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"Human technology relationship"
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DARPA's Explainable Artificial Intelligence Program
2019
Dramatic success in machine learning has led to a new wave of AI applications (for example, transportation, security, medicine, finance, defense) that offer tremendous benefits but cannot explain their decisions and actions to human users. DARPA's explainable artificial intelligence (XAI) program endeavors to create AI systems whose learned models and decisions can be understood and appropriately trusted by end users. Realizing this goal requires methods for learning more explainable models, designing effective explanation interfaces, and understanding the psychologic requirements for effective explanations. The XAI developer teams are addressing the first two challenges by creating ML techniques and developing principles, strategies, and human‐computer interaction techniques for generating effective explanations. Another XAI team is addressing the third challenge by summarizing, extending, and applying psychologic theories of explanation to help the XAI evaluator define a suitable evaluation framework, which the developer teams will use to test their systems. The XAI teams completed the first of this 4‐year program in May 2018. In a series of ongoing evaluations, the developer teams are assessing how well their XAM systems' explanations improve user understanding, user trust, and user task performance.
Journal Article
Vision based hand gesture recognition for human computer interaction: a survey
2015
As computers become more pervasive in society, facilitating natural human-computer interaction (HCI) will have a positive impact on their use. Hence, there has been growing interest in the development of new approaches and technologies for bridging the human-computer barrier. The ultimate aim is to bring HCI to a regime where interactions with computers will be as natural as an interaction between humans, and to this end, incorporating gestures in HCI is an important research area. Gestures have long been considered as an interaction technique that can potentially deliver more natural, creative and intuitive methods for communicating with our computers. This paper provides an analysis of comparative surveys done in this area. The use of hand gestures as a natural interface serves as a motivating force for research in gesture taxonomies, its representations and recognition techniques, software platforms and frameworks which is discussed briefly in this paper. It focuses on the three main phases of hand gesture recognition i.e. detection, tracking and recognition. Different application which employs hand gestures for efficient interaction has been discussed under core and advanced application domains. This paper also provides an analysis of existing literature related to gesture recognition systems for human computer interaction by categorizing it under different key parameters. It further discusses the advances that are needed to further improvise the present hand gesture recognition systems for future perspective that can be widely used for efficient human computer interaction. The main goal of this survey is to provide researchers in the field of gesture based HCI with a summary of progress achieved to date and to help identify areas where further research is needed.[PUBLICATION ABSTRACT]
Journal Article
Comparing the Similarity of Responses Received from Studies in Amazon’s Mechanical Turk to Studies Conducted Online and with Direct Recruitment
by
Duenser, Andreas
,
Zawieska, Karolina
,
Moltchanova, Elena
in
Colleges & universities
,
Computer assisted research
,
Crowdsourcing
2015
Computer and internet based questionnaires have become a standard tool in Human-Computer Interaction research and other related fields, such as psychology and sociology. Amazon's Mechanical Turk (AMT) service is a new method of recruiting participants and conducting certain types of experiments. This study compares whether participants recruited through AMT give different responses than participants recruited through an online forum or recruited directly on a university campus. Moreover, we compare whether a study conducted within AMT results in different responses compared to a study for which participants are recruited through AMT but which is conducted using an external online questionnaire service. The results of this study show that there is a statistical difference between results obtained from participants recruited through AMT compared to the results from the participant recruited on campus or through online forums. We do, however, argue that this difference is so small that it has no practical consequence. There was no significant difference between running the study within AMT compared to running it with an online questionnaire service. There was no significant difference between results obtained directly from within AMT compared to results obtained in the campus and online forum condition. This may suggest that AMT is a viable and economical option for recruiting participants and for conducting studies as setting up and running a study with AMT generally requires less effort and time compared to other frequently used methods. We discuss our findings as well as limitations of using AMT for empirical studies.
Journal Article
Effects of human capital on entrepreneurial ecosystems in the emerging economy: the mediating role of digital knowledge and innovative capability from India perspective
by
Chatterjee, Sheshadri
,
Chaudhuri, Ranjan
,
Vicentini, Francesca
in
Absorptivity
,
Developing countries
,
Digital technology
2023
PurposeThis study empirically examines the relationship between human capital ecosystems and entrepreneurial ecosystems. The study also investigates the mediating roles of digital knowledge capability and innovation capability and the moderating role of technology turbulence in the entrepreneurial ecosystem.Design/methodology/approachThe study takes inputs from existing literature and resource-based view (RBV) and absorptive capacity theories and develops a theoretical model. Later, the model is validated using the structural equation modeling technique with data collected from India-based startup enterprises.FindingsThe authors found a nexus between human capital and entrepreneurial ecosystems. The study also highlights that enterprises' digital knowledge capability and innovation capability significantly influence the entrepreneurial ecosystem. The study also found that technology turbulence has a significant moderating impact on the relationship between digital knowledge capability and innovation capability in entrepreneurial ecosystems.Research limitations/implicationsThe study shows the importance of developing human capital for improving enterprises' innovation capability and digital knowledge capability, which are also important to develop the entrepreneurial ecosystem. Entrepreneurs can use the proposed model in their enterprises for appropriately developing the entrepreneurial ecosystem.Originality/valueThe authors propose a theoretical model for entrepreneurial ecosystems, from the human capital perspective, which entrepreneurs could use to improve the overall organizational performance. Moreover, the model uses technology turbulence as a moderator, which is also a novel approach. The study also adds valuable knowledge to the overall body of literature of intellectual capital.
