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Machine Intelligence and Human Intelligence 机器智能和人类智能
B. A. Y. Arcas
There has been a stellar rise in computational power since 2006 in part thanks to GPUs, yet today, we are as an intelligent species essentially singular. There are of course some other brainy species, like chimpanzees, dolphins, crows and octopuses, but if anything they only emphasize our unique position on Earth -- as animals richly gifted with self-awareness, language, abstract thought, art, mathematical capability, science, technology and so on. Many of us have staked our entire self-concept on the idea that to be human is to have a mind, and that minds are the unique province of humans. For those of us who are not religious, this could be interpreted as the last bastion of dualism. Our economic, legal and ethical systems are also implicitly built around this idea. Now, we're well along the road to really understanding the fundamental principles of how a mind can be built, and Moore's Law will put brain-scale computing within reach this decade. (We need to put some asterisks next to Moore's Law, since we are already running up against certain limits in computational scale using our present-day approaches, but I'll stand behind the broader statement.) In this talk I will discuss the relationships between engineered neurally inspired systems and brains today, between humans and machines tomorrow, and how these relationships will alter user interfaces, software and technology.
自2006年以来,计算能力有了显著提高,部分原因是gpu的出现,但今天,我们作为一个智能物种,本质上是单一的。当然还有其他一些聪明的物种,比如黑猩猩、海豚、乌鸦和章鱼,但如果有什么区别的话,它们只强调了我们在地球上的独特地位——作为具有自我意识、语言、抽象思维、艺术、数学能力、科学、技术等丰富天赋的动物。我们中的许多人把我们的整个自我概念都押在这样一个观点上:作为人就是要有思想,思想是人类独有的领域。对于我们这些不信教的人来说,这可以被解释为二元论的最后堡垒。我们的经济、法律和道德体系也暗含着这一理念。现在,我们正沿着真正理解大脑如何构建的基本原理的道路前进,摩尔定律将在这个十年里实现大脑规模的计算。(我们需要在摩尔定律旁边加上一些星号,因为我们现在的方法已经达到了计算规模的某些限制,但我支持更广泛的说法。)在这次演讲中,我将讨论今天的工程神经启发系统和大脑之间的关系,明天的人与机器之间的关系,以及这些关系将如何改变用户界面、软件和技术。
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引用次数: 0
Proceedings of the adjunct publication of the 27th annual ACM symposium on User interface software and technology, UIST 2014 Adjunct Volume, Honolulu, Hawaii, USA, October 5-8, 2014 第27届ACM用户界面软件与技术年度研讨会附刊论文集,UIST 2014附刊卷,檀香山,夏威夷,美国,2014年10月5-8日
Hrvoje Benko, Mira Dontcheva, Daniel J. Wigdor
It is our pleasure to welcome you to the 27th Annual ACM Symposium on User Interface Software and Technology (UIST), held from October 5-8th 2014, in Honolulu, Hawaii, USA. UIST is the premier forum for the presentation of research innovations in the software and technology of human-computer interfaces. Sponsored by ACM's special interest groups on computer-human interaction (SIGCHI) and computer graphics (SIGGRAPH), UIST brings together researchers and practitioners from many areas, including web and graphical interfaces, input and output devices, information visualization, sensing technologies, interactive displays, tabletop and tangible computing, interaction techniques, augmented and virtual reality, ubiquitous computing, fabrication, wearable and mobile computing, and computer supported cooperative work. UIST 2014 received a record 333 technical paper submissions from 34 countries. After a thorough review process, the 36-member program committee accepted 74 papers (22.2%). Each anonymous submission was first reviewed by three external reviewers, and a meta-review was provided by a program committee member. If any of the four reviewers deemed a submission to pass a rejection threshold, we asked the authors to submit a short rebuttal addressing the reviewers' concerns, and a second member of the program committee was asked to examine the paper, rebuttal, and reviews, and to provide their own meta-review. The program committee met in person in Toronto, Ontario, Canada on June 19th and 20th, 2014, to select which papers to invite for the program. Submissions were accepted only after the authors provided a final revision addressing the committee's comments. In addition to papers submitted directly, the symposium program includes two papers from the ACM Transactions on Computer-Human Interaction journal (TOCHI), as well as 31 posters, 48 demonstrations, and 8 student presentations in the tenth annual Doctoral Symposium. Our program also features the sixth annual Student Innovation Contest. This year, there are 24 teams taking part in the contest, which is focused on household interfaces based on the Kinoma Create platform by Marvell. UIST 2014 will feature two keynote presentations. The opening keynote will be given by Mark Bolas (University of Southern California) on designing the user in the user interface. Bret Victor will deliver the closing keynote on the impact of dynamic media on representation of thought. Our community has been growing tremendously both in the number of submissions as well as attendees. For the first time, this year's program will be held in two parallel tracks. We hope that you will find our program interesting and thought-provoking and that UIST 2014 will provide you with a valuable opportunity to exchange results at the cutting edge of user interfaces research, to meet friends and colleagues, and to forge future collaborations with other researchers and practitioners from institutions around the world.
