Software Agents in Support of Human Argument Mapping
Abstract. This paper reports progress in realizing human-agent argumentation, which we argue will be part of future Computer-Supported Collaborative Argumentation (CSCA) tools. With a particular interest in argument mapping, we present two investigations demonstrating how a particular agent-oriented language and architecture can augment CSCA: (i) the use of the IBIS formalism enabling Brahms agents to simulate argumentation, and (ii) the extension of the Compendium tool by integrating it with Brahms agents tasked with detecting related discourse elsewhere.
Keywords. Argument Mapping, IBIS, Compendium, Brahms, Multi-Agent Systems
3rd International Conference on Computational Modelling of Argument
Desenzano del Garda, Italy, 8-10 Sept. 2010
1) The document discusses Simon Buckingham Shum's work developing tools to make conversations and collective sensemaking more visible, including Compendium software for capturing and linking ideas.
2) It describes how issue mapping and design rationale tools have evolved over time from early prototypes like gIBIS to more sophisticated modern platforms.
3) Finally, it outlines Buckingham Shum's research applying tools like Compendium to help analyze and summarize complex topics, scaffold creative skills, and plan for emergency response and personnel recovery situations through conversational modeling.
City Strata: Locative Experience Design and Large-Charlotte Crofts
An academic poster which won the poster prize at 'Spaces and Places of Culture' MeCCSA 2013 Annual Conference (Media, Communications and Cultural Studies Association) held at University of Ulster, Derry UK City of Culture.
This document discusses two systems that use gestural interfaces for 3D navigation of maps using the Wiimote and Kinect controllers. The systems, called Wing and King, allow natural 3D navigation without using traditional point-and-click interfaces. An empirical user study evaluated how the degree of body involvement with each controller affected the user experience. Results showed that gestural interfaces can immerse users in a dynamic 3D experience and move interaction beyond the novice level quickly by exploiting physical movement.
Woontack Woo introduces the UVR Lab at KAIST, which researches ubiquitous VR (UVR) and aims to create new spatial computing paradigms. The lab has over 20 PhD students and researchers working on projects involving augmented reality, digital twins, augmented humans, and more. Upcoming projects include creating digital twins with IoT and AI, developing augmented collaboration spaces, and creating augmented tourism and museum experiences using mixed reality. The document outlines several technical challenges remaining in areas like wearable platforms, environment awareness, context-aware augmentation, and social platforms.
This document summarizes two mixed reality art projects - Promethean Alchemist and Terra(socio)sonica. Promethean Alchemist allows participants to manipulate DNA sequences in augmented reality, combining them to create new life forms. It explores ideas of translating between biological and computational codes. Terra(socio)sonica translates human movements in a physical space into soundscapes in both the physical world and a virtual Second Life environment. It aims to sonically represent social interactions and dialogues between participants. Both projects use interactive mixed reality systems to blur boundaries between real and virtual worlds in order to redefine concepts of embodiment, representation, and posthuman identity.
Gamification with virtual characters at the borders of mixed realities and al...George Papagiannakis
“Gamification” as the use of game design elements in non-game contexts, has attracted significant attention in various application fields of mixed reality, such as cultural heritage and education. At the same time, the rediscovery of geometric algebra via modern GPU-enhanced generators empowers computer graphics scientists with powerful new tools. These allow the replacement of different types of algebras, and their in-between conversions between CPU and GPU, such as linear algebra matrices, quaternions, dual-quaternions and Euler angles with a single geometric algebra mathematical representation. Such a representation enables enhanced gamified character simulation in different realities in the mixed reality spectrum, such as VR and AR. In this talk I will be presenting our latest results in these areas.
This paper introduces a concept for transferring and manipulating objects between different interface contexts like AR and VR. It proposes using a virtual marker proxy to provide a bridge between the worlds. A prototype allows users to transfer objects between a Massively Multiplayer Online World and a desktop AR application. The virtual marker acts as an anchor for objects in the virtual world and provides a bridge into the AR environment. Users can transfer objects bidirectionally between the virtual marker and an AR contextual base using a transfer tool.
1) The document discusses Simon Buckingham Shum's work developing tools to make conversations and collective sensemaking more visible, including Compendium software for capturing and linking ideas.
2) It describes how issue mapping and design rationale tools have evolved over time from early prototypes like gIBIS to more sophisticated modern platforms.
3) Finally, it outlines Buckingham Shum's research applying tools like Compendium to help analyze and summarize complex topics, scaffold creative skills, and plan for emergency response and personnel recovery situations through conversational modeling.
