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2.
  • Gennari, J.H., et al. (author)
  • The evolution of Protégé : An environment for knowledge-based systems development
  • 2003
  • In: International journal of human-computer studies. - 1071-5819 .- 1095-9300. ; 58:1, s. 89-123
  • Journal article (peer-reviewed)abstract
    • The Protégé project has come a long way since Mark Musen first built the Protégé meta-tool for knowledge-based systems in 1987. The original tool was a small application, aimed at building knowledge-acquisition tools for a few specialized programs in medical planning. From this initial tool, the Protégé system has evolved into a durable, extensible platform for knowledge-based systems development and research. The current version, Protégé-2000, can be run on a variety of platforms, supports customized user-interface extensions, incorporates the Open Knowledge-Base Connectivity (OKBC) knowledge model, interacts with standard storage formats such as relational databases, XML, and RDF, and has been used by hundreds of individuals and research groups. In this paper, we follow the evolution of the Protégé project through three distinct re-implementations. We describe our overall methodology, our design decisions, and the lessons we have learned over the duration of the project. We believe that our success is one of infrastructure: Protégé is a flexible, well-supported, and robust development environment. Using Protégé, developers and domain experts can easily build effective knowledge-based systems, and researchers can explore ideas in a variety of knowledge-based domains. © 2002 Elsevier Science Ltd. All rights reserved.
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3.
  • Hollnagel, Erik (author)
  • Is affective computing an oxymoron?
  • 2003
  • In: International journal of human-computer studies. - 1071-5819 .- 1095-9300. ; 59:1-2, s. 65-70
  • Research review (peer-reviewed)abstract
    • An overview of affective computing in respect with the human-computer interaction was presented. It dealt with the affective states of a computer which are similar to humans, hence computer can also show affects and emotions. In this regard, the concept of enhancement of effective of communication by imitating the emotional aspects was also discussed.
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4.
  • Akalin, Neziha, 1988-, et al. (author)
  • Do you feel safe with your robot? Factors influencing perceived safety in human-robot interaction based on subjective and objective measures
  • 2022
  • In: International journal of human-computer studies. - : Academic Press. - 1071-5819 .- 1095-9300. ; 158
  • Journal article (peer-reviewed)abstract
    • Safety in human-robot interaction can be divided into physical safety and perceived safety, where the later is still under-addressed in the literature. Investigating perceived safety in human-robot interaction requires a multidisciplinary perspective. Indeed, perceived safety is often considered as being associated with several common factors studied in other disciplines, i.e., comfort, predictability, sense of control, and trust. In this paper, we investigated the relationship between these factors and perceived safety in human-robot interaction using subjective and objective measures. We conducted a two-by-five mixed-subjects design experiment. There were two between-subjects conditions: the faulty robot was experienced at the beginning or the end of the interaction. The five within-subjects conditions correspond to (1) baseline, and the manipulations of robot behaviors to stimulate: (2) discomfort, (3) decreased perceived safety, (4) decreased sense of control and (5) distrust. The idea of triggering a deprivation of these factors was motivated by the definition of safety in the literature where safety is often defined by the absence of it. Twenty-seven young adult participants took part in the experiments. Participants were asked to answer questionnaires that measure the manipulated factors after within-subjects conditions. Besides questionnaire data, we collected objective measures such as videos and physiological data. The questionnaire results show a correlation between comfort, sense of control, trust, and perceived safety. Since these factors are the main factors that influence perceived safety, they should be considered in human-robot interaction design decisions. We also discuss the effect of individual human characteristics (such as personality and gender) that they could be predictors of perceived safety. We used the physiological signal data and facial affect from videos for estimating perceived safety where participants’ subjective ratings were utilized as labels. The data from objective measures revealed that the prediction rate was higher from physiological signal data. This paper can play an important role in the goal of better understanding perceived safety in human-robot interaction.
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5.
  • Allwood, Jens, et al. (author)
  • Cooperation, dialogue and ethics
  • 2000
  • In: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 53:6, s. 871-914
  • Journal article (peer-reviewed)abstract
    • This paper describes some of the basic cooperative mechanisms of dialogue. Ideal cooperation is seen as consisting of four features (cognitive consideration, joint purpose, ethical consideration and trust), which can also to some extent be seen as requirements building on each other. Weaker concepts such as ‘coordination’ and ‘collaboration’ have only some of these features or have them to lesser degrees. We point out the central role of ethics and trust in cooperation, and contrast the result with popular AI accounts of collaboration. Dialogue is also seen as associated with social activities, in which certain obligations and rights are connected with particular roles. Dialogue is seen to progress through the written, vocal or gestural contributions made by participants. Each of the contributions has associated with it both expressive and evocative functions, as well as specific obligations for participants. These functions are dependent on the surface form of a contribution, the activity and the local context, for their interpretation. We illustrate the perspective by analyzing dialogue extracts from three different activity types (a travel dialogue, a quarrel and a dialogue with a computer system). Finally, we consider what kind of information is shared in dialogue, and the ways in which dialogue participants manifest this sharing to each other through linguistic and other communicative behaviour. The paper concludes with a comparison to other accounts of dialogue and prospects for integration of these ideas within dialogue systems.
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6.