我们很高兴欢迎您参加2014年10月5日至8日在美国夏威夷檀香山举行的第27届ACM用户界面软件与技术(UIST)年度研讨会。UIST是展示软件和人机界面技术研究创新的主要论坛。UIST由ACM计算机人机交互(SIGCHI)和计算机图形学(SIGGRAPH)特别兴趣小组赞助,汇集了来自许多领域的研究人员和从业人员,包括网络和图形界面、输入和输出设备、信息可视化、传感技术、交互式显示、桌面和有形计算、交互技术、增强和虚拟现实、普适计算、制造、可穿戴和移动计算。以及计算机支持的协同工作。UIST 2014年收到了来自34个国家的创纪录的333篇技术论文。经过全面的评审,36人组成的计划委员会接受了74篇论文(22.2%)。每个匿名提交首先由三位外部审稿人进行审查,并由项目委员会成员提供元审查。如果四位审稿人中的任何一位认为投稿通过了拒绝门槛,我们要求作者提交一份简短的反驳,解决审稿人关注的问题,并要求项目委员会的另一位成员检查论文、反驳和评论,并提供他们自己的元评论。项目委员会于2014年6月19日至20日在加拿大安大略省多伦多市亲自召开会议,选择项目邀请论文。只有在作者提供了针对委员会意见的最终修订后,才接受提交的意见。除了直接提交的论文外,研讨会计划还包括来自ACM人机交互学报(TOCHI)的两篇论文,以及第十届年度博士研讨会的31张海报,48篇演示和8篇学生演讲。我们的项目还包括第六届年度学生创新大赛。今年,有24支队伍参加了比赛,比赛的重点是基于Marvell的Kinoma Create平台的家庭界面。UIST 2014将有两个主题演讲。Mark Bolas(南加州大学)将发表关于在用户界面中设计用户的主题演讲。Bret Victor将发表关于动态媒体对思想表达的影响的闭幕主题演讲。我们的社区在提交的数量和参与者数量上都有了巨大的增长。今年的项目将首次在两个平行轨道上举行。我们希望您会发现我们的项目有趣且发人深省,UIST 2014将为您提供一个宝贵的机会,在用户界面研究的前沿交流成果,与朋友和同事会面,并与来自世界各地机构的其他研究人员和从业者建立未来的合作关系。
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引用次数: 1
Exploring back-of-device interaction 探索设备后端交互
Mohammad Faizuddin Mohd Noor
Back of device interaction is gaining popularity as an alternative input modality in mobile devices, however it is still unclear how the back of device is related to other interactions. My research explores the relationship between hand grip from the back of the device and other interactions. In order to investigate this relationship, I will use touch target application to study hand grip patterns, then analyse the correlation that exists between touch target and hand grip. Finally I will explore the possibilities offered when the relationship between the touch target and hand grip is established in a quantifiable way.
设备背面交互作为移动设备的另一种输入方式越来越受欢迎,但设备背面与其他交互之间的关系尚不清楚。我的研究探索了设备背面的握持与其他交互之间的关系。为了研究这种关系,我将使用触摸目标应用程序来研究手握模式,然后分析触摸目标与手握之间存在的相关性。最后,我将探讨当触摸目标和手握之间的关系以一种可量化的方式建立时所提供的可能性。
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引用次数: 5
Digital taste for remote multisensory interactions 远程多感官互动的数字品味
Nimesha Ranasinghe, A. Cheok, Hideaki Nii, Owen Noel Newton Fernando, G. Ponnampalam
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引用次数: 1
Digital taste interface 数字味觉界面
Nimesha Ranasinghe, A. Cheok, Hideaki Nii, Owen Noel Newton Fernando, G. Ponnampalam
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引用次数: 1
Tweeting halo: clothing that tweets 推特光环:会发推特的衣服
Wai Shan Ng, E. Sharlin
People often like to express their unique personalities, interests, and opinions. This poster explores new ways that allow a user to express her feelings in both physical and virtual settings. With our Tweeting Halo, we demonstrate how a wearable lightweight projector can be used for self-expression very much like a hairstyle, makeup or a T-shirt imprint. Our current prototype allows a user to post a message physically above their head and virtually on Twitter at the same time. We also explore simple ways that will allow physical followers of the Tweeting Halo user to easily become virtual followers by simply taking a snapshot of her projected tweet with a mobile device such as a camera phone. In this extended abstract we present our current prototype, and the results of a design critique we performed using it.