City Strata: Locative Experience Design and Large-Charlotte Crofts
An academic poster which won the poster prize at 'Spaces and Places of Culture' MeCCSA 2013 Annual Conference (Media, Communications and Cultural Studies Association) held at University of Ulster, Derry UK City of Culture.
This document discusses two systems that use gestural interfaces for 3D navigation of maps using the Wiimote and Kinect controllers. The systems, called Wing and King, allow natural 3D navigation without using traditional point-and-click interfaces. An empirical user study evaluated how the degree of body involvement with each controller affected the user experience. Results showed that gestural interfaces can immerse users in a dynamic 3D experience and move interaction beyond the novice level quickly by exploiting physical movement.
Woontack Woo introduces the UVR Lab at KAIST, which researches ubiquitous VR (UVR) and aims to create new spatial computing paradigms. The lab has over 20 PhD students and researchers working on projects involving augmented reality, digital twins, augmented humans, and more. Upcoming projects include creating digital twins with IoT and AI, developing augmented collaboration spaces, and creating augmented tourism and museum experiences using mixed reality. The document outlines several technical challenges remaining in areas like wearable platforms, environment awareness, context-aware augmentation, and social platforms.
This document summarizes two mixed reality art projects - Promethean Alchemist and Terra(socio)sonica. Promethean Alchemist allows participants to manipulate DNA sequences in augmented reality, combining them to create new life forms. It explores ideas of translating between biological and computational codes. Terra(socio)sonica translates human movements in a physical space into soundscapes in both the physical world and a virtual Second Life environment. It aims to sonically represent social interactions and dialogues between participants. Both projects use interactive mixed reality systems to blur boundaries between real and virtual worlds in order to redefine concepts of embodiment, representation, and posthuman identity.
Gamification with virtual characters at the borders of mixed realities and al...George Papagiannakis
“Gamification” as the use of game design elements in non-game contexts, has attracted significant attention in various application fields of mixed reality, such as cultural heritage and education. At the same time, the rediscovery of geometric algebra via modern GPU-enhanced generators empowers computer graphics scientists with powerful new tools. These allow the replacement of different types of algebras, and their in-between conversions between CPU and GPU, such as linear algebra matrices, quaternions, dual-quaternions and Euler angles with a single geometric algebra mathematical representation. Such a representation enables enhanced gamified character simulation in different realities in the mixed reality spectrum, such as VR and AR. In this talk I will be presenting our latest results in these areas.
This paper introduces a concept for transferring and manipulating objects between different interface contexts like AR and VR. It proposes using a virtual marker proxy to provide a bridge between the worlds. A prototype allows users to transfer objects between a Massively Multiplayer Online World and a desktop AR application. The virtual marker acts as an anchor for objects in the virtual world and provides a bridge into the AR environment. Users can transfer objects bidirectionally between the virtual marker and an AR contextual base using a transfer tool.
This document discusses using augmented reality and mash-ups in higher education. It defines augmented reality as enhancing the real world with computer-generated input like graphics, photos, and sound. Mash-ups combine data from multiple sources into new applications. The document suggests using mash-ups in augmented reality can facilitate online and collaborative learning. For example, a geology mash-up could blend maps, course materials, and data sets to create an immersive learning experience. Overall, the document argues augmented reality and mash-up technologies have potential to make online learning more engaging and help students build knowledge.
Unfolding Data - Interaction Design for Visualizations of Geospatial DataTill Nagel
This document summarizes a presentation on interaction design for visualizations of geospatial data. It discusses projects at FH Potsdam involving interface design, cartography for broad audiences, natural user interfaces, and geo visualization design patterns. Specific projects are described, including Virtual Water, Fritzing, a tsunami early warning system, neogeography tools like Flickr Maps, and data visualization tools like Eigenfactor maps. It also covers tangible interfaces like mæve and Venice Unfolding for exploring architectural and urban planning data, as well as the Muse tool for visualizing scientific collaboration networks.
Science 2.0 refers to new practices in science that are supported by new tools. These practices involve broad, intense, and global participation in research through crowd-sourcing ideas and open debate. Mash-ups and language technology can play an important role by supporting networked collaboration and awareness through minimal representations of people, activities, topics and relationships. Recent advances in technology and practices provide new means for open, networked, and self-organized co-construction of knowledge in a Science 2.0.
Tele immersion aims to enable geographically distributed users to collaborate in real time as if they were in the same physical room. It differs from video conferencing by dynamically changing the user's view as they move their head. Early experiments in 2000 had multiple users in different locations seamlessly integrated around a shared virtual table. Future applications include scientific visualization, cooperative design, education, entertainment, and military training.
