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A paradigm of an interaction context-aware pervasive multimodal multimedia computing system

机译:一种交互上下文感知的普适多模多媒体计算系统的范例

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摘要

Communication is a very important aspect of human life; it is communication that helps human beings to connect with each other as individuals and as independent groups. Communication is the fulcrum that drives all human developments in all fields. In informatics, one of the main purposes of the existence of computer is information dissemination – to be able to send and receive information. Humans are quite successful in conveying ideas to one another, and reacting appropriately. This is due to the fact that we share the richness of the language, have a common understanding of how things work and an implicit understanding of everyday situations. When humans communicate with humans, they comprehend the information that is apparent to the current situation, or context, hence increasing the conversational bandwidth. This ability to convey ideas, however, does not transfer when humans interact with computers. On its own, computers do not understand our language, do not understand how the world works and cannot sense information about the current situation. In a typical computing set-up where we have an impoverished typical mechanism for providing computer with information using mouse, keyboard and screen, the end result is we explicitly provide information to computers, producing an effect that is contrary to the promise of transparency and calm technology in Weiser’s vision of ubiquitous computing (Weiser 1991; Weiser and Brown 1996). To reverse this trend, it is imperative that we researchers find ways that will enable computers to have access to context. It is through context-awareness that we can increase the richness of communication in human-computer interaction, through which we can reap the most likely benefit of more useful computational services.ududContext is a subjective idea as demonstrated by the state-of-the art in which each researcher has his own understanding of the term, which continues to evolve nonetheless. The acquisition of contextual information is essential but it is the end user, however, that will have the final say as to whether the envisioned context is correctly captured/acquired or not. Current literature informs us that some contextual information is already predefined by some researchers from the very beginning – this is correct if the application domain is fixed but is incorrect if we infer that a typical user does different computing tasks on different occasions. With the aim of coming up with more conclusive and inclusive design, we conjecture that what contextual information should be left to the judgment of the end user who is the one that has the knowledge determine which information is important to him and which is not. This leads us to the concept of incremental acquisition of context where context parameters are added, modified or deleted one context parameter at a time.ududIn conjunction with our idea of inclusive context, we broaden the notion of context that it has become context of interaction. Interaction context is the term that is used to refer to the collective context of the user (i.e. user context), of his working environment (i.e. environmental context) and of his computing system (i.e. system context). Logically and mathematically, each of these interaction context elements – user context, environment context and system context – is composed of various parameters that describe the state of the user, of his workplace and his computing resources as he undertakes an activity in accomplishing his computing task, and each of these parameters may evolve over time. For example, user location is a user context parameter and its value will evolve as the user moves from one place to another. The same can be said about noise level as an environment context parameter; its value evolves over time. The same can be said with available bandwidth that continuously evolves which we consider as a system context parameter. To realize the incremental definition of incremental context, we have developed a tool called the virtual machine for incremental interaction context. This tool can be used to add, modify and delete a context