—One of the biggest obstacles for constructing effective sociable virtual humans lies in the failure of machines to recognize the desires, feelings and intentions of the human us...
Rule induction research implicitly assumes that after producing the rules from a dataset, these rules will be used directly by an expert system or a human user. In real-life appli...
Collaboration based on computers involves two factors, human users and computer systems. When we hope to build a feasible and efficient collaborative system, we must consider both...
The goal of the data collection and analyses described in this paper was to investigate the effects of incorrect output from a CAD tool on the reliability of the decisions of its ...
Eugenio Alberdi, Andrey Povyakalo, Lorenzo Strigin...
As robots become a mass consumer product, they will need to learn new skills by interacting with typical human users. Past approaches have adapted reinforcement learning (RL) to a...
The world-wide-web (WWW) today consists of distinct, isolated islands of data and metadata. In the near future we expect the availability of a critical mass of data and metadata f...
Wolfgang Ketter, Arun Batchu, Gary Berosik, Dan Mc...
The effectiveness of simulation-based training for individual tasks – such as piloting skills – is well established, but its use for team training raises challenging technical...
David R. Traum, Jeff Rickel, Jonathan Gratch, Stac...
This paper outlines major challenges that we are facing in interfacing a human user with objects in the nanoworld via a haptic interface. After a review of prior efforts at haptic...
Hong Z. Tan, Laron Walker, Ron Reifenberger, Sorub...
We provide computer-animated characters with haptic interaction, allowing human users to interfere with cognitive characters. Our work presents an interface between control and an...
We take a step towards a more realistic modeling of personal digital signatures, where a human user, his mobile equipment, his PC and a server are all considered as independent pla...