The document discusses research into developing assistive technologies for people with cognitive disabilities. It describes early projects from the 1990s that used sensors and artificial intelligence to understand users' activities and provide reminders and assistance. While promising, scaling these systems outside controlled laboratory settings remained a challenge. The research aimed to support independent living through technologies that can sense human activities and contexts.
1) The document discusses the use of scientific imagery in higher education. Visuals can engage people and aid memory and recall compared to text alone.
2) Different types of images are classified, including static images, illustrations, photographs, animations, videos and more. Images serve instructional functions like informing, engaging, and bridging print and digital media.
3) The university's image library provides images for educational use, selecting from Creative Commons, free royalty, and rights-managed sources. Examples show how 3D imagery, graphs, and photographs can be used for learning.
Delve into the Deep: Learning Potential in Metaverses and 3D WorldseLearning Papers
Author(s): Mar Camacho, Vanessa Esteve, Mercè Gisbert.
Metaverses and 3D Virtual Worlds are increasingly being used in education and training to create learning experiences which are immersive, authentic and media rich. In particular, they provide opportunities to structure remote learning in engaging ways and are fast becoming part of the learning landscape in general.
I3 George Papagiannakis Mobile Crossplatform AR EVA/Minerva 2014evaminerva
George Papagiannakis presentation
2014 EVA/Minerva Jerusalem International Conference on Digitisation of Cultural Heritage
http://2014.minervaisrael.org.il
http://www.digital-heritage.org.il
Towards Contested Collective Intelligence
Simon Buckingham Shum, Director Connected Intelligence Centre, University of Technology Sydney
This talk is to open up a dialogue with the important work of the SWARM project. I’ll introduce the key ideas that have shaped my work on interactive software tools to make thinking visible, shareable and contestable, some of the design prototypes, and some of the lessons we’ve learnt en route.
This document discusses the design of augmented reality interfaces. It begins by describing different types of AR interfaces such as browsing interfaces, 3D interfaces, tangible interfaces, and tangible AR interfaces. It then discusses specific interface design considerations for AR like using physical objects as controls for virtual objects. The document provides examples of space-multiplexed and time-multiplexed tangible AR interfaces. It emphasizes designing AR interfaces using principles from tangible user interfaces. Overall, the document provides guidance on conceptualizing and building effective AR experiences through consideration of physical components, display elements, and interaction metaphors.
A Simulator for Social Exchanges and Collaborations - Architecture and Case S...Simon Caton
Social collaboration scenarios, such as
sharing resources between friends, are becoming increasingly prevalent in recent years. An example of this new paradigm is Social Cloud Computing, which aims at leveraging existing digital relationships within social networks for the exchange of resources among users and user communities. Due to their complexity, such platforms and systems have to be carefully designed and engineered to suit their purpose. In this paper, we propose a general-purpose simulation tool to help in the design and analysis of Social Collaboration Platforms, and discuss potential use cases and the architecture of the simulator. To show the usefulness of the simulator, we present a simple use case in which we study the effects of an incentive scheme on the system and its user community.
Edinburgh Data-Intensive Research Data-intensive refers to huge volumes of data, complex patterns of data integration and analysis, and intricate interactions between data and users. Current methods and tools are failing to address data-intensive challenges effectively. They fail for several reasons, all of which are aspects of scalability. The deluge of computational methods and plethora of computational systems prevents effective and efficient use of resources, user interfaces are not adopted at a sufficient rate to satisfy demand for scientific computing and data and knowledge is created outside suitable contexts for collaborative research to be effective. The Edinburgh Data-Intensive Research group addresses these scalability issues by providing mappings from abstract formulations to concrete and optimised executions of research challenges, by developing intuitive interfaces to enable access to steer these executions and by developing systems to aid in creating new research challenges. In this talk I will present several exemplars where we have dealt with scalability issues in scientific scenarios.
ICRA: Intelligent Platform for Collaboration and InteractionLukas Tencer
Presentation for a class at Polytechnique Montreal. First halve focuses on presentation of the platform, second halve focuses on presentation of algorithms.
A paradigm is a way of thinking about the world. The document discusses several paradigm shifts in human-computer interaction, including: from batch processing to time-sharing and interactive computing; from command-line interfaces to graphical displays and direct manipulation; and from personal computing to ubiquitous computing. These paradigm shifts represent new ways of conceptualizing the relationship between humans and computers that emerged with technological advances, enabling new forms of usability and interaction.
