucial role of surface in contemporary understanding of interaction. The potential of faceless interaction, interaction that transcends traditional reliance on surfaces, is then examined and discussed, liberating possibilities as well as complicating effects and dangers are pointed out, ending with a sketch of a possibly emerging new thought style.
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13.
  • Janlert, Lars-Erik, 1950-, et al. (författare)
  • The character of things
  • 1997
  • Ingår i: Design Studies. - : Elsevier. - 0142-694X .- 1872-6909. ; 18:3, s. 297-314
  • Tidskriftsartikel (refereegranskat)abstract
    • People, as well as things, appear to have character--high-level attributes that help us understand and relate to them. A character is a coherent set of characteristics and attributes that apply to appearance and behaviour alike, cutting across different functions, situations and value systems--esthetical, technical, ethical--providing support for anticipation, interpretation and interaction. Consistency in character may become more important than ever in the increasingly complex artifacts of our computer-supported future.
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14.
  • Janlert, Lars-Erik, 1950-, et al. (författare)
  • The Emergence of Interactivity Fields and What it Means for HCI Research
  • 2022
  • Ingår i: Proceedings of the Future Technologies Conference (FTC) 2021, Volume 1. - Cham : Springer Berlin/Heidelberg. - 9783030899066 - 9783030899059 ; , s. 134-153
  • Konferensbidrag (refereegranskat)abstract
    • Interaction and interactivity is no longer necessarily something that takes place between a person and a single, clearly defined artifact and interface. A new kind of diffused or confused interaction has become an everyday experience for many of us and we are gradually getting more used to it. We will in this article argue that what we are experiencing reflects the first steps in a larger, coming change in the style and conception of interaction, interactivity, and interfaces. We conceptualize what emerges as interactivity fields. We believe interactivity fields are a new way of thinking about interaction that we will argue, has consequences for HCI research and interaction design practice. We explore the notion of an interactivity field, and what it would consist of in terms meaningful to interaction theory. We continue with a discussion about the impact of interactivity fields and how they may affect users and designers. Finally, we discuss what this emerging new reality may mean for HCI research.
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15.
  • Janlert, Lars-Erik, et al. (författare)
  • The Meaning of Interactivity : Some Proposals for Definitions and Measure
  • 2017
  • Ingår i: Human-Computer Interaction. - : TAYLOR & FRANCIS INC. - 0737-0024 .- 1532-7051. ; 32:3, s. 103-138
  • Tidskriftsartikel (refereegranskat)abstract
    • New interactive applications, artifacts, and systems are constantly being added to our environments, and there are some concerns in the human-computer interaction research community that increasing interactivity might not be just to the good. But what is it that is supposed to be increasing, and how could we determine whether it is? To approach these issues in a systematic and analytical fashion, relying less on common intuitions and more on clearly defined concepts and when possible quantifiable properties, we take a renewed look at the notion of interactivity and related concepts. The main contribution of this article is a number of definitions and terms, and the beginning of an attempt to frame the conditions of interaction and interactivity. Based on this framing, we also propose some possible approaches for how interactivity can be measured.
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16.
  • Janlert, Lars-Erik, et al. (författare)
  • Things that keep us busy : the elements of interaction
  • 2017
  • Bok (refereegranskat)abstract
    • We are surrounded by interactive devices, artifacts, and systems. The general assumption is that interactivity is good -- that it is a positive feature associated with being modern, efficient, fast, flexible, and in control. Yet there is no very precise idea of what interaction is and what interactivity means. In this book, Lars-Erik Janlert and Erik Stolterman investigate the elements of interaction and how they can be defined and measured. They focus on interaction with digital artifacts and systems but draw inspiration from the broader, everyday sense of the word.Viewing the topic from a design perspective, Janlert and Stolterman take as their starting point the interface, which is designed to implement the interaction. They explore how the interface has changed over time, from a surface with knobs and dials to clickable symbols to gestures to the absence of anything visible. Janlert and Stolterman examine properties and qualities of designed artifacts and systems, primarily those that are open for manipulation by designers, considering such topics as complexity, clutter, control, and the emergence of an expressive-impressive style of interaction. They argue that only when we understand the basic concepts and terms of interactivity and interaction will we be able to discuss seriously its possible futures.
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17.
  • Sjölie, Daniel, et al. (författare)
  • Effects of interactivity and 3D-motion on mental rotation brain activity in an immersive virtual environment
  • 2010
  • Ingår i: Proceedings of the 28th international conference on Human factors in computing systems. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781605589299 ; , s. 869-878
  • Konferensbidrag (refereegranskat)abstract
    • The combination of virtual reality (VR) and brain measurements is a promising development of HCI, but the maturation of this paradigm requires more knowledge about how brain activity is influenced by parameters of VR applications. To this end we investigate the influence of two prominent VR parameters, 3d-motion and interactivity, while brain activity is measured for a mental rotation task, using functional MRI (fMRI). A mental rotation network of brain areas is identified, matching previous results. The addition of interactivity increases the activation in core areas of this network, with more profound effects in frontal and preparatory motor areas. The increases from 3d-motion are restricted to primarily visual areas. We relate these effects to emerging theories of cognition and potential applications for brain-computer interfaces (BCIs). Our results demonstrate one way to provoke increased activity in task-relevant areas, making it easier to detect and use for adaptation and development of HCI.
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18.
  • Backman, Anders, et al. (författare)
  • easyADL – Wearable Support System for Independent Life despite Dementia
  • 2006
  • Ingår i: ACM CHI 2006 Workshop onDesigning Technology for People with Cognitive Impairments.
