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[en] A MODEL-DRIVEN WIZARD TO AID IN DEVELOPING WEB APPLICATIONS / [pt] UM ASSISTENTE DIRIGIDO POR MODELOS PARA AUXÍLIO AO DESENVOLVIMENTO DE APLICAÇÕES WWWMILENA OSSORIO LAMI 22 February 2016 (has links)
[pt] As aplicações na WWW são exemplos de aplicações hipermídia. O desenvolvimento destas aplicações, mesmo utilizando metodologias de projeto, tem uma complexidade elevada. Existem propostas dirigidas por modelos para ajudar ao projetista, mas estas requerem de uma curva de aprendizado alta para os não familiarizados com os modelos. Este trabalho aborda este problema oferecendo uma abordagem que, fazendo uso de uma metodologia dirigida por modelos, permite a autoria de aplicações em um ambiente mais próximo à intenção do usuário. Se apresenta uma ferramenta com características de assistente (wizard) que permite a criação de aplicações através de exemplos, utilizando interfaces com dados concretos. O assistente usa aspectos da técnica de programação por exemplo e do estilo de interação de manipulação direta que contribuem para facilitar o desenvolvimento. / [en] Web applications can be seen as examples of hypermedia applications. Developing such applications is a complex endeavor, even when using design methods. There are model-driven methods aimed at helping the designer, but they still require a steep learning curve for those unfamiliar with the models. This work addresses this problem through a model-driven wizard that helps the designer through the use of examples and concrete data-driven interfaces. This wizard uses direct manipulation techniques to help easing the designer s tasks.
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Persuasive Chatbot Conversations : Towards a Personalized User ExperienceRönnberg, Sofia January 2020 (has links)
Helping drivers improve their driving skills and become safer drivers is a problematic topic. Most drivers have a lacking self-assessment ability and consider themselves above average driving skills. This is believed to be related to the lack of continuous feedback after getting the driver’s license. This has led to initiatives to find alternative ways of coaching drivers toward better self-assessment and thereby toward safer driving. Chatbots and conversational interfaces has received increasing attention over the years and could be technologies that can solve these challenges. However, a major challenge to chatbots is that they are mostly implemented in a “one-size-fits-all” approach, and while personalization of the chatbot could solve that challenge, it ishard to achieve. In this study, personalized chatbot conversations that aim to coach drivers are examined. The aim is to create a guide that can help designers and practitioners with design decisions that needs to be considered when creating coaching chatbot conversations. The study was performed as a Wizard of Oz study, where attributes for personalization as well as coaching considerations were tested with users in two iterations to iteratively develop the guide. The findings of the study include the guide itself with its guidelines (see appendix 4), as well as insights on considerations required chatbot personalization and coaching. Regarding personalization, chatbot personality and level of control were identified as two attributes that were fit for adaptation. These can lead to social benefits as well as more tailored services to the users. For coaching, the use of follow-ups, feedback and the chatbot’s attitude are identified as necessary considerations when designing coaching chatbot conversations.
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"Sorry, what was your name again?" : How to Use a Social Robot to Simulate Alzheimer’s Disease and Exploring the Effects on its InterlocutorsKanov, Maria January 2017 (has links)
Machines are designed to be infallible, but what happens if they are suddenly struck by chronic mental decline such as dementia? In this research, a social robot has been transformed into a mild-stage Alzheimer’s patient. The ultimate goal is to use it as a training tool for caregivers and medical students, as well as to raise general awareness for the disease. In particular, the study aimed to identify how to simulate Alzheimer’s with a social robot and what the effects are on its conversation partners. Thanks to its properties, the back-projected robotic head Furhat was the ideal candidate to adopt the role of Max. The sources of inspiration derived from interviews and observations. A Wizard of Oz setup enabled a conversation between the character and the user, who was given the task of asking about the robot’s life. To allow for in-between subject comparisons, the set of 20 participants was a mixture of medical and non- medical students, as well as people who knew someone with dementia closely and those who never met any. The experience was evaluated through pre- and post-interviews along with user observations. The results indicate that the patient simulation was convincing, leading the users to treat the machine as a human being and develop an emotional bond to it. They remained patient in spite of the robot’s symptoms, which affirms its potential for educational use. After all, this project aims to inspire researchers to find solutions in unconventional ways.