This paper advocates for a new type of augmented reality (AR) interface called Tangible AR. Tangible AR interfaces combine the enhanced display possibilities of AR with intuitive physical manipulation from tangible user interfaces (TUIs). Specifically, 1) each virtual object is registered to a corresponding physical object, and 2) users interact with virtual objects by manipulating the physical objects. The paper presents some prototype Tangible AR interfaces and argues they support seamless interaction between real and virtual worlds through natural physical manipulations.
The document discusses previous research projects related to location modeling and activity recognition using machine learning. It outlines the thesis topic of exploring location modeling and prediction of a person's location and activities. Possible data sources and tools that could be used are also mentioned, along with some issues to consider in the research.
1. Revolutions in software engineering are predicted by new modes of production like software supply chains (SSCs) and suitable measurement approaches for SSCs.
2. Measurement approaches for SSCs need completeness, low cost, and high accuracy to better understand software development at scale.
3. As open source software use increases, developers must consider not just their own projects but upstream, downstream, and related projects in the large SSC network, and SSC-based measures may enable the next software engineering revolution.
Modern computer-aided design (CAD) systems and software tools have played a significant role in improving the efficiency of the overall product design process, ensuring geometric accuracy and the exchange of product model data. However, the impact of these technologies is largely restricted to the detailed modeling and engineering analysis that occur during the embodiment design phase. Conceptual design has not benefited from these sophisticated and highly precise software tools to the same degree because the creative activities associated with developing and communicating potential solutions with minimal details is far less formulaic in its implementation. At the early stages of product design the specifications and constraints have not been fully established. The industrial designers and engineers need the freedom to change and modify the product configuration and mechanical behavior to investigate a wide range of alternative solutions. Any CAD system that seeks to support and enhance conceptual design must, therefore, enable natural and haptic modes of human-computer interaction. Recent advancements in high-speed, multi-core computer hardware and virtual reality (VR) technology provide opportunities to link the more fluid processes of creative conceptual design with the rigidly defined tasks of product detailing and engineering analysis. This paper discusses the role that virtual reality can play for concept design module.
HCI has evolved over time from focusing on system components and tasks to considering socially embedded interactions. Early HCI emphasized usability and enabling human capabilities through technologies like graphical UIs [first sentence]. As computing expanded beyond workplaces, the field incorporated theories of context, activity, and culture to understand user experiences [second sentence]. Modern HCI focuses on designing with users through methods like prototyping and uses a range of qualitative research approaches to study technology use in natural settings [third sentence].
This document provides an overview of a project to design the system and network architecture for an open source lunar lander. A team of students at the University of Virginia worked with the organization Team FREDNET, which is competing in the Google Lunar X Prize, to address the software needs of the lunar lander. The team developed several software packages over several months to control sensors, engines, and other systems. The packages could run independently but also together in a simulation. The simulation was later integrated with a spaceflight simulator for additional testing capabilities. The project achieved its goals of revising the initial specifications and creating a viable demonstration system through simulation.
This document discusses using augmented reality and mash-ups in higher education. It defines augmented reality as enhancing the real world with computer-generated input like graphics, photos, and sound. Mash-ups combine data from multiple sources into new applications. The document suggests using mash-ups in augmented reality can facilitate online and collaborative learning. For example, a geology mash-up could blend maps, course materials, and data sets to create an immersive learning experience. Overall, the document argues augmented reality and mash-up technologies have potential to make online learning more engaging and help students build knowledge.
Unfolding Data - Interaction Design for Visualizations of Geospatial DataTill Nagel
This document summarizes a presentation on interaction design for visualizations of geospatial data. It discusses projects at FH Potsdam involving interface design, cartography for broad audiences, natural user interfaces, and geo visualization design patterns. Specific projects are described, including Virtual Water, Fritzing, a tsunami early warning system, neogeography tools like Flickr Maps, and data visualization tools like Eigenfactor maps. It also covers tangible interfaces like mæve and Venice Unfolding for exploring architectural and urban planning data, as well as the Muse tool for visualizing scientific collaboration networks.
Science 2.0 refers to new practices in science that are supported by new tools. These practices involve broad, intense, and global participation in research through crowd-sourcing ideas and open debate. Mash-ups and language technology can play an important role by supporting networked collaboration and awareness through minimal representations of people, activities, topics and relationships. Recent advances in technology and practices provide new means for open, networked, and self-organized co-construction of knowledge in a Science 2.0.
