HCI Bibliography : Search Results skip to search form | skip to results |
Database updated: 2016-05-10 Searches since 2006-12-01: 32,396,175
director@hcibib.org
Hosted by ACM SIGCHI
The HCI Bibliogaphy was moved to a new server 2015-05-12 and again 2016-01-05, substantially degrading the environment for making updates.
There are no plans to add to the database.
Please send questions or comments to director@hcibib.org.
Query: Rivera_D* Results: 8 Sorted by: Date  Comments?
Help Dates
Limit:   
The UTEP AGENT System Demonstrations / Novick, David / Sepulveda, Iván Gris / Rivera, Diego A. / Camacho, Adriana / Rayon, Alex / Gutierrez, Mario Proceedings of the 2015 International Conference on Multimodal Interaction 2015-11-09 p.383-384
ACM Digital Library Link
Summary: This paper describes a system for embodied conversational agents (ECAs) developed at the University of Texas at El Paso by the Advanced aGent ENgagement Team (AGENT) and one of the applications -- Survival on Jungle Island -- built with this system. In the Jungle application, the ECA and a human interact with speech and gesture for approximately 40 -- 60 minutes in a game composed of 23 scenes (to maintain the demonstration feasible, participants will interact only with select scenes that showcase the capabilities of our system). Each scene comprises a collection of speech input, speech output, gesture input, gesture output, scenery, triggers, and decision points.

Animation Guidelines for Believable Embodied Conversational Agent Gestures Agents and Robots in Virtual Environments / Gris, Ivan / Rivera, Diego A. / Novick, David VAMR 2015: 7th International Conference on Virtual, Augmented and Mixed Reality 2015-08-02 p.197-205
Keywords: Embodied conversational agents; Animation; Usability
Link to Digital Content at Springer
Summary: In animating embodied conversational agents (ECAs), run-time blending of animations can provide a large library of movements that increases the appearance of naturalness while decreasing the number of animations to be developed. This approach avoids the need to develop a costly full library of possible animations in advance of use. Our principal scientific contribution is the development of a model for gesture constraints that enables blended animations to represent naturalistic movement. Rather than creating over-detailed, fine-grained procedural animations or hundreds of motion-captured animation files, animators can include sets of their own animations for agents, blend them, and easily reuse animations, while constraining the ECA to use motions that would occur and transition naturally.

A Mark-Up Language and Interpreter for Interactive Scenes for Embodied Conversational Agents Agents and Robots in Virtual Environments / Novick, David / Gutierrez, Mario / Gris, Ivan / Rivera, Diego A. VAMR 2015: 7th International Conference on Virtual, Augmented and Mixed Reality 2015-08-02 p.206-215
Keywords: Embodied conversational agents; Scene; Interpreter; Parser
Link to Digital Content at Springer
Summary: Our research seeks to provide embodied conversational agents (ECAs) with behaviors that enable them to build and maintain rapport with human users. To conduct this research, we need to build agents and systems that can maintain high levels of engagement with humans over multiple interaction sessions. These sessions can potentially extend to longer periods of time to examine long-term effects of the virtual agent's behaviors. Our current ECA interacts with humans in a game called "Survival on Jungle Island." Throughout this game, users interact with our agent across several scenes. Each scene is composed of a collection of speech input, speech output, gesture input, gesture output, scenery, triggers, and decision points. Our prior system was developed with procedural code, which did not lend itself to rapid extension to new game scenes. So to enable effective authoring of the scenes for the "Jungle" game, we adopted a declarative approach. We developed ECA middleware that parses, interprets, and executes XML files that define the scenes. This paper presents the XML coding scheme and its implementation and describes the functional back-end enabled by the scene scripts.

