On occasion of the PhD defence of Wim Fikkert on Thursday 11 March, there will be a mini-symposium in Zilverling room 4126 the same day.
The progamme is as follows:
13:00 - 15:30
Mini-symposium
(ZI 4126,
University of Twente):
13:00 Blended Interaction -
Blending real and computer-based Interaction
Prof. dr. H. Reiterer, Human-Computer
Interaction
Department of Computer & Information Science
University of Konstanz, DE
14:00 Gesture-driven
interaction by artists
Dr. Zsofia Ruttkay
Head of Creative Technology Lab
Moholy-Nagy University of Art and
Design
Budapest, HU
14:30 Requirements &
Building Blocks for (Truly) Conversational Agents
Dr.-Ing. Stefan Kopp
Sociable Agents Group, CITEC Cognitive
Interaction Technology
Bielefeld University, DE
16:30 - 16:45 Short
introduction (lekenpraatje: WA4, University of Twente)
16:45 - 18:00 Defence
ceremony (WA4,
University of Twente)
Abstracts of the talks follow below. You
are all cordially invited.
Paul van der Vet.
ABSTRACTS
Blended Interaction - Blending real and
computer-based Interaction Prof. dr. H. Reiterer
http://hci.uni-konstanz.de/index.php?a=staff&b=Reiterer&c=contact
The talk will present our vision of a new
interaction paradigm of the human-comuter interaction. We
believe that each new interaction paradigm should addresses our bodily and social skills
carefully. This follows from recent findings in cognitive science
and psychology, which lead to an embodied view of cognition.
Reality-based Interaction is a first step in this direction,
because the goal is to make computer interaction more like
interaction with the real, non-digital word. The idea is to blend
the digital and real word interaction. The vision of ubiquitous
computing also perfect fits with our approach. Implicit in this
vision is the assumption that physical interaction between humans
and computers will be more like the way humans interact with the
physical world (e.g. speak, gesture, write, touch & grasp
physical artefacts). An open question is the right design approach
for a Reality-based Interaction paradigm: What part of the user
interface should be based on reality-based interaction and what
part should be provide computer-only functionality that is not
realistic? Conceptual Blending based on the work of Fauconnier
& Turner and Imaz & Benyon could be a helpful way to find
the right answer to this question. We call Reality-based
Interaction & Embodied Interaction "Blended Interaction"
because it conceptual integrates or blends interaction skills &
objects from the real world with virtual means of the digital world
in a holistic manner (personnel, social and physical context). We
have developed a variety of showcases as proof of concepts (e.g.
Blended Library, Blended Museum, Blended Interaction Design Room).
From a technical point of view it was necessary for us to develop
two frameworks (Zoomable Object-oriented Information Landscape
Framework; Library for multimodal Interaction) that make the
realization of our vision feasible.
Gesture-driven interaction by
artists
Dr. Zsofia
Ruttkay
http://create.mome.hu/
Gesture-based interaction, in the broadest
sense, is appealing for playful, artistic and social interaction.
But how do artists use the possibilities, especially that usually
they do not have fancy hardware at their disposal, and often they
also lack advanced programming skills? In my talk I will show
examples of gesture-based works by staff and students of the
newly-formed Creative Technology Lab, and illustrate how low-cost
hw is put together, e.g. for infra-red sensing. Also I will discuss
the open-source environments, and particularly, the features of the
Processing language and its libraries used for such interactive
applications. Finally, I will compare some of my experiences of
teaching at an art university and UT, especially that both
institutes share a similar objective of preparing students for
creative applications of IT.
Requirements &
Building Blocks for (Truly) Conversational Agents
Dr.-Ing.Stefan
Kopp http://www.techfak.uni-bielefeld.de/~skopp/
Computer systems increasingly figure in
humanoid form, either as robots or as 3D virtual characters, and
thus allow the possibility for users to meet and interact with a
machine as if having a face-to-face conversation with another
human. Since the first ECA systems were pioneered about 15 years
ago, we have seen a rapid development fed by technological progress
in processing power, speech recognition, speech synthesis, computer
vision, graphics, and animation. ECAs nowadays look nicer, move
smoother, and sound more natural. What has advanced relatively
slower are the underlying models of multimodal dialogue, verbal or
non-verbal behavior, and the dynamic mutual adaptations and
coordinations that interaction partners engage on a range of
different time scales (from very short to long term). In this vein,
I will discuss phenomena that characterize human-human conversation
and that imply requirements for artificial conversational agents.
One key assumption is that ECAs can readily become capable of
meeting some of them as we work towards systems in which bottom-up
processes of social resonance and understanding others coalesce
with top-down processes of producing intentional communicative
behavior. Work will be presented that aims to address some of these
requirements by targeting (i) social behavior generation and
perception; (ii) fluent continuous feedback; (iii) and social
learning of communicative behavior.