Tele immersion aims to enable geographically distributed users to collaborate in real time as if they were in the same physical room. It differs from video conferencing by dynamically changing the user's view as they move their head. Early experiments in 2000 had multiple users in different locations seamlessly integrated around a shared virtual table. Future applications include scientific visualization, cooperative design, education, entertainment, and military training.
The document discusses research into developing assistive technologies for people with cognitive disabilities. It describes early projects from the 1990s that used sensors and artificial intelligence to understand users' activities and provide reminders and assistance. While promising, scaling these systems outside controlled laboratory settings remained a challenge. The research aimed to support independent living through technologies that can sense human activities and contexts.
1) The document discusses the use of scientific imagery in higher education. Visuals can engage people and aid memory and recall compared to text alone.
2) Different types of images are classified, including static images, illustrations, photographs, animations, videos and more. Images serve instructional functions like informing, engaging, and bridging print and digital media.
3) The university's image library provides images for educational use, selecting from Creative Commons, free royalty, and rights-managed sources. Examples show how 3D imagery, graphs, and photographs can be used for learning.
Delve into the Deep: Learning Potential in Metaverses and 3D WorldseLearning Papers
Author(s): Mar Camacho, Vanessa Esteve, Mercè Gisbert.
Metaverses and 3D Virtual Worlds are increasingly being used in education and training to create learning experiences which are immersive, authentic and media rich. In particular, they provide opportunities to structure remote learning in engaging ways and are fast becoming part of the learning landscape in general.
I3 George Papagiannakis Mobile Crossplatform AR EVA/Minerva 2014evaminerva
George Papagiannakis presentation
2014 EVA/Minerva Jerusalem International Conference on Digitisation of Cultural Heritage
http://2014.minervaisrael.org.il
http://www.digital-heritage.org.il
Towards Contested Collective Intelligence
Simon Buckingham Shum, Director Connected Intelligence Centre, University of Technology Sydney
This talk is to open up a dialogue with the important work of the SWARM project. I’ll introduce the key ideas that have shaped my work on interactive software tools to make thinking visible, shareable and contestable, some of the design prototypes, and some of the lessons we’ve learnt en route.
This document discusses the design of augmented reality interfaces. It begins by describing different types of AR interfaces such as browsing interfaces, 3D interfaces, tangible interfaces, and tangible AR interfaces. It then discusses specific interface design considerations for AR like using physical objects as controls for virtual objects. The document provides examples of space-multiplexed and time-multiplexed tangible AR interfaces. It emphasizes designing AR interfaces using principles from tangible user interfaces. Overall, the document provides guidance on conceptualizing and building effective AR experiences through consideration of physical components, display elements, and interaction metaphors.
A Simulator for Social Exchanges and Collaborations - Architecture and Case S...Simon Caton
Social collaboration scenarios, such as
sharing resources between friends, are becoming increasingly prevalent in recent years. An example of this new paradigm is Social Cloud Computing, which aims at leveraging existing digital relationships within social networks for the exchange of resources among users and user communities. Due to their complexity, such platforms and systems have to be carefully designed and engineered to suit their purpose. In this paper, we propose a general-purpose simulation tool to help in the design and analysis of Social Collaboration Platforms, and discuss potential use cases and the architecture of the simulator. To show the usefulness of the simulator, we present a simple use case in which we study the effects of an incentive scheme on the system and its user community.
Edinburgh Data-Intensive Research Data-intensive refers to huge volumes of data, complex patterns of data integration and analysis, and intricate interactions between data and users. Current methods and tools are failing to address data-intensive challenges effectively. They fail for several reasons, all of which are aspects of scalability. The deluge of computational methods and plethora of computational systems prevents effective and efficient use of resources, user interfaces are not adopted at a sufficient rate to satisfy demand for scientific computing and data and knowledge is created outside suitable contexts for collaborative research to be effective. The Edinburgh Data-Intensive Research group addresses these scalability issues by providing mappings from abstract formulations to concrete and optimised executions of research challenges, by developing intuitive interfaces to enable access to steer these executions and by developing systems to aid in creating new research challenges. In this talk I will present several exemplars where we have dealt with scalability issues in scientific scenarios.
ICRA: Intelligent Platform for Collaboration and InteractionLukas Tencer
Presentation for a class at Polytechnique Montreal. First halve focuses on presentation of the platform, second halve focuses on presentation of algorithms.