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The age of William A. Dunning: the realm of myth meets the yellow brick roadUnknown Date (has links)
Stripped of the intent of its author, L. Frank Baum, the children's fairy tale The Wonderful Wizard of Oz was left to be understood only within a changing cultural construct. Historian Hayden White, arguing that the similarities between a novel and a work of history were more significant than their differences, insisted that history was preeminently a subsection of literature. According to White, historical narratives were manifestly verbal fictions, and the only acceptable grounds upon which the historian should choose his historical perspective were the moral and the aesthetic. White conflated historical consciousness with myth and blurred the boundary that had long divided history from fiction. Just as changing cultural concerns infused the Dorothy of Baum's children's literature with meaning so social, cultural, and moral imperatives came to dictate the content of historical stories particularly in the historiography of the Reconstruction era. The twenty first century conception of Reconstruction is different from the conception influential at the start of the twentieth. In assessing the scholarship of William A. Dunning, contemporary historians have adopted a new paradigm when describing the scholar's Reconstruction accounts. Modern commentators reject Dunning's authorial intention and the contextual framework needed to define it. Thus, Dunning has receded into the "realm of myth." Careful attendance to Dunning's historical context, contemporary audience, and his authorial intent, will reposition the perspective for analysis of Dunning's work. Removing Dunning from abstract analysis will allow historians to arrive at an understanding of his work, and view the importance of the real Dunning, rather than the fabricated image constructed from a partial and even fragmented reading of his work. / Taking Dunning on his own terms restores a meaningful past and brings into bas-relief the tremendous advances the U. S. of twenty first century has made in reshaping social and political patterns.Taking theReconstruction era on its own terms impels historians to move beyond Dunning and return in their research to revisit primary records and documents as they work to clear the grisly ground of Reconstruction historiography for further fruitful examination. / by Kathleen P. Barsalou. / Thesis (Ph.D.)--Florida Atlantic University, 2008. / Includes bibliography. / Electronic reproduction. Boca Raton, FL : 2008 Mode of access: World Wide Web.
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Developing Multimodal Spoken Dialogue Systems : Empirical Studies of Spoken Human–Computer InteractionGustafson, Joakim January 2002 (has links)
This thesis presents work done during the last ten years on developing five multimodal spoken dialogue systems, and the empirical user studies that have been conducted with them. The dialogue systems have been multimodal, giving information both verbally with animated talking characters and graphically on maps and in text tables. To be able to study a wider rage of user behaviour each new system has been in a new domain and with a new set of interactional abilities. The five system presented in this thesis are: The Waxholm system where users could ask about the boat traffic in the Stockholm archipelago; the Gulan system where people could retrieve information from the Yellow pages of Stockholm; the August system which was a publicly available system where people could get information about the author Strindberg, KTH and Stockholm; the AdAptsystem that allowed users to browse apartments for sale in Stockholm and the Pixie system where users could help ananimated agent to fix things in a visionary apartment publicly available at the Telecom museum in Stockholm. Some of the dialogue systems have been used in controlled experiments in laboratory environments, while others have been placed inpublic environments where members of the general public have interacted with them. All spoken human-computer interactions have been transcribed and analyzed to increase our understanding of how people interact verbally with computers, and to obtain knowledge on how spoken dialogue systems canutilize the regularities found in these interactions. This thesis summarizes the experiences from building these five dialogue systems and presents some of the findings from the analyses of the collected dialogue corpora. / QC 20100611
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WOZシステムのログ情報を利用した事例ベース音声対話システムの開発INAGAKI, Yasuyoshi, YAMAGUCHI, Yukiko, MATSUBARA, Shigeki, KAWAGUCHI, Nobuo, MURAO, Hiroya, 稲垣, 康善, 山口, 由紀子, 松原, 茂樹, 河口, 信夫, 村尾, 浩也 19 December 2002 (has links)
情報処理学会研究報告音声言語情報処理;2002-SLP-44-23
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WOZによるオンライン修正が可能な事例ベース音声対話システムINAGAKI, Yasuyoshi, TAKEDA, Kazuya, YAMAGUCHI, Yukiko, MATSUBARA, Shigeki, KAWAGUCHI, Nobuo, MURAO, Hiroya, 稲垣, 康善, 武田, 一哉, 山口, 由紀子, 松原, 茂樹, 河口, 信夫, 村尾, 浩也 18 December 2003 (has links)
情報処理学会研究報告. SLP, 音声言語情報処理; 2003-SLP-49-46 第5回音声言語シンポジウム
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應用模型驅動架構建構的一套Android精靈程式的快速開發系統 / An MDA-Based System Enabling the Rapid Construction of Android Wizard Applications韓忠恆, Han, Chung Heng Unknown Date (has links)
導引精靈(Wizard)是一種用於收集用戶端資料的互動式人機介面程式,它是由一系列的對話框組成。使用導引精靈,可以避免資料遺漏、更能確保資料的完整性。由於方便好用,導引精靈不僅大量的使用在既有的電腦程式中,很顯然地,它也應該是許多新應用軟體系統不可或缺的一部分。
為了克服開發導引精靈過程的繁雜,瑣碎與費時,我們曾開發一套遵循MDA架構的多平台導引精靈快速開發系統,稱為 MoDWizII。利用MoDWizII,我們只要輸入高階的平台無關精靈描述,系統即能自動產生各支援平台的對應導引精靈實做。目前系統支援的平台包括:Java、Eclipse 以及Web 應用。
隨著手機與平板電腦的普及與無所不在,其應用系統顯然亦有收集使用者資料的需求。相對於傳統電腦,行動裝置的先天限制並不適合傳統的編輯輸入,因此導引精靈顯然是一種更值得考量的替代選項。此一因素,促使我們考量將MoDWizII的支援對象擴充至行動平台。
本研究的主要任務是擴充MoDWizII的支援對象至行動平台。新系統名稱為MoDWiz3,目前選擇的唯一支援平台是市佔率最高的Android平台。據IDC報告,至2013年第三季時Android的行動裝置佔有率達81%。
為了使得ModWiz3得以產生Android平台的精靈實做,我們在此研究中,貢獻了一套針對Android平台特性而設計的精靈程式Android平台專屬超模型(PSMM)。除此之外,我們亦實做了在MDA架構下,針對Android平台的必要M2M與M2T轉換工具。利用這些工具鏈,我們即能將高階的平台無關精靈描述轉換成Android平台的導引精靈實做。和以往支援平台有一個顯著不同之處是,Android平台本身並無提供立即可用的導引精靈API可供實做時使用,因此本研究的另一貢獻是使用Android fragment機制設計、選用和實做所有系統所需的精靈元件。 / Software wizards are interactive programs consisting of a series of UI dialogs aimed to acquire responded data from the users. Using wizards to collect data has the advantage of ensuring the completeness and integrity of the collected data. They are not only pervasively found in existing computer systems but apparently would also be an indispensable part of many software applications to be developed.