Water, Temperature and Proximity Sensing for a Mixed Reality Art Installation / Rudomin, Isaac / Diaz, Marissa / Hernández, Benjamín / Rivera, Daniel Proceedings of the 2005 International Conference on INtelligent TEchnologies for interactive enterTAINment 2005-11-30 p.155-163
Link to Digital Content at Springer
Summary: "Fluids" is an interactive and immersive mixed reality art installation that explores the relation of intimacy between reality and virtuality. We live in two different but connected worlds: our physical environment and virtual space. In this paper we discuss how we integrated them by using water and air as interfaces. We also discuss how we designed mechanisms for natural and subtle navigation between and within the different environments of the piece, how we designed the environments and the installation so as to take advantage of the low cost alternatives that are available today.

The Effect of Information Overhead On Perceived Workload and Learning COMPUTER SYSTEMS: Input Methods and Display Design / Rivera, Diego Proceedings of the Human Factors and Ergonomics Society 49th Annual Meeting 2005-09-26 v.49 p.666-670
Link to HFES Digital Content
Summary: E-commerce sites today contain variety product information to inform shoppers about a company's products offerings. Although the number of attributes used to describe products depends on the product being described, attributes can be in the hundreds. One of the key business challenges is to maintain the ever increasing product information up-to-date. It is important that data management tools used for these tasks are efficient and easy to use. The present study describes the effect of information overhead on perceived workload. Participants were asked to create 20 different products using four different web prototypes that varied in content density and customization capability. Mean time on task over 20 trials was fit using a power function and perceived workload was collected using NASA Task Load Index. The results obtained indicate that unused information does increase perceived workload and negatively affect performance. Also, that UI customization can help reduce perceived workload and allow users to reach peak performance faster. Finally, participants performed faster and with higher satisfaction under the customization conditions.

The effect of content customization on learnability and perceived workload Late breaking results: short papers / Rivera, Diego Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005-04-02 v.2 p.1749-1752
ACM Digital Library Link
Summary: One of the key e-commerce challenges is to maintain an increasing amount of information up-to-date. This is a challenging task because frequently there is a substantial amount of data being created under tight deadlines. It is important that data management tools used for these tasks are efficient and easy to use. The present study describes the effect of UI content customization on learnability and perceived workload. Participants were asked to create 20 different products using four different web prototypes that varied in content density and customization capability. Mean time on task over 20 trials was fit using a power function and perceived workload was collected using NASA Task Load Index. The results obtained indicate that content customization allows users to reach peak performance faster and reduce task learning. Also, content customization reduces perceived mental demand and frustration as content density increases. Finally, participants performed faster and with higher satisfaction under the customization conditions.

Efficiency Assessment of an E-Commerce Data Management Tool Using Learning Curves COMPUTER SYSTEMS: Systems and Usability / Rivera, Diego Proceedings of the Human Factors and Ergonomics Society 48th Annual Meeting 2004-09-20 v.48 p.902-906
Link to HFES Digital Content
Summary: Learning curves for e-commerce data management tasks were computed to assess UI efficiency. Participants were asked to update product information using an e-commerce data management tool. Mean time on task over 20 trials of the same task was fit using a power function. Learning curves of 92.7% to 97.6% were found for two product update tasks. The results obtained indicate that making efficiency judgments based on the first few trials will produce higher learning coefficients that actually exist, and suggest that practitioners should not assume that time on task will always decrease significantly with increased practice. It also shows how properties of learning curves can help in the analysis of UI efficiency.

Designing Soft Controls for Process Control 1: COGNITIVE ERGONOMICS: Cognitive Engineering Design [Research] / Rivera, Diego Y. Proceedings of the Joint IEA 14th Triennial Congress and Human Factors and Ergonomics Society 44th Annual Meeting 2000-07-30 v.44 n.1 p.120-123
Link to HFES Digital Content
Summary: The design of soft controls involves understanding the control characteristic of process components, identifying the cognitive tasks involved in executing control actions and then selecting the appropriate process information required to support operators in performing these tasks. Based on this analysis, soft control windows should be designed to include physical and functional support information, control preconditions and the alarm state of all indications. This information should be integrated with the current state of the equipment and its associated control mechanisms.