A paradigm is a way of thinking about the world. The document discusses several paradigm shifts in human-computer interaction, including: from batch processing to time-sharing and interactive computing; from command-line interfaces to graphical displays and direct manipulation; and from personal computing to ubiquitous computing. These paradigm shifts represent new ways of conceptualizing the relationship between humans and computers that emerged with technological advances, enabling new forms of usability and interaction.
This paper advocates for a new type of augmented reality (AR) interface called Tangible AR. Tangible AR interfaces combine the enhanced display possibilities of AR with intuitive physical manipulation from tangible user interfaces (TUIs). Specifically, 1) each virtual object is registered to a corresponding physical object, and 2) users interact with virtual objects by manipulating the physical objects. The paper presents some prototype Tangible AR interfaces and argues they support seamless interaction between real and virtual worlds through natural physical manipulations.
The document discusses previous research projects related to location modeling and activity recognition using machine learning. It outlines the thesis topic of exploring location modeling and prediction of a person's location and activities. Possible data sources and tools that could be used are also mentioned, along with some issues to consider in the research.
1. Revolutions in software engineering are predicted by new modes of production like software supply chains (SSCs) and suitable measurement approaches for SSCs.
2. Measurement approaches for SSCs need completeness, low cost, and high accuracy to better understand software development at scale.
3. As open source software use increases, developers must consider not just their own projects but upstream, downstream, and related projects in the large SSC network, and SSC-based measures may enable the next software engineering revolution.
Modern computer-aided design (CAD) systems and software tools have played a significant role in improving the efficiency of the overall product design process, ensuring geometric accuracy and the exchange of product model data. However, the impact of these technologies is largely restricted to the detailed modeling and engineering analysis that occur during the embodiment design phase. Conceptual design has not benefited from these sophisticated and highly precise software tools to the same degree because the creative activities associated with developing and communicating potential solutions with minimal details is far less formulaic in its implementation. At the early stages of product design the specifications and constraints have not been fully established. The industrial designers and engineers need the freedom to change and modify the product configuration and mechanical behavior to investigate a wide range of alternative solutions. Any CAD system that seeks to support and enhance conceptual design must, therefore, enable natural and haptic modes of human-computer interaction. Recent advancements in high-speed, multi-core computer hardware and virtual reality (VR) technology provide opportunities to link the more fluid processes of creative conceptual design with the rigidly defined tasks of product detailing and engineering analysis. This paper discusses the role that virtual reality can play for concept design module.
HCI has evolved over time from focusing on system components and tasks to considering socially embedded interactions. Early HCI emphasized usability and enabling human capabilities through technologies like graphical UIs [first sentence]. As computing expanded beyond workplaces, the field incorporated theories of context, activity, and culture to understand user experiences [second sentence]. Modern HCI focuses on designing with users through methods like prototyping and uses a range of qualitative research approaches to study technology use in natural settings [third sentence].
This document provides an overview of a project to design the system and network architecture for an open source lunar lander. A team of students at the University of Virginia worked with the organization Team FREDNET, which is competing in the Google Lunar X Prize, to address the software needs of the lunar lander. The team developed several software packages over several months to control sensors, engines, and other systems. The packages could run independently but also together in a simulation. The simulation was later integrated with a spaceflight simulator for additional testing capabilities. The project achieved its goals of revising the initial specifications and creating a viable demonstration system through simulation.
The document discusses using cognitive science theories and approaches to study information visualization and interaction. It proposes taking a human-centered, theoretically grounded approach to decompose tasks based on cognitive architectures and identify challenges to cognitive processing. This would involve using "toy world" studies and computer models to test systems and gain quantitative predictions that can inform interaction design. It provides examples of previous work on multiple object tracking and air traffic control research.
The document discusses the SMARCOS project which aims to improve the usability of communicating embedded devices through user-centric research and technology developments validated in trials. The first results include an experimental mobile application that allows users to add context descriptions to social media entries. Two initial small-scale trials involved developing a mash-up editor and testing smart phone applications for daily tasks. Going forward, four pilot projects will be developed covering aviation, monitoring systems, assistance for disabled people, and complex systems control.
The document discusses various topics related to human-computer interaction (HCI), including usability paradigms, object-action interfaces, principles and guidelines. It describes key concepts like usability and its components (learnability, efficiency, etc.). It also covers the history of HCI through different paradigm shifts from time-sharing to ubiquitous computing. Theories, models, principles and guidelines for designing usable interactive systems are explained at different levels from conceptual to practical. The object-action interface model and its application in design is discussed in detail.
Bernard Champoux's work focused on designing an interface called CAILS to support iconic communication. CAILS used symbols