  • Almeida Costa, Nicole, 1988, et al. (author)
  • Implementing human centred design in the context of a graphical user interface redesign for ship manoeuvring
  • 2017
  • In: International Journal of Human Computer Studies. - : Elsevier BV. - 1095-9300 .- 1071-5819. ; 100, s. 55-65
  • Journal article (peer-reviewed)abstract
    • Human Centred Design (HCD) has been well-established in industrial and interaction design since the 1990's. HCD has a significant role to play as maritime industries struggle to retain the best crews and decrease risk in terms of human and environmental safety. This case study describes a test of an HCD approach, conducted within the European Commission project Crew-centred Design and Operations of Ships and Ship Systems (CyClaDes) under its Seventh Framework Programme. The HCD case study was undertaken by a design team at a partner firm for the redesign of a bridge wing conning display (a ship manoeuvring system) in their full mission ship bridge simulator. This paper summarizes the findings from the case study and discusses them from the perspective of the challenges, benefits, and most effective ways to introduce and use HCD in firms in the maritime sector unfamiliar with the concept. The authors of this paper performed observations, interviews and focus groups at regular intervals, augmented with reports and a resource survey completed by the design team. The conclusions highlight the impact of industrial context and constraints on the application of the HCD approach, as well as the impact of who applies HCD, of how it is depicted in literature and perceived by HCDnovice teams.
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7.
  • Aspling, Fredrik, et al. (author)
  • Theorizing Animal–Computer Interaction as Machinations
  • 2017
  • In: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 98, s. 135-149
  • Journal article (peer-reviewed)abstract
    • The increased involvement of animals in digital technology and user-computer research opens up for new possibilities and forms of interaction. It also suggests that the emerging field of Animal–Computer Interaction (ACI) needs to reconsider what should be counted as interaction. The most common already established forms of interaction are direct and dyadic, and limited to domesticated animals such as working dogs and pets. Drawing on an ethnography of the use of mobile proximity sensor cameras in ordinary wild boar hunting we emphasize a more complex, diffuse, and not directly observable form of interaction, which involves wild animals in a technological and naturalistic setting. Investigating human and boar activities related to the use of these cameras in the light of Actor-Network Theory (ANT) and Goffman's notion of strategic interaction reveals a gamelike interaction that is prolonged, networked and heterogeneous, in which members of each species is opposed the other in a mutual assessment acted out through a set of strategies and counter-strategies. We stress the role of theory for the field of ACI and how conceptualizations of interaction can be used to excite the imagination and be generative for design. Seeing interaction as strategies and acknowledging the existence of complex interdependencies could potentially inspire the design of more indirect and non-dyadic interactions where a priori simplifications of design challenges as either human or animal can be avoided.
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8.
  • Berget, Gerd, et al. (author)
  • Is visual content in textual search interfaces beneficial to dyslexic users?
  • 2016
  • In: International Journal of Human-Computer Studies. - : Elsevier BV. - 1071-5819. ; 92-93, s. 17-29
  • Journal article (peer-reviewed)abstract
    • Dyslexia is a learning disability characterised by problems with accurate or fluent word recognition, poor decoding, and poor spelling abilities. Although several studies have addressed dyslexia and Web accessibility, less is known about how dyslexia affects information search. This study investigated whether the inclusion of icons in search user interfaces enhances performance among dyslexics. A total of 21 dyslexics and 21 controls completed 52 search tasks in 4 conditions: icons only, words only, and both icons and words in a grid layout and a list layout, while eye movements were recorded. Dyslexics took significantly longer than controls to locate targets in tasks containing text, but not in the icon-only condition. Dyslexics had longer fixation durations than controls in both icon and text based search arrays, suggesting higher mental load associated with search tasks generally. The addition of words to icon arrays led to faster search times within controls, but not dyslexics. Dyslexics also exhibited more fixations on dual-modality tasks, and longer scanpaths than controls in list layout. Both groups were fastest searching the list layout, with icons and words listed in columns. Results are discussed in terms of the design of accessible search interfaces for dyslexic users, taking into account mental load of dual-modality information display, and the arrangement of search items. Empirical data is provided for the design of accessible search results interfaces for dyslexics.
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9.
  • Bresin, Roberto, 1963-, et al. (author)
  • Sonification of the self vs. sonification of the other : Differences in the sonification of performed vs. observed simple hand movements
  • 2020
  • In: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 144
  • Journal article (peer-reviewed)abstract
    • Existing works on interactive sonification of movements, i.e., the translation of human movement qualities from the physical to the auditory domain, usually adopt a predetermined approach: the way in which movement features modulate the characteristics of sound is fixed. In our work we want to go one step further and demonstrate that the user role can influence the tuning of the mapping between movement cues and sound parameters. Here, we aim to verify if and how the mapping changes when the user is either the performer or the observer of a series of body movements (tracing a square or an infinite shape with the hand in the air). We asked participants to tune movement sonification while they were directly performing the sonified movement vs. while watching another person performing the movement and listening to its sonification. Results show that the tuning of the sonification chosen by participants is influenced by three variables: role of the user (performer vs observer), movement quality (the amount of Smoothness and Directness in the movement), and physical parameters of the movements (velocity and acceleration). Performers focused more on the quality of their movement, while observers focused more on the sonic rendering, making it more expressive and more connected to low-level physical features.
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  • Result 1-10 of 44
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