人们通常喜欢表达自己独特的个性、兴趣和观点。这张海报探索了允许用户在物理和虚拟环境中表达她的感受的新方法。通过我们的Tweeting Halo,我们展示了如何使用可穿戴的轻型投影仪来表达自我,就像发型,化妆或t恤印记一样。我们目前的原型允许用户在他们的头顶上发布信息,同时在Twitter上发布虚拟信息。我们还探索了简单的方法,使推特光环用户的物理追随者很容易成为虚拟追随者,只需用移动设备(如照相手机)拍摄她的投影推文快照。在这个扩展的抽象中,我们展示了我们目前的原型,以及我们使用它进行设计批评的结果。
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引用次数: 7
ARmonica: a collaborative sonic environment ARmonica:一个协作的声音环境
Mengu Sukan, Ohan Oda, Xiang Shi, M. Entrena, Shrenik Sadalgi, Jie Qi, Steven K. Feiner
ARmonica is a 3D audiovisual augmented reality environment in which players can position and edit virtual bars that play sounds when struck by virtual balls launched under the influence of physics. Players experience ARmonica through head-tracked head-worn displays and tracked hand-held ultramobile personal computers, and interact through tracked Wii remotes and touch-screen taps. The goal is for players to collaborate in the creation and editing of an evolving sonic environment. Research challenges include supporting walk-up usability without sacrificing deeper functionality.
ARmonica是一个3D视听增强现实环境,玩家可以在其中定位和编辑虚拟酒吧,当被物理影响下发射的虚拟球击中时播放声音。玩家通过头戴式显示器和手持超移动个人电脑体验《ARmonica》,并通过Wii遥控器和触屏点击进行互动。目标是让玩家在创造和编辑一个不断发展的声音环境中进行合作。研究的挑战包括在不牺牲更深层功能的情况下支持自动行走的可用性。
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引用次数: 2
LuminAR: portable robotic augmented reality interface design and prototype LuminAR:便携式机器人增强现实界面设计和原型
Natan Linder, P. Maes
In this paper we introduce LuminAR: a prototype for a new portable and compact projector-camera system designed to use the traditional incandescent bulb interface as a power source, and a robotic desk lamp that carries it, enabling it with dynamic motion capabilities. We are exploring how the LuminAR system embodied in a familiar form factor of a classic Angle Poise lamp may evolve into a new class of robotic, digital information devices.
在本文中,我们介绍了LuminAR:一种新型便携式和紧凑型投影相机系统的原型,该系统设计使用传统的白炽灯泡接口作为电源,并使用机器人台灯携带它,使其具有动态运动能力。我们正在探索如何将LuminAR系统体现在熟悉的经典Angle Poise灯的外形因素中,从而发展成为一种新型的机器人数字信息设备。
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引用次数: 75
EasySnap: real-time audio feedback for blind photography EasySnap:实时音频反馈盲人摄影
Samuel White, H. Ji, Jeffrey P. Bigham
This demonstration presents EasySnap, an application that enables blind and low-vision users to take high-quality photos by providing real-time audio feedback as they point their existing camera phones. Users can readily follow the audio instructions to adjust their framing, zoom level and subject lighting appropriately. Real-time feedback is achieved on current hardware using computer vision in conjunction with use patterns drawn from current blind photographers.
这个演示展示了eassnap,这是一款应用程序,可以让盲人和弱视用户在使用现有的拍照手机时,通过提供实时音频反馈来拍摄高质量的照片。用户可以很容易地按照音频说明,调整他们的框架,变焦水平和主题照明适当。使用计算机视觉结合当前盲人摄影师的使用模式,在当前硬件上实现实时反馈。
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引用次数: 33
Beyond: collapsible input device for direct 3D manipulation beyond the screen 超越:可折叠的输入设备,可直接在屏幕外进行3D操作
Jinha Lee, Surat Teerapittayanon, H. Ishii
What would it be like to reach into a screen and manipulate or design virtual objects as in real world? We present Beyond, a collapsible input device for direct 3D manipulation. When pressed against a screen, Beyond collapses in the physical world and extends into the digital space of the screen, such that users can perceive that they are inserting the tool into the virtual space. Beyond allows users to directly interact with 3D media, avoiding separation between the users' input and the displayed 3D graphics without requiring special glasses or wearables, thereby enabling users to select, draw, and sculpt in 3D virtual space unfettered. We describe detailed interaction techniques, implementation and application scenarios focused on 3D geometric design and prototyping.
把手伸进屏幕,像在现实世界中一样操纵或设计虚拟物体会是什么感觉?我们提出Beyond,一个可折叠的输入设备,用于直接的3D操作。当按在屏幕上时,Beyond会在物理世界中崩溃,并扩展到屏幕的数字空间,这样用户就可以感觉到他们正在将工具插入虚拟空间。Beyond允许用户直接与3D媒体进行交互,避免了用户输入和显示的3D图形之间的分离,无需特殊的眼镜或可穿戴设备,从而使用户可以在3D虚拟空间中自由选择,绘制和雕刻。我们详细描述了三维几何设计和原型的交互技术、实现和应用场景。
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引用次数: 4
期刊
Proceedings of the ACM Symposium on User Interface Software and Technology. ACM Symposium on User Interface Software and Technology
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