  • Konferensbidrag (refereegranskat)abstract
    • This position paper outlines the easyADL project, a two-year project investigating the possibility of using wearable technology to assist people suffering the dementia disease in performing Activities of Daily Living (ADL). An introduction to the egocentric interaction modeling framework is provided and the virtual reality based development methodology is discusssed.
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19.
  • Fonooni, Benjamin, 1980-, et al. (författare)
  • Applying Ant Colony Optimization Algorithms for High-Level Behavior Learning and Reproduction from Demonstrations
  • 2015
  • Ingår i: Robotics and Autonomous Systems. - : Elsevier. - 0921-8890 .- 1872-793X. ; 65, s. 24-39
  • Tidskriftsartikel (refereegranskat)abstract
    • In domains where robots carry out human’s tasks, the ability to learn new behaviors easily and quickly plays an important role. Two major challenges with Learning from Demonstration (LfD) are to identify what information in a demonstrated behavior requires attention by the robot, and to generalize the learned behavior such that the robot is able to perform the same behavior in novel situations. The main goal of this paper is to incorporate Ant Colony Optimization (ACO) algorithms into LfD in an approach that focuses on understanding tutor's intentions and learning conditions to exhibit a behavior. The proposed method combines ACO algorithms with semantic networks and spreading activation mechanism to reason and generalize the knowledge obtained through demonstrations. The approach also provides structures for behavior reproduction under new circumstances. Finally, applicability of the system in an object shape classification scenario is evaluated.
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20.
  • Fonooni, Benjamin, 1980- (författare)
  • Cognitive Interactive Robot Learning
  • 2014
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Building general purpose autonomous robots that suit a wide range of user-specified applications, requires a leap from today's task-specific machines to more flexible and general ones. To achieve this goal, one should move from traditional preprogrammed robots to learning robots that easily can acquire new skills. Learning from Demonstration (LfD) and Imitation Learning (IL), in which the robot learns by observing a human or robot tutor, are among the most popular learning techniques. Showing the robot how to perform a task is often more natural and intuitive than figuring out how to modify a complex control program. However, teaching robots new skills such that they can reproduce the acquired skills under any circumstances, on the right time and in an appropriate way, require good understanding of all challenges in the field. Studies of imitation learning in humans and animals show that several cognitive abilities are engaged to learn new skills correctly. The most remarkable ones are the ability to direct attention to important aspects of demonstrations, and adapting observed actions to the agents own body. Moreover, a clear understanding of the demonstrator's intentions and an ability to generalize to new situations are essential. Once learning is accomplished, various stimuli may trigger the cognitive system to execute new skills that have become part of the robot's repertoire. The goal of this thesis is to develop methods for learning from demonstration that mainly focus on understanding the tutor's intentions, and recognizing which elements of a demonstration need the robot's attention. An architecture containing required cognitive functions for learning and reproduction of high-level aspects of demonstrations is proposed. Several learning methods for directing the robot's attention and identifying relevant information are introduced. The architecture integrates motor actions with concepts, objects and environmental states to ensure correct reproduction of skills. Another major contribution of this thesis is methods to resolve ambiguities in demonstrations where the tutor's intentions are not clearly expressed and several demonstrations are required to infer intentions correctly. The provided solution is inspired by human memory models and priming mechanisms that give the robot clues that increase the probability of inferring intentions correctly. In addition to robot learning, the developed techniques are applied to a shared control system based on visual servoing guided behaviors and priming mechanisms. The architecture and learning methods are applied and evaluated in several real world scenarios that require clear understanding of intentions in the demonstrations. Finally, the developed learning methods are compared, and conditions where each of them has better applicability are discussed.
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21.
  • Fonooni, Benjamin, 1980-, et al. (författare)
  • Learning High-Level Behaviors From Demonstration Through Semantic Networks
  • 2012
  • Ingår i: Proceedings of 4th International Conference on Agents and Artificial Intelligence. - : SciTePress - Science and and Technology Publications. - 9789898425959 ; , s. 419-426
  • Konferensbidrag (refereegranskat)abstract
    • In this paper we present an approach for high-level behavior recognition and selection integrated with alow-level controller to help the robot to learn new skills from demonstrations. By means of SemanticNetwork as the core of the method, the robot gains the ability to model the world with concepts and relatethem to low-level sensory-motor states. We also show how the generalization ability of Semantic Networkscan be used to extend learned skills to new situations.
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22.
  • Fonooni, Benjamin, 1980-, et al. (författare)
  • Priming as a means to reduce ambiguity in learning from demonstration
  • 2016
  • Ingår i: International Journal of Social Robotics. - Dordrecht : Springer. - 1875-4791 .- 1875-4805. ; 8:1, s. 5-19
  • Tidskriftsartikel (refereegranskat)abstract
    • Learning from Demonstration (LfD) is an established robot learning technique by which a robot acquires a skill by observing a human or robot teacher demonstrating the skill. In this paper we address the ambiguity involved in inferring the intention with one or several demonstrations. We suggest a method based on priming, and a memory model with similarities to human learning. Conducted experiments show that the developed method leads to faster and improved understanding of the intention with a demonstration by reducing ambiguity.
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23.