Journal Article
Accelerating Digital Mental Health Research From Early Design and Creation to Successful Implementation and Sustainment
2017
Mental health problems are common and pose a tremendous societal burden in terms of cost, morbidity, quality of life, and mortality. The great majority of people experience barriers that prevent access to treatment, aggravated by a lack of mental health specialists. Digital mental health is potentially useful in meeting the treatment needs of large numbers of people. A growing number of efficacy trials have shown strong outcomes for digital mental health treatments. Yet despite their positive findings, there are very few examples of successful implementations and many failures. Although the research-to-practice gap is not unique to digital mental health, the inclusion of technology poses unique challenges. We outline some of the reasons for this gap and propose a collection of methods that can result in sustainable digital mental health interventions. These methods draw from human-computer interaction and implementation science and are integrated into an Accelerated Creation-to-Sustainment (ACTS) model. The ACTS model uses an iterative process that includes 2 basic functions (design and evaluate) across 3 general phases (Create, Trial, and Sustain). The ultimate goal in using the ACTS model is to produce a functioning technology-enabled service (TES) that is sustainable in a real-world treatment setting. We emphasize the importance of the service component because evidence from both research and practice has suggested that human touch is a critical ingredient in the most efficacious and used digital mental health treatments. The Create phase results in at least a minimally viable TES and an implementation blueprint. The Trial phase requires evaluation of both effectiveness and implementation while allowing optimization and continuous quality improvement of the TES and implementation plan. Finally, the Sustainment phase involves the withdrawal of research or donor support, while leaving a functioning, continuously improving TES in place. The ACTS model is a step toward bringing implementation and sustainment into the design and evaluation of TESs, public health into clinical research, research into clinics, and treatment into the lives of our patients.
Journal Article
A definition for gamification: anchoring gamification in the service marketing literature
2017
“Gamification” has gained considerable scholarly and practitioner attention; however, the discussion in academia has been largely confined to the human–computer interaction and game studies domains. Since gamification is often used in service design, it is important that the concept be brought in line with the service literature. So far, though, there has been a dearth of such literature. This article is an attempt to tie in gamification with service marketing theory, which conceptualizes the consumer as a co-producer of the service. It presents games as service systems composed of operant and operand resources. It proposes a definition for gamification, one that emphasizes its experiential nature. The definition highlights four important aspects of gamification: affordances, psychological mediators, goals of gamification and the context of gamification. Using the definition the article identifies four possible gamifying actors and examines gamification as communicative staging of the service environment.
Journal Article
Understanding the Design Elements Affecting User Acceptance of Intelligent Agents: Past, Present and Future
by
Elshan, Edona
,
Janson, Andreas
,
Leimeister, Jan Marco
in
Acceptance
,
Computers
,
Dependent variables
2022
Intelligent agents (IAs) are permeating both business and society. However, interacting with IAs poses challenges moving beyond technological limitations towards the human-computer interface. Thus, the knowledgebase related to interaction with IAs has grown exponentially but remains segregated and impedes the advancement of the field. Therefore, we conduct a systematic literature review to integrate empirical knowledge on user interaction with IAs. This is the first paper to examine 107 Information Systems and Human-Computer Interaction papers and identified 389 relationships between design elements and user acceptance of IAs. Along the independent and dependent variables of these relationships, we span a research space model encompassing empirical research on designing for IA user acceptance. Further we contribute to theory, by presenting a research agenda along the dimensions of the research space, which shall be useful to both researchers and practitioners. This complements the past and present knowledge on designing for IA user acceptance with potential pathways into the future of IAs.
Journal Article
The matter of ‘virtual’ geographies
2014
Geographers have long wrestled with the spatial characteristics of digital mediation. In this regard, ‘the virtual’ as somehow other and immaterial has proven a persistent trope. The aim here is to argue for a greater attention to the material conditions of the digital. This article revisits the articulation of ‘virtual’ geographies and reviews recent discussion of digitally mediated activity. To materially address ‘the virtual’, the fundamental relationship between humans and technology is investigated as ‘technics’, using recent work in the geographies and philosophy of technology. Observations are made about how this may inform broader understandings of spatiality and culture.
Journal Article
Discussion table on psychology
2022
Jasmin Niess has a background in psychology and focuses on human-computer interaction. She will support the workshop participants during the world coffee at the discussion table for psychology.
Journal Article
Discussion table on computer science
2022
Daniel Diethei is an expert in computer science, human-computer interaction and mobile health. He will support the workshop participants during the world coffee at the discussion table for computer science.
Journal Article