Publikationsserver der Fachhochschule Potsdam
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Affect control processes
This paper describes a novel method for building affectively intelligent human-interactive agents. The method is based on a key sociological insight that has been developed and extensively verified over the last twenty years, but has yet to make an impact in artificial intelligence. The insight is that resource bounded humans will, by default, act to maintain affective consistency. Humans have culturally shared fundamental affective sentiments about identities, behaviours, and objects, and they act so that the transient affective sentiments created during interactions confirm the fundamental sentiments. Humans seek and create situations that confirm or are consistent with, and avoid and suppress situations that disconfirm or are inconsistent with, their culturally shared affective sentiments. This “affect control principle” has been shown to be a powerful predictor of human behaviour. In this paper, we present a probabilistic and decision-theoretic generalisation of this principle, and we demonstrate how it can be leveraged to build affectively intelligent artificial agents. The new model, called BayesAct, can maintain multiple hypotheses about sentiments simultaneously as a probability distribution, and can make use of an explicit utility function to make value-directed action choices. This allows the model to generate affectively intelligent interactions with people by learning about their identity, predicting their behaviours using the affect control principle, and taking actions that are simultaneously goal-directed and affect-sensitive. We demonstrate this generalisation with a set of simulations. We then show how our model can be used as an emotional “plug-in” for artificially intelligent systems that interact with humans in two different settings: an exam practice assistant (tutor) and an assistive device for persons with a cognitive disability
The Micro Smart Grid Tabletop
In this paper we present a case study for an interactive surface, an explanatory tangible multitouch system in an exhibition context. The system is used as an expressive representation of the complex concept of Micro Smart Grids (MSGs) and their influence on our future energy infrastructure. We built the experience upon research on integrating tangibles into playful and exploratory learning environments. Beyond the well-researched learning experience with tangibles, we developed the system to stimulate and foster discussions on the subject of MSGs. Besides the technology behind the system we will discuss limitations and advantages of combining tangible and multitouch technologies. To conclude we present reflections on the design and interaction concepts that were embedded into the system
Interactive Exploration of Geospatial Network Visualization
This paper presents a tabletop visualization of relations between geo-positioned locations. We developed an interactive visualization, which enables users to visually explore a geospatial network of actors. The multitouch tabletop, and the large size of the interactive surface invite users to explore the visualization in semi-public spaces.
For a case study on scientific collaborations between institutions, we applied and improved several existing techniques for a walk-up-and-use system aimed at scientists for a social setting at a conference. We describe our iterative design approach, our two implemented prototypes, and the lessons learnt from their creation. We conducted user evaluation studies at the two on-location demonstrations, which provide evidence of the prototype usability and usefulness, and its support for understanding the distribution and connectivity in a geospatial network
A comfort zone for mobile learning
Mobile learning activities of commuters have widely been neglected. The paper reports on the adaption of a grounded innovation approach involving a futures workshop for interaction design and ideation based on ethnographic insights in the field of mobile learning. Current obstacles and utopian futures of mobiles learning lay the grounds for envisioning new systems to support mobile learning for public transport. A system to enhance comfort zones for mobile learners is being specified and illustrated. It proposes a gesture-based handling of tablet computers in order create an adaptable and comfortable personal learning environment with individually adaptable and familiar modules. An iDesk prototype preserving a personal comfort zone for mobile learners is presented. The system intends to support formal and informal learning in mobile times
Aspekte geistigen Eigentums in der Wissensgesellschaft
Vor dem Hintergrund der Entwicklung der Informations- und Kommunikationstechnologien hat sich eine so genannte digitale Ökonomie konstituiert. Die damit einhergehende ‚Entmaterialisierung’ der Ökonomie und die Entstehung eines digitalen Warenuniversums erfährt allerdings verschiedene Interpretationen. Von den einen als Bedrohung traditioneller Geschäftsmodelle begriffen, ist es den anderen Anknüpfungspunkt in erster Linie technikinduzierter Emanzipationsvorstellungen. Das geistige Eigentum wird in diesem Zusammenhang zu einem Konfliktfeld zwischen restriktiver Sicherung exklusiver Eigentumsrechte und Verteidigung der ‚Wissens-Allmende’. Beide Positionen werden summarisch vorgestellt und als zwei Seiten eines dem geistigen Eigentum grundsätzlich inhärenten Widerspruchs identifiziert. Die Wissensgesellschaft’ bezeichnet hierbei den politökonomischen Rahmen dieser Auseinandersetzung um Verwertungsmöglichkeit des Wissens und seiner Verfügbarkeit als entscheidendem Produktionsfaktor
Curriculumentwicklung im Zeitalter der Digitalisierung
Der mit der Digitalisierung verbundene gesellschaftliche Transformationsprozess wirkt sich auch auf die Gestaltung von Studiengängen aus. Basierend auf Erkenntnissen der Ad-Hoc-AG „Curriculum 4.0“ des Hochschulforums Digitalisierung sowie ihrer Curriculumentwicklungsprojekte im Rahmen der Förderlinie „Curriculum 4.0“ des Stifterverbands für die Deutsche Wissenschaft diskutieren die Autorin und der Autor dieses Beitrags drei Herausforderungen für die Weiterentwicklung von Curricula: den Stellenwert der Digitalisierung als kompetenzorientierter Lerninhalt (2), die Flexibilisierung von Curricula innerhalb von Akkreditierungszyklen zur Integration von digitalkompetenzorientierten Lernzielen und Lehr-Lern-Formen (3) sowie die digitale Kompetenzentwicklung der Lehrenden (4). Der Beitrag bietet einen fachlichen Überblick sowie Reflexionsimpulse für die praktische (Weiter-)Entwicklung von Studiengängen
Teacher–Child Interaction Quality Fosters Working Memory and Social-Emotional Behavior in Two- and-Three-Year-Old Children
Relational perspectives as situated visualizations of art collections
With relational perspectives, we examine the potential of traversing cultural collections along the richness of individual facets and relations through the process of developing an exploration-centered visualization. Cultural collections can contain thousands of artifacts, of which each typically possesses a diverse set of properties and individual facets constituting a unique relationship to the rest of the collection. Therefore, to create an appropriate representation of the complex data of each underlying artifact, oftentimes, it is not only interesting to get an overview of the entire collection from one perspective, but to explore the specific context of an artifact and the various relations it may have to other items. To investigate the potential of relational perspectives, we selected an art collection as a particularly promising case study. By following and reporting from a collaborative and iterative design process with an art museum, we developed a web interface that contrasts a collection overview with three situated visualizations each exposing a different kind of relational perspective on the art collection from an artifact
Perspective change
This project explores the change of on-screen views through single-sided eye closure. A prototype was developed, three different applications are presented: Activating a sniper scope in a 3D shooter game, zooming out into a overview perspective over a web page, and filtering out icons on a cluttered desktop. Initial user testing results are presented
{hi}stories
With more and more digital information being produced by individuals every day, we will soon be able to use it to understand the past. Based on this premise this paper presents {Hi}Stories, a system to support the creation and access of user generated contents as historical evidences. In {Hi}Stories users aggregate contents from Internet and are invited to contribute their own material. It combines a number of research themes: collaborative information structuring, combination of contents from online services, and visualization and browsing of structured information collections