  • Fonooni, Benjamin, 1980-, et al. (författare)
  • Towards Goal Based Architecture Design for Learning High-Level Representation of Behaviors from Demonstration
  • 2013
  • Ingår i: 2013 IEEE International Multi-Disciplinary Conference on Cognitive Methods in Situation Awareness and Decision Support (CogSIMA). - 9781467324373 ; , s. 67-74
  • Konferensbidrag (refereegranskat)abstract
    • This paper gives a brief overview of challenges indesigning cognitive architectures for Learning fromDemonstration. By investigating features and functionality ofsome related architectures, we propose a modular architectureparticularly suited for sequential learning high-levelrepresentations of behaviors. We head towards designing andimplementing goal based imitation learning that not only allowsthe robot to learn necessary conditions for executing particularbehaviors, but also to understand the intents of the tutor andreproduce the same behaviors accordingly.
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24.
  • Janlert, Lars-Erik (författare)
  • Available information — preparatory note for a theory of information space
  • 2006
  • Ingår i: tripleC. - 1726-670X. ; 4:2
  • Tidskriftsartikel (refereegranskat)abstract
    • Information technology warps information space, but there are limits to the availability of information. Information distance is introduced to begin investigate the shape of information space, which is very much needed. The concept of availability profile is proposed as a way of defining spatial location in information space, also interpretable as information state. A first check of the possibilities to extend the agentcentric view into an infocentric view is not immediately discouraging, but many problems and issues remain.
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25.
  • Janlert, Lars-Erik (författare)
  • Being and Appearing: Human Interfaces in the Digital Age
  • 2006
  • Ingår i: Proceedings of 2006 IRMA International Conference. - 1599040190 ; , s. 232-234
  • Konferensbidrag (refereegranskat)abstract
    • Persons present themselves to the world. The relation between appearance and being is constrained in various ways. The ongoing virtualization disrupts existing mechanisms serving to keep appearance in alignment with being, increases interpretative uncertainty, and threatens to destroy the very distinction; giving us cause to reconsider our notions of identity. 
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26.
  • Janlert, Lars-Erik, 1950- (författare)
  • Dark programming and the case for the rationality of programs
  • 2008
  • Ingår i: Journal of Applied Logic. - : Elsevier. - 1570-8683 .- 1570-8691. ; 6, s. 545-552
  • Tidskriftsartikel (refereegranskat)abstract
    • Programming normally proceeds from subjective method to objective method: to program a task, you need to be able to do the task; at least “in principle.” Some new techniques of producing programs, exemplified by evolutionary algorithm techniques, do not involve any such subjective method. Is this still programming, and are the results really programs? To answer, the concept of program is reexamined. It is argued that in addition to being causative and descriptive, a program must also be rationally justifiable, i.e., the specific structure of the program should be explainable by the (rational) ways in which it contributes to achieving the intended goal. Whereas traditional programming is rational in the sense that it provides the program with a rationale by its reliance on subjective method and problem solving, these new techniques of “dark programming” do not produce any rationale; moreover, the results are not restricted to be easily rationalized. Dark programs are not guaranteed to be proper programs, but dark programming can still be used as a tool in proper (rational) programming. The business of programming then takes a turn from problem solving in the sense of invention and engineering towards problem solving in the sense of explanation and research.
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27.
  • Janlert, Lars-Erik (författare)
  • Putting pictures in context
  • 2006
  • Ingår i: Proceedings of AVI 2006 (ACM). - New York, New York, USA : ACM Press. - 1595933530
  • Konferensbidrag (refereegranskat)
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28.
  • Janlert, Lars-Erik, 1950- (författare)
  • Studies in knowledge representation : modeling change - the frame problem : pictures and words
  • 1985
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • In two studies, the author attempts to develop a general symbol theoretical approach to knowledge representation.The first study, Modeling change -the frame problem, critically examines the - so far unsuccessful - attempts to solve the notorious frame problem. By discussing and analyzing a number of related problems - the prediction problem, the revision problem, the qualification problem, and the book-keeping problem - the frame problem is distinguished as the problem of finding a representational form permitting a changing, complex world to be efficiently and adequately represented. This form, it is argued, is dictated by the metaphysics of the problem world, the fundamental form of the symbol system we humans use in rightly characterizing the world.In the second study, Pictures and words, the symbol theoretical approach is made more explicit. The subject Is the distinction between pictorial (non-linguistic, non-propositional, analogical, "direct") representation and verbal (linguistic, propositional) representation, and the further implications of this distinction. The study focuses on pictorial representation, which has received little attention compared to verbal representation. Observations, ideas, and theories in AI, cognitive psychology, and philosophy are critically examined. The general conclusion is that there is as yet no cogent and mature theory of pictorial representation that gives good support to computer applications. The philosophical symbol theory of Nelson Goodman is found to be the most thoroughly developed and most congenial with the aims and methods of AI. Goodman's theory of pictorial representation, however, in effect excludes computers from the use of pictures. In the final chapter, an attempt is made to develop Goodman's analysis of pictures further turning it into a theory useful to AI. The theory outlined builds on Goodman's concept of exemplification. The key idea is that a picture is a model of a description that has the depicted object as its standard model. One consequence Is that pictorial and verbal forms of representation are seen less as competing alternatives than as complementary forms of representation mutually supporting and depending on each other.
  •  
29.
  •  
30.
  • Janlert, Lars-Erik (författare)
  • The evasive interface - The changing concept of interface and the varying role of symbols in human-computer interaction
  • 2007
  • Ingår i: Conference Name: 12th International Conference on Human-Computer Interaction (HCI International 2007)Conference Location: Beijing, PEOPLES R CHINA. ; , s. 117-126
  • Konferensbidrag (refereegranskat)abstract
    • This is an analysis of the changes the concept of interface is going through in the shift from the currently dominating virtuality paradigm of use to two new use paradigms, namely ubiquity and mobility; an analysis of the concomitantly shifting role of symbols in relation to the user and to the world; ending with an attempt to identify and analyze important research issues in the new situation that arises, two of which are to better understand the various ways different kinds of interface symbols can link to their real-world referents, and how to combine tracking reality with supporting the user's own thinking.