In order to overcome the shortage of developing wizards from scratch, which are complicated, tedious and time-consuming, our lab has developed a system called MoDWizII, which can produce multi-platform wizards from a single declarative wizard description by following OMG's MDA approach. Currently the supported platforms include Java, Eclipse and Web applications.
With the explosive popularity of mobile phones and tablets, the need of complex data input using mobile devices increases. However, due to the size limitation, it is very inconvenient to use traditional editing approach to input large amount of data on these devices. In contrast, wizards in these use cases seem more suitable. This motivated the inclusion of mobile platforms to the supported platforms of our system.
In this research we extend MoDWizII to a new one called MoDWiz3 with the goal of supporting also mobile platforms. Currently the only selected platform is Android, which is used by most people as indicated by a report of International Data Corporation (IDC) that the market share of Android platform was 81% in the 3rd quarter in 2013.
To enable the support of Android platform, this research created a definition of PSMM (Platform-Specific MetaModel) for wizards on the Android platform; standard M2M and M2T toolchain was also developed and can be used to generate practical Android wizard applications from a platform independent wizard description. While previous supported platforms have well-established wizard API, it is not the case for Android. We thus included in the research also the design, selection and implementation of all required wizard components for the Android platform.
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Recurrent neural network language generation for dialogue systemsWen, Tsung-Hsien January 2018 (has links)
Language is the principal medium for ideas, while dialogue is the most natural and effective way for humans to interact with and access information from machines. Natural language generation (NLG) is a critical component of spoken dialogue and it has a significant impact on usability and perceived quality. Many commonly used NLG systems employ rules and heuristics, which tend to generate inflexible and stylised responses without the natural variation of human language. However, the frequent repetition of identical output forms can quickly make dialogue become tedious for most real-world users. Additionally, these rules and heuristics are not scalable and hence not trivially extensible to other domains or languages. A statistical approach to language generation can learn language decisions directly from data without relying on hand-coded rules or heuristics, which brings scalability and flexibility to NLG. Statistical models also provide an opportunity to learn in-domain human colloquialisms and cross-domain model adaptations. A robust and quasi-supervised NLG model is proposed in this thesis. The model leverages a Recurrent Neural Network (RNN)-based surface realiser and a gating mechanism applied to input semantics. The model is motivated by the Long-Short Term Memory (LSTM) network. The RNN-based surface realiser and gating mechanism use a neural network to learn end-to-end language generation decisions from input dialogue act and sentence pairs; it also integrates sentence planning and surface realisation into a single optimisation problem. The single optimisation not only bypasses the costly intermediate linguistic annotations but also generates more natural and human-like responses. Furthermore, a domain adaptation study shows that the proposed model can be readily adapted and extended to new dialogue domains via a proposed recipe. Continuing the success of end-to-end learning, the second part of the thesis speculates on building an end-to-end dialogue system by framing it as a conditional generation problem. The proposed model encapsulates a belief tracker with a minimal state representation and a generator that takes the dialogue context to produce responses. These features suggest comprehension and fast learning. The proposed model is capable of understanding requests and accomplishing tasks after training on only a few hundred human-human dialogues. A complementary Wizard-of-Oz data collection method is also introduced to facilitate the collection of human-human conversations from online workers. The results demonstrate that the proposed model can talk to human judges naturally, without any difficulty, for a sample application domain. In addition, the results also suggest that the introduction of a stochastic latent variable can help the system model intrinsic variation in communicative intention much better.
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"Thou shalt not suffer a witch to live" : human rights implications of witch-hunt in South Africa and ZimbabweKugara, Stewart Lee 16 July 2015 (has links)
LLM / Department of Public Law
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