parameter on one hand and determine the sensor-based context (i.e. context that is based on parameters whose values are obtained from raw data supplied by sensors) on the other.ududIn order to obtain the full benefit of the richness of interaction context with regards to communication in human-machine interaction, the modality of interaction should not be limited to the traditional use of mouse-keyboard-screen alone. Multimodality allows for a much wider range of modes and forms of communication, selected and adapted to suit the given user’s context of interaction, by which the end user can transmit data to the computer and computer can respond or yield results to the user’s queries. In multimodal communication, the weaknesses of one mode of interaction, with regards to its suitability to a given situation, is compensated by replacing it with another mode of communication that is more suitable to the situation. For example, when the environment becomes disturbingly noisy, using voice may not be the ideal mode to input data; instead, the user may opt for transmitting text or visual information. Multimodality also promotes inclusive informatics as those with a permanent or temporary disability are given the opportunity to use and benefit from information technology advancement. For example, the work on presentation of mathematical expressions to visually-impaired users (Awdé 2009) would not have been made possible without multimodality. With mobile computing within our midst coupled with wireless communication that allows access to information and services, pervasive and adaptive multimodality is more than ever apt to enrich communication in human-computer interaction and in providing the most suitable modes for data input and output in relation to the evolving interaction context.ududA look back at the state of the art informs us that a great amount of effort was expended in finding the definition of context, in the acquisition of context, in the dissemination of context and the exploitation of context within a system that has a fixed domain of application (e.g. healthcare, education, etc.). Also, another close look tells us that much research efforts on ubiquitous computing were devoted to various application domains (e.g. identifying the user whereabouts, identifying services and tools, etc.) but there is rarely, if ever, an effort made to make multimodality pervasive and accessible to various user situations. In this regard, we come up with a research work that will provide for the missing link. Our work – the paradigm of an interaction context-sensitive pervasive multimodal multimedia computing system is an architectural design that exhibits adaptability to a much larger context called interaction context. It is intelligent and pervasive, meaning it is functional even when the end user is stationary or on the go. It is conceived with two purposes in mind. First, given an instance of interaction context, one which evolves over time, our system determines the optimal modalities that suit such interaction context. By optimal, we mean a selection decision on appropriate multimodality based on the given interaction context, available media devices that support the modalities and user preferences. We designed a mechanism (i.e. a paradigm) that will do this task and simulated its functionality with success. This mechanism employs machine learning (Mitchell 1997; Alpaydin 2004; Hina, Tadj et al. 2006) and uses case-based reasoning with supervised learning (Kolodner 1993; Lajmi, Ghedira et al. 2007). An input to this decision-making component is an instance of interaction context and its output is the optimal modality and its associated media devices that are for activation. This mechanism is continuously monitoring the user’s context of interaction and on behalf of the user continuously adapts accordingly. This adaptation is through dynamic reconfiguration of the pervasive multimodal system’s architecture. Second, given an instance of interaction context and the user’s task and preferences, we designed a mechanism that allows the automatic selection of user’s applications, the preferred suppliers to these applications and the preferred quality of service (QoS) dimensions’ configurations of these suppliers. This mechanism does its task in consultation with computing resources, sensing the