  •  
31.
  • Janlert, Lars-Erik, 1950- (författare)
  • The ubiquitous button
  • 2014
  • Ingår i: interactions. - : Association for Computing Machinery (ACM). - 1072-5520 .- 1558-3449. ; 21:3, s. 26-33
  • Tidskriftsartikel (refereegranskat)abstract
    • Why are buttons so common in contemporary artifacts and yet so often a source of irritation and trouble? Could we, by reinstating the natural mode of operation with traditional mechanical systems, dispel our confusions and remedy our confirmation deficiencies? Probably not.
  •  
32.
  • Nilsson, Maria, 1957-, et al. (författare)
  • Adolescent´s perceptions and expectations of parental action on children´s smoking and snus use : national cross sectional data from three decades
  • 2009
  • Ingår i: BMC Public Health. - : BioMed Central. - 1471-2458. ; 9:74
  • Tidskriftsartikel (refereegranskat)abstract
    • Background: Parents play a vital role as children develop tobacco behaviours. Many parents feel unsure about their possibility to influence their teenager's lifestyle. Knowledge about young people's acceptance for parental intervention could increase parental involvement. The overall objective of this study was to explore adolescents' perceptions and expectations of parental action regarding children's smoking and snus use, and whether they have changed over time. To see if there were differences whether the adolescent was a tobacco user or not the adolescents' tobacco use was followed; and described to put the findings on their perceptions and expectations of parental action in a context.Methods: The study used a repeated cross-sectional design, reporting Swedish national data from three decades. Data were collected in 1987, 1994 and 2003 by a questionnaire mailed to homes, in total to 13500 persons. The annual samples, which were random and national representative, consisted of 4500 young people aged 13, 15 and 17 yr, 1500 individuals per age group. The sampling and data collection procedures were done the same way during each survey. Chi2- tests were used to evaluate differences in distributions.Results: Adolescents in all age groups became more positive toward parental action over time. In 2003, more then 86% of the adolescents, including both smokers and non-smokers, strongly supported parental action on their children's smoking by trying to persuade them not to smoke (94%), by not smoking themselves (87%) and by not allowing their children to smoke at home (86%). Both non-smokers and smokers supported the idea of parental action in a similar way. Reduced pocket money had a weak support (42%), especially from girls. Eighty-nine percent of the adolescents expected their parents to act against smoking and 85% against snus use.Smoking was stable at 8% in 1987 and 1994 but decreased to 4% in 2003. In 1987 the snus use prevalence was 4% and in 2003 it was 3%. Snus users were mostly boys while few girls had done more than tried snus. More young people in all age groups had never tried smoking compared to the previous studies. In 2003 57% stated that they had never tried smoking.Conclusion: Adolescent smoking in Sweden has decreased and the proportion who never tried smoking has increased. The results of this study show that a growing majority of adolescents support strong parental intervention to help them refrain from tobacco, but preferably not in a punitive manner. This finding dismisses the notion that adolescents ignore or even disdain parental practices concerning tobacco. Prevention strategies and interventions addressing adolescent tobacco use that involve parents can be improved by using these findings to encourage parents to intervene against their children's tobacco use.
  •  
33.
  • Nilsson, Maria, 1957-, et al. (författare)
  • “I would do anything for my child, even quit tobacco” : bonus effects from an intervention that target adolescent tobacco use
  • 2009
  • Ingår i: Scandinavian Journal of Psychology. - : John Wiley & Sons. - 0036-5564 .- 1467-9450. ; 50:4, s. 341-345
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper aims to assess program bonus effects on adult tobacco use from a long term intervention that targeted adolescent tobacco use. The school-based community intervention started in Västerbotten County in Sweden in 1993 and adults were invited to support adolescents to stay tobacco-free. It was combined with repeated cross-sectional surveys in schools annually 1994-1999 among grades 7-9 and after 1999 every second year. Participating schools were randomly selected before the first survey representing both rural and urban settings. Out of 4,055 students, 1,008 (24.8%) reported that their supporting adult had been a tobacco user who quit tobacco in order to be allowed to participate. Out of these, 13.2% used tobacco daily before joining. The remaining 2,997 students’ adult partners were not tobacco users. Engaging tobacco using adults as partners in interventions targeting adolescent tobacco use seem to have a considerable tobacco-reducing bonus effect in the adults.
  •  
34.
  • Nilsson, Maria, 1957-, et al. (författare)
  • It takes two: reducing adolescent smoking uptake through sustainable adolescent-adult partnership
  • 2006
  • Ingår i: Journal of Adolescent Health. - : Elsevier BV. - 1054-139X .- 1879-1972. ; 39:6, s. 880-886
  • Tidskriftsartikel (refereegranskat)abstract
    • Purpose To assess the effects of a long-term intervention for tobacco use prevention that targets adolescents (Tobacco Free Duo). Methods School-based community intervention combined with repeated cross-sectional surveys over 7 years. The intervention was performed in the County of Västerbotten, Sweden, where survey data were collected in grade seven to nine schools on an annual basis for 7 years. Data for comparison were collected in grade nine on the national level in Sweden. In the intervention area, the annual number of seventh to ninth grade students participating in the study varied between 1300 and 1650. In the reference data, the number of participating ninth grade students approximated 4500 annually. Results A significant decrease of nearly 50% was seen in smoking prevalence in the intervention area. The decrease was evident in grades eight and nine (ages 14–15 years) in both boys and girls. At the start of the intervention, smoking prevalence in grade nine was 16.1% in the intervention area and 23% in the national reference group. Although the prevalence in the national sample remained stable, there was a decrease to 9.0% in the intervention area at the end of the study period. Conclusions These results suggest that the Tobacco Free Duo program contributed to a reduction in adolescent smoking among both boys and girls. Using a multi-faceted intervention that includes adolescent–adult partnership can reduce adolescent smoking uptake, and the intervention has been proven to be sustainable within communities.
