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Nouvelles du CRAFT

conférence du Prof Adrian Bangerter, Université de Neuchâtel
10/06/2010 @ 13:15 salle BC 01
 
Managing interruptions of collaborative tasks
 

Interruptions are ubiquitous in everyday life. This talk will first review research on how often they occur, what effects they have and what types exist. Then, solutions for managing interruptions in human-computer interaction will be discussed before presenting the author’s own work on how people manage interruptions of collaborative tasks through conversation. The talk will end with a discussion of the challenges for modelling and managing constraints of parallel collaborative activities.

www3.unine.ch/members/adrian.bangerter

Posted by Florence Colomb at 10:35
Séminiare par M. Sharples (Univ. Nottingham)
MyArtSpace: Technology for Inquiry Learning Between Classrooms and Museums

5 mars, 14:15 en BC 010

MyArtSpace is a service to bridge inquiry learning between schools and museums, using a Java application runing on mobile phones linked to a personal web space. In the classroom, children and teacher frame a topic for inquiry. Then, on a school museum trip they investigate the topic, using the phones to view multimedia presentions about museum exhibits, take photos, record audio, make notes, all of which are sent automatically to their personal webspace, as a time-organised record of their interpretation of the visit. Then, back in the classroom or at home, they can explore and compare their records of the visit, view related resources, and create shared presentations. The system currently runs at three UK museums: the Urbis museum of urban life in Manchester, the D-Day museum in Portsmouth, and the Study Gallery in Poole. I shall describe the design of MyArtSpace, and discuss a year-long evaluation of the project, indicating its successes and failures.
Posted by Pierre Dillenbourg at 10:25
Seminaire de S. Greenberg (UNiv. Calgary)
March 5th, 13:30; BC010

Designing Physical User Interfaces with Phidgets

Many new directions in Interface Design include Physical User Interfaces - an interacting collection of hardware and software components that includes things like sensors, motors, actuators, RFID tags, and very small displays. The problem is that current physical user interface toolkits are hard to prototype, especially if they comprise distributed components. Our solution is Phidgets, a toolkit for rapidly prototyping distributed physical interfaces. This presentation will describe what Phidgets are, and will demonstrate how people with only modest programming skills can program a physical user interface.
Posted by Pierre Dillenbourg at 10:24
Video Games meet Ubiquitous Computing: The Collective Simulation of a Human Being
Video Games meet Ubiquitous Computing: The Collective Simulation of a Human Being




by Prof Alexander Repenning




13th of December 2006, 14:00, BC 129




Growing science apathy at the K-12 education level represents an alarming development with potentially devastating consequences at individual, societal and economic levels. Surprisingly, student apathy is increasing while the general public increasingly reads popular science books and watches science TV programming. We have begun creating a new kind of infrastructure, called Collective Simulations, uniquely combining social learning pedagogies with distributed simulation technology. This infrastructure creates immersive learning experiences based on wirelessly connected handhelds. As part of the Mr. Vetro prototype, students learn about physiology through technology-enhanced role-play. Each group controls physiological variables of a single organ on their handheld computer. A central simulation gathers all the data and projects them. Collective Simulations allow students to learn about the intricacies of interdependent complex systems by engaging in discourse with other students and teachers.
Posted by Florence Colomb at 17:38
Eye-Tracking for Student Modeling in Exploratory Learning Environments
Eye-Tracking for Student Modeling in Exploratory Learning Environments
Cristina Conati



Department of Computer Science, University of British Columbia, Canada



Department of Information and Communication Technology, University of Trento, Italy




December 14th, 14:00, BC 129



ABSTRACT



Artificial intelligence has been successfully coupled with cognitive science and educational technology to devise Intelligent Learning Environments that provide computer-based individualized instruction. Providing individualized instruction involves building a model of student traits relevant to adequately tailoring the interaction, i.e., a student model. The relevant student traits may include simple performance measures (such as correctness of interface actions), domain-dependent cognitive traits (such as knowledge and goals) or meta-cognitive reasoning processes that cut across tasks and domains. Arguably, the higher the level of the traits to be captured, the more difficult it is to assess them unobtrusively from simple interaction events. This problem has generated a stream of research on using innovative sensing devices to enrich the information available to a student model.

In this talk, I will contribute to this line of research by presenting results on using on-line eye-tracking information to inform a student model designed to assess student meta-cognitive behavior during interaction with an environment for exploration-based learning. I will first describe the empirical work we did to understand the relevant meta-cognitive behaviors to be modeled. Then, I will illustrate the probabilistic model we designed to capture these behaviors with the help of on-line information on user attention patterns derived from eye-tracking data. I will show that gaze-tracking data can significantly improve the model?s capability to accurately predict student?s meta-cognitive processes and consequent learning, compared to lower level, time-based evidence. Time permitting, I will also discuss work we have done on using pupil-dilation information, also gathered through eye-tracking data, to further improve model accuracy.



BIO

Dr. Conati is an Associate Professor of Computer Science at the University of British Columbia, and she is currently spending her sabbatical year in the Department of Information and Communication Technology of the University of Trento, Italy. She received a ?Laurea? degree (M.Sc. equivalent) in Computer Science at the University of Milan, Italy (1988), as well as a M.Sc. (1996) and Ph.D. (1999) in Artificial Intelligence at the University of Pittsburgh. Dr. Conati?s research goal is to integrate research in Artificial Intelligence (AI), Cognitive Science and Human Computer Interaction (HCI) to make complex interactive systems increasingly more effective and adaptive to the users? needs. Her areas of interest include Adaptive Interfaces, Intelligent Tutoring Systems, User Modeling, and Affective Computing. Dr. Conati has served on program committees and as a reviewer for major AI and HCI conferences/journals, and she is program co-chair of User Modeling 2007, the 11th International Conference on User Modeling. She published over 40 strictly referred articles, and her research has received awards from the International Conference on User Modeling, the International Conference of AI in Education and the Journal of User Modeling and User Adapted Interaction.
Posted by Florence Colomb at 17:34
Talk Kazuhiro Hosoi
Thursday the 19th 10:00 room CM100



Title: Caretta: A System for Supporting Face-to-face Collaboration by Integrating Personal and Shared Spaces



by Kazuhiro Hosoi, Interaction Technology Laboratory, University of Tokyo



Abstract
We have developed a system called Caretta that integrates personal and shared spaces
to support face-to-face collaboration. We use PDAs and a multiple-input
sensing board for personal and shared spaces, respectively. Users of
Caretta can discuss and negotiate with each other in the shared space by
manipulating physical objects, while they individually examine their
ideas in their own personal spaces. Caretta allows users to participate
in group activities interchangeably and seamlessly using both these
spaces. Caretta is applicable to various collaborative tasks. User
studies of Caretta demonstrated that it allowed users to collaborate in
a flexible fashion: users could work individually in their personal
spaces at their own pace, cooperatively work together in the shared
space, and smoothly transition between both of the spaces.
Posted by Florence Colomb at 9:24