available suppliers and possible configuration restrictions within the given computing set-up.ududApart from the above-mentioned mechanisms, we also formulated scenarios as to how a computing system must provide the user interface given that we have already identified the optimal modalities that suit the user’s context of interaction. We present possible configurations of unimodal and bimodal interfaces based on the given interaction context as well as user preferences.ududOur work is different from previous work in that while other systems capture, disseminate and consume context to suit the preferred domain of application, ours captures the interaction context and reconfigures its architecture dynamically in generic fashion in order that the user could continue working on his task anytime, anywhere he wishes regardless of the application domain the user wishes to undertake. In effect, the system that we have designed along with all of its mechanisms, being generic in design, can be adapted or integrated with ease or with very little modification into various computing systems of various domains of applications.ududSimulations and mathematical formulations were provided to support our ideas and concepts related to the design of the paradigm. An actual program in Java was developed to support our concept of a virtual machine for incremental interaction context.
机译:交流是人类生活中非常重要的方面。正是这种交流帮助人们以个人和独立团体的身份相互联系。交流是推动各个领域所有人类发展的支点。在信息学中,计算机的存在的主要目的之一就是信息传播-能够发送和接收信息。人类在相互传达思想并做出适当反应方面非常成功。这是由于以下事实:我们共享语言的丰富性,对事物的工作方式有共同的理解,并对日常情况有隐含的理解。当人类与人类交流时,他们会理解当前情况或上下文中显而易见的信息,从而增加了对话带宽。但是,当人们与计算机交互时,这种传达思想的能力并没有转移。靠自己,计算机不了解我们的语言,不了解世界如何运转,也无法感知有关当前情况的信息。在一个典型的计算设置中,我们有一个贫困的使用鼠标,键盘和屏幕为计算机提供信息的典型机制,最终结果是我们明确地向计算机提供了信息,产生了与透明和平静承诺相反的效果Weiser对普适计算的愿景中的技术(Weiser 1991; Weiser和Brown 1996)。为了扭转这种趋势,我们的研究人员必须找到使计算机能够访问上下文的方法。通过上下文感知,我们可以增加人机交互中通信的丰富度,从而可以从更有用的计算服务中获得最大的收益。 ud udContext是一种主观的想法,如状态所示。 -每个研究人员对术语都有自己的理解的艺术,并且该术语仍在不断发展。上下文信息的获取是必不可少的,但是最终用户将最终确定所设想的上下文是否正确捕获/获取。当前的文献告诉我们,一些研究人员从一开始就已经预定义了一些上下文信息–如果应用程序域是固定的,这是正确的,但是如果我们推断典型用户在不同场合下执行不同的计算任务,则这是不正确的。为了提出更具结论性和包容性的设计,我们推测应该将哪些上下文信息留给最终用户的判断,而最终用户应该知道哪些信息对他来说是重要的,而哪些不是。这使我们想到了增量获取上下文的概念,其中一次添加,修改或删除了一个上下文参数。 ud ud结合我们的包容性上下文概念,我们扩展了上下文已成为上下文的概念互动。交互上下文是用于指代用户,其工作环境(即环境上下文)和其计算系统(即系统上下文)的集体上下文(即用户上下文)的术语。从逻辑上和数学上讲,这些交互上下文元素(用户上下文,环境上下文和系统上下文)中的每一个均由各种参数组成,这些参数描述了用户在从事完成其计算任务的活动时的状态,工作场所及其计算资源,并且每个参数都可能随着时间的推移而变化。例如,用户位置是用户上下文参数,其值将随着用户从一个位置移动到另一位置而变化。关于噪声电平作为环境上下文参数也可以说相同。它的价值随着时间而发展。对于可用带宽不断发展的情况也可以这样说,我们将其视为系统上下文参数。为了实现增量上下文的增量定义,我们开发了一种称为虚拟机的增量交互上下文工具。此工具一方面可以用来添加,修改和删除上下文参数,另一方面可以用来确定基于传感器的上下文(即,基于基于从传感器提供的原始数据中获取其值的参数的上下文)。 ud为了在人机交互中获得与交互有关的丰富交互上下文的全部好处,交互方式不应仅限于传统的鼠标键盘屏幕使用。多模态允许更广泛的通信模式和形式,选择并调整以适合给定用户的交互上下文,最终用户可以通过该模式将数据传输到计算机,计算机可以对用户的查询做出响应或产生结果。在多模式通信中,一种交互方式的弱点在于它对特定情况的适用性通过用更适合这种情况的另一种通信方式代替它来补偿。例如,当环境变得令人不安的嘈杂时,使用语音可能不是输入数据的理想模式;相反,用户可以选择发送文本或视觉信息。多模式也促进了包容性信息学,因为永久或暂时残疾的人有机会使用信息技术并从中受益。例如,如果没有多模态,就不可能使向视觉受损的用户呈现数学表达式的工作(Awdé2009)。随着我们中间的移动计算与允许访问信息和服务的无线通信的结合,普遍和自适应的多模态比以往任何时候都更易于丰富人机交互中的通信,并提供最合适的数据输入和输出模式 ud ud回顾一下现有技术,这告诉我们,在寻找上下文的定义,获取上下文,传播上下文和利用上下文方面花费了大量的精力。在具有固定应用领域(例如医疗保健,教育等)的系统中。同样,另一种仔细观察告诉我们,有关普适计算的许多研究工作都致力于各种应用领域(例如,识别用户的下落,识别服务和工具等),但是几乎没有(如果有的话)做出使多模式普及的工作。并可供各种用户使用。在这方面,我们提出了一项研究工作,以弥补缺失的环节。我们的工作-交互上下文敏感的普及型多模态多媒体计算系统的范例是一种体系结构设计,它对称为交互上下文的更大上下文具有适应性。它智能且无处不在,这意味着即使最终用户静止不动或在旅途中,它也可以正常工作。考虑到它有两个目的。首先,给定一个交互上下文实例,该实例会随着时间的推移而演变,我们的系统将确定适合此类交互上下文的最佳模式。最佳而言,我们是指根据给定的交互上下文,支持该模式的可用媒体设备和用户首选项,对适当的多模式进行选择决策。我们设计了一种机制(即范例)来完成此任务,并成功模拟了其功能。这种机制采用机器学习(Mitchell,1997; Alpaydin,2004; Hina,Tadj等,2006),并采用基于案例的推理和监督学习(Kolodner,1993; Lajmi,Ghedira等,2007)。该决策组件的输入是交互上下文的一个实例,其输出是用于激活的最佳模式及其关联的媒体设备。该机制持续监控用户的交互上下文,并代表用户不断进行相应调整。这种调整是通过对普遍存在的多峰系统体系结构进行动态重新配置而实现的。其次,给定一个交互上下文实例以及用户的任务和偏好,我们设计了一种机制,该机制允许自动选择用户的应用程序,这些应用程序的首选供应商以及这些供应商的首选服务质量(QoS)维度的配置。该机制通过与计算资源协商,在给定的计算设置内感知可用的供应商和可能的配置限制来完成其任务。 ud ud除了上述机制之外,我们还制定了有关计算系统必须如何提供的方案。用户界面,因为我们已经确定了适合用户交互环境的最佳方式。我们根据给定的交互上下文以及用户首选项介绍了单峰和双峰接口的可能配置。 ud ud我们的工作与以前的工作不同之处在于,其他系统会捕获,传播和使用上下文以适应首选的应用领域,我们捕获了交互上下文并以通用方式动态地重新配置其体系结构,以使用户可以随时随地继续执行其任务,而不管用户希望承担的应用领域。实际上,我们设计的系统及其所有机制(在设计上都是通用的)可以轻松地进行修改或集成,或者只需很少的修改即可集成到各种应用领域的各种计算系统中。 ud ud模拟和数学公式提供这些信息以支持我们与范式设计相关的想法和概念。开发了一个实际的Java程序来支持我们关于增量交互上下文的虚拟机概念。

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    Hina Manolo Dulva;

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  • 年度 2010
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