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35.
  • Nilsson, Maria, 1957- (författare)
  • Promoting health in adolescents : preventing the use of tobacco
  • 2009
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • There is a robust evidence base for the negative health effects from smoking. Smoking is linked to severe morbidity and to mortality, and kills up to half of its regular users. Tobacco use and production also bring other negative consequences such as economic loss for countries, poverty for individuals, child labour, deforestation and other environmental problems in tobacco growing countries.  A combination of comprehensive interventions at different levels is needed to curb the tobacco epidemic. Tobacco control strategies at national levels in the western world often include components of information/education, taxation, legislative measures and influencing public opinion. Two approaches have dominated at the meso and micro levels: cessation support for tobacco users and prevention activities to support young people refraining from tobacco use. Smoking uptake is a complex process that includes factors at the societal level as well as social and individual characteristics.  At national level, taxation and legislation can contribute to a societal norm opposing tobacco and creating a context for primary prevention aimed at tobacco free youth.  There is no magic bullet in primary prevention.  At the meso and micro levels, a continued development of knowledge on the underlying mechanisms and primary prevention methods is essential to prevent young people from starting to use tobacco.  The overall aim of this thesis was to gain knowledge about factors that influence young people’s use of tobacco and of preventive mechanisms.  The specific aims included to study the relation between Tobacco Free Duo, an intervention program targeting youth in Västerbotten County, and tobacco use prevalence.  A specific interest was to explore the role adults can play in supporting young people to refrain from tobacco use.  The thesis is based on four studies with three separate sets of data, two were quantitative and one was qualitative. The studies were conducted among adolescents (aged 13-15 yr) in Västerbotten County and on national level in Sweden (aged 13, 15 and 17 yr).  Tobacco Free Duo is a school-based community intervention that started in 1993. An essential component of the intervention was to involve adults in supporting adolescents to stay tobacco free. Results showed decreased smoking in adolescents among both boys and girls in the intervention area during the study period of seven years.  There was no change in a national reference group during the same time period. A bonus effect was a decrease in adult tobacco use in the intervention area. One out of four adults who supported a young person taking part in the intervention stopped using tobacco. In a qualitative assessment of young smokers, starting to smoke was described as a means of gaining control of their feelings and their situation during early adolescence. They expected adults to intervene against their smoking and claimed that close relations with caring adults could be a reason for smoking less or trying to quit smoking.  In a quantitative study that used three decades of national data, over time adolescents became more positive toward parental action on children’s smoking. The adolescents strongly supported the idea of parental action, regardless of whether or not they themselves smoked. Adolescents preferred that actions from parents were dissuading their children from smoking, not smoking themselves, and not allowing their children to smoke at home.  These results suggest that the Tobacco Free Duo program contributed to a reduction in adolescent smoking among both boys and girls.  Using a multi-faceted intervention that includes an adolescent-adult partnership can decrease adolescent smoking uptake.  Engaging adults as partners in tobacco prevention interventions that target adolescents has an important tobacco reducing bonus effect in the adults. The intervention has proven sustainable within communities.  A growing majority of adolescents support parental interventions to help them refrain from tobacco.  The findings dismiss the notion that adolescents ignore or even disdain parental practices concerning tobacco. A common and consequent norm against tobacco from both schools and parents using a supportive attitude can prevent tobacco use in young people.
  •  
36.
  • Nilsson, Maria, et al. (författare)
  • The Authors reply
  • 2007
  • Ingår i: Journal of Adolescent Health. - : Elsevier BV. - 1054-139X. ; 41:2, s. 214-215
  • Tidskriftsartikel (övrigt vetenskapligt/konstnärligt)
  •  
37.
  • Pederson, Thomas, et al. (författare)
  • A situative space model for mobile mixed-reality computing
  • 2011
  • Ingår i: IEEE pervasive computing. - New York, NY : IEEE Computer Society. - 1536-1268 .- 1558-2590. ; 10:4, s. 73-83
  • Tidskriftsartikel (refereegranskat)abstract
    • This article proposes a situative space model that links the physical and virtual realms and sets the stage for complex human-computer interaction defined by what a human agent can see, hear, and touch, at any given point in time.
  •  
38.
  • Pederson, Thomas, et al. (författare)
  • Framing the Next-Generation ‘Desktop’ using Proximity and Human Perception
  • 2008
  • Ingår i: ACM CHI 2008 Conference Workshop on User Interface Description Languages for Next-Generation User Interfaces.
  • Konferensbidrag (refereegranskat)abstract
    • Personal computing, and therefore Human-Computer Interaction (HCI), is becoming a seamlessly integrated part of everyday activity down to the point where "computing" is inseparable from "activity". A modelling problem occurs in these emerging mobile and ubiquitous computing situations because it is hard to determine the spatial and operational limits of an ongoing activity, for the human performing the activity, for the computer system monitoring and/or supporting it, as well as for the modeller observing it. Also, it is an open issue how to model the causal relations between physical (real world) and virtual (digital world) phenomena that these "intelligent environments" can be programmed to maintain, whether defined by software engineers or the end-users themselves. We propose a modeling framework that addresses the above mentioned issues and present our initial attempts to create a User Interface Description Language (UIDL) based on the framework.
  •  
39.
  • Pederson, Thomas, 1971- (författare)
  • From Conceptual Links to Causal Relations — Physical-Virtual Artefacts in Mixed-Reality Space
  • 2003
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This thesis presents a set of concepts and a general design approach for designing Mixed Reality environments based on the idea that the physical (real) world and the virtual (digital) world are equally important and share many properties. Focus is on the design of a technology infrastructure intended to relieve people from some of the extra efforts currently needed when performing activities that make heavy use of both worlds. An important part of the proposed infrastructure is the idea of creating Physical-Virtual Artefacts, objects manifested in the physical and the virtual world at the same time.The presented work challenges the common view of Human-Computer Interaction as a research discipline mainly dealing with the design of “user interfaces” by proposing an alternative or complementary view, a physical-virtual design perspective, abstracting away the user interface, leaving only physical and virtual objects. There are at least three motives for adopting such a design perspective: 1) people well acquainted with specific (physical and virtual) environments are typically more concerned with the manipulation of (physical and virtual) objects than the user interface through which they are accessed. 2) Such a design stance facilitates the conceptualisation of objects that bridge the gap between the physical and the virtual world. 3) Many physical and virtual objects are manifested in both worlds already today. The existing conceptual link between these physical and virtual objects has only to be complemented with causal relations in order to reduce the costs in crossing the border between the physical and the virtual world.A range of concepts are defined and discussed at length in order to frame the design space, including physical-virtual environment gap, physical-virtual activity, physical-virtual artefact, and physical-virtual environment.Two conceptual models of physical-virtual space are presented as a result of adopting the physical-virtual design perspective: for the analysis of object logistics in the context of physical-virtual activities, and for describing structural properties of physical-virtual space respectively. A prototype system offering some degree of physical-virtual infrastructure is also presented.
  •  
40.
  • Pederson, Thomas, et al. (författare)
  • Towards a model for egocentric interaction with physical and virtual objects
  • 2010
  • Ingår i: Proceedings of the 6th Nordic Conference on Human-Computer Interaction. - New York, USA : ACM Press. - 9781605589343 ; , s. 755-758
  • Konferensbidrag (refereegranskat)abstract
    • Designers of mobile context-aware systems are struggling with the problem of conceptually incorporating the real world into the system design. We present a body-centric modeling framework (as opposed to device-centric) that incorporates physical and virtual objects of interest on the basis of proximity and human perception, framed in the context of an emerging "egocentric" interaction paradigm.
  •  
41.
  • Sjölie, Daniel, 1977- (författare)
  • Human brains and virtual realities : Computer-generated presence in theory and practice
  • 2013
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • A combined view of the human brain and computer-generated virtual realities is motivated by recent developments in cognitive neuroscience and human-computer interaction (HCI). The emergence of new theories of human brain function, together with an increasing use of realistic human-computer interaction, give reason to believe that a better understanding of the relationship between human brains and virtual realities is both possible and valuable. The concept of “presence”, described as the subjective feeling of being in a place that feels real, can serve as a cornerstone concept in the development of such an understanding, as computer-generated presence is tightly related to how human brains work in virtual realities.In this thesis, presence is related both to theoretical discussions rooted in theories of human brain function, and to measurements of brain activity during realistic interaction. The practical implications of such results are further developed by considering potential applications. This includes the development and evaluation of a prototype application, motivated by presented principles.The theoretical conception of presence in this thesis relies on general principles of brain function, and describes presence as a general cognitive function, not specifically related to virtual realities. Virtual reality (VR) is an excellent technology for investigating and taking advantage of all aspects of presence, but a more general interpretation allows the same principles to be applied to a wide range of applications.Functional magnetic resonance imaging (fMRI) was used to study the working human brain in VR. Such data can inform and constrain further discussion about presence. Using two different experimental designs we have investigated both the effect of basic aspects of VR interaction, as well as the neural correlates of disrupted presence in a naturalistic environment.Reality-based brain-computer interaction (RBBCI) is suggested as a concept for summarizing the motivations for, and the context of, applications building on an understanding of human brains in virtual realities. The RBBCI prototype application we developed did not achieve the set goals, but much remains to be investigated and lessons from our evaluation point to possible ways forward. A developed use of methods and techniques from computer gaming is of particular interest.
  •  
42.
  • Sjölie, Daniel, et al. (författare)
  • Mind the brain : The Potential of Basic Principles for Brain Function and Interaction
  • 2013
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • The prevalence and complexity of human-computer interaction makes a general understanding of human cognition important in design and development. Knowledge of some basic, relatively simple, principles for human brain function can significantly help such understanding in the interdisciplinary field of research and development Human-Computer Interaction (HCI) where no one can be an expert at everything. This paper explains a few such principles, relates them to human-computer interaction, and illustrates their potential. Most of these ideas are not new, but wider appreciation of the potential power of basic principles is only recently emerging as a result of developments within cognitive neuroscience and information theory. The starting point in this paper is the concept of mental simulation. Important and useful properties of mental simulations are explained using basic principles such as the free-energy principle. These concepts and their properties are further related to HCI by drawing on similarities to the theoretical framework of activity theory. Activity theory is particularly helpful to relate simple but abstract principles to real world applications and larger contexts. Established use of activity theory as a theoretical framework for HCI also exemplifies how theory may benefit HCI in general. Briefly, two basic principles that permeate this perspective are: the need for new skills and knowledge to build upon and fit into what is already there (grounding) and the importance of predictions and prediction errors (simulation).
  •  
43.
  • Sjölie, Daniel (författare)
  • Reality-based brain-computer interaction
  • 2011
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Recent developments within human-computer interaction (HCI) and cognitive neuroscience have come together to motivate and enable a framework for HCI with a solid basis in brain function and human reality. Human cognition is increasingly considered to be critically related to the development of human capabilities in the everyday environment (reality). At the same time, increasingly powerful computers continuously make the development of complex applications with realistic interaction easier. Advances in cognitive neuroscience and brain-computer interfaces (BCIs) make it possible to use an understanding of how the brain works in realistic environments to interpret brain measurements and adapt interaction in computer-generated virtual environments (VEs). Adaptive and realistic computer applications have great potential for training, rehabilitation and diagnosis. Realistic interaction environments are important to facilitate transfer to everyday reality and to gain ecological validity. The ability to adapt the interaction is very valuable as any training or learning must be done at the right level in order to optimize the development of skills. The use of brain measurements as input to computer applications makes it possible to get direct information about how the brain reacts to aspects of a VE. This provides a basis for the development of realistic and adaptive computer applications that target cognitive skills and abilities. Theories of cognition and brain function provide a basis for how such cognitive skills develop, through internalization of interaction with the current environment. By considering how internalization leads to the neural implementation and continuous adaptation of mental simulations in the brain it is possible to relate designed phenomena in a VE to brain measurements. The work presented in this thesis contributes to a foundation for the development of reality-based brain-computer interaction (RBBCI) applications by combining VR with emerging BCI methods based on an understanding of the human brain in human reality. RBBCI applications can be designed and developed to interact directly with the brain by interpreting brain measurements as responses to deliberate manipulations of a computer-generated reality. As the application adapts to these responses an interaction loop is created that excludes the conscious user. The computer interacts with the brain, through (the virtual) reality.
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44.
  • Sjölie, Daniel, et al. (författare)
  • Tying activity theory to brain function: theoretical foundations for reality-based brain-computer interaction
  • Annan publikation (övrigt vetenskapligt/konstnärligt)abstract
    • Recent developments within human-computer interaction and cognitive neuroscience point to the need for interaction theory with a solid basis in theories of brain function, and present the opportunity to develop such foundations. The rising popularity of brain-computer interfaces (BCIs) in particular calls out for such theoretical grounding. Activity theory has proved itself capable of supporting human-computer interaction (HCI) research and development over the last decades. Relating activity theory to modern theories of brain function emerges as a desirable goal. The inherent importance of complex realistic contexts in activity theory supports the development of applications combining BCIs with realistic interaction environments. The developmental focus of activity theory is also valuable when constructing applications for training or rehabilitation. In this paper we show how activity theory can be related to modern frameworks for brain function such as grounded cognition and the free-energy principle.
  •  
45.
  • Sjölie, Daniel, et al. (författare)
  • Using brain imaging to assess interaction in immersive VR
  • 2009
  • Ingår i: Challenges in the evaluation of usability and user experience in reality based interaction. - Boston, MA, USA : ACM. - 9782917490099 ; , s. 23-27
  • Konferensbidrag (refereegranskat)abstract
    • We have developed a system where the combination of functional brain imaging (fMRI) and Virtual Reality (VR) can be used to study and evaluate user experience based on brain activation and models of cognitive neuroscience. The ability to study the brain during natural interaction with an (ecologically valid) environment has great potential for several areas of research and development, including evaluation of Reality-Based Interaction (RBI). The RBI concept of tradeoffs is of particular interest since we want to further explore the relation between how the brain works with an accepted reality and what happens when this reality is disrupted. We present the system with an overview of conducted studies to illustrate capabilities and feasibility. In particular, feasibility is supported by the fact that the brain activations seen in these studies match expectations based on existing literature. Further discussion elaborates on the relation to RBI and evaluation; and finally some possible future work is presented.
  •  
46.
  • Surie, Dipak, et al. (författare)
  • A Smart Home Experience using Egocentric Interaction Design Principles
  • 2012
  • Ingår i: 15TH IEEE International Conference On Computational Science And Engineering (CSE 2012) / 10TH IEEE/IFIP International Conference On Embedded And Ubiquitous Computing (EUC 2012). - 9781467351652 ; , s. 656-665
  • Konferensbidrag (refereegranskat)abstract
    • The landscape of ubiquitous computing comprising of numerous interconnected computing devices seamlessly integrated within everyday environments introduces a need to do research beyond human-computer interaction: in particular incorporate human-environment interaction. While the technological advancements have driven the field of ubiquitous computing, the ultimate focus should center on human agents and their experience in interacting with ubiquitous computing systems offering smart services. This paper describes egocentric interaction as a human body-centered interaction paradigm for framing human-environment interaction using proximity and human perception. A smart home environment capable of supporting physical-virtual activities and designed according to egocentric interaction principles is used for exploring the human experience it offers, yielding positive results as a proof of concept.
  •  
47.
  • Surie, Dipak, 1981-, et al. (författare)
  • Activity recognition using an egocentric perspective of everyday objects
  • 2007
  • Ingår i: Proceedings of the 4th International Conference on Ubiquitous Intelligence and Computing. - : Springer Berlin/Heidelberg. ; , s. 246-257
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents an activity recognition approach based on the tracking of a specific human actor’s current object manipulation actions, complemented by two kinds of situational information: 1) the set of objects that are visually observable (inside the “observable space”) and 2) technically graspable (inside the “manipulable space”). This “egocentric” model is inspired by situated action theory and offers the advantage of not depending on technology for absolute positioning of neither the human nor the objects. Applied in an immersive Virtual Reality environment, the proposed activity recognition approach shows a recognition precision of 89% on the activity-level and 76% on the action-level among 10 everyday home activities.
  •  
48.
  • Surie, Dipak, et al. (författare)
  • Egocentric interaction as a tool for designing ambient ecologies : the case of the easy ADL ecology
  • 2012
  • Ingår i: Pervasive and Mobile Computing. - : Elsevier. - 1574-1192 .- 1873-1589. ; 8:4, s. 597-613
  • Tidskriftsartikel (refereegranskat)abstract
    • The visions of ambient intelligence demand novel interaction paradigms that enable designers and system developers to frame and manage the dynamic and complex interaction between humans and environments populated with physical (real) and virtual (digital) objects of interest. So far, many proposed approaches have adhered to a device-centric stance when including virtual objects into the ambient ecology; a stance inherited from existing interaction paradigms for mobile and stationary interactive devices. In this article, we introduce egocentric interaction as an alternative approach, taking the human agent's body and mind as the center of reference. We show how this interaction paradigm has influenced both the conception and implementation of the easy ADL ecology, comprising of smart objects, a personal activity-centric middleware attempting to simplify interaction given available resources, ambient intelligence applications aimed at everyday activity support, and a human agent literally in the middle of it all.
  •  
49.
  • Surie, Dipak, 1981- (författare)
  • Egocentric interaction for ambient intelligence
  • 2012
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Ambient intelligence refers to the vision of computationally augmented everyday environments that are sensitive, adaptive and responsive to humans and intelligently support their daily lives. Ambient ecologies are the infrastructures of ambient intelligence. To enable system developers to frame and manage the dynamic and complex interaction of humans with ambient ecologies consisting of a mixture of physical (real) and virtual (digital) objects, novel interaction paradigms are needed. Traditional interaction paradigms like the WIMP (windows, icon, menus, and pointing devices) paradigm for desktop computing operate in a closed world, unaware of the physical, social and cultural context. They restrict human perception and action to screen, mouse and keyboard with the assumption that human attention will be fully devoted to interaction with the computer. Emerging interaction paradigms for ambient intelligence are typically centered on specific devices, specific computing environments or specific human capabilities. Also, many of them are driven by technological advancements rather than viewing the human agent as their starting point. A principled, theoretical approach centered in the individual human agent, their situation and activities that are comprehensive and integrated while at the same time instrumental in the design of ambient ecologies has been lacking. This thesis introduces egocentric interaction as an approach towards the modeling of ambient ecologies with the distinguishing feature of taking the human agent’s body, situation and activities as center of reference, as opposed to the more common device-centric approaches in facilitating human-environment interaction. Egocentric interaction is encapsulated in a number of assumptions and principles such as situatedness, the proximity principle, the physical-virtual equity principle, perception and action instead of “input” and “output,” and activity-centeredness. A situative space model is proposed based on some of these principles. It is intended to capture what a specific human agent can perceive and not perceive, reach and not reach at any given moment in time. The situative space model is for the egocentric interaction paradigm what the virtual desktop is for the WIMP interaction paradigm: more or less everything of interest to a specific human agent is assumed and supposed to happen here. In addition, the conception and implementation of the easy ADL ecology based on egocentric interaction, comprising of smart objects, a personal activity-centric middleware, ambient intelligence applications aimed at everyday activity support, and a human agent literally in the middle of it all is described. The middleware was developed to address important challenges in ambient intelligence: (1) tracking and managing smart objects; (2) tracking a human agent’s situative spaces; (3) recognizing human activities and actions; (4) managing and facilitating human-environment interaction; and (5) to ease up the development of ambient intelligence applications. The easy ADL ecology was first simulated in immersive virtual reality, and then set up physically as a living laboratory to evaluate: (1) the technological and technical performance of individual middleware components, (2) to perform a user experience evaluation assessing various aspects of user satisfaction in relation to the support offered by the easy ADL ecology, and (3) to use it as a research test bed for addressing challenges in ambient intelligence. While it is problematic to directly compare the “proof-of-concept” easy ADL ecology with related research efforts, it is clear from the user experience evaluation that the subjects were positive with the services it offered. 
  •  
50.
  • Surie, Dipak, et al. (författare)
  • Human cognition as a foundation for the emerging egocentric interaction paradigm
  • 2012
  • Ingår i: Human-Computer Interaction: The Agency Perspective. - Berlin/Heidelberg : Springer Berlin/Heidelberg. - 9783642256905 ; , s. 349-374
  • Bokkapitel (refereegranskat)abstract
    • This chapter presents an “egocentric interaction paradigm” (EIP) centered on human agents rather than on the notion of user. More specifically, this paradigm is based on perception, action, intention and attention capabilities and limitations of human agents. Traditional and emerging interaction paradigms are typically related to a specific computing environment, devices or human capabilities. The novelty of the proposed approach stems from aiming at developing a comprehensive and integrated theoretical approach, centered on individual human agent. Development in Human-Computer Interaction (HCI) has been closely related to the understanding and utilization of natural human skills and abilities. This work attempts to understand and model a human agent, and in particular their cognitive capabilities in facilitating HCI. The EIP is based on principles like situatedness and embodiment, the physical-virtual equity principle, and the proximity principle. A situative space model built upon our understanding of human cognition is described in detail, followed by our experience in exploring the egocentric interaction paradigm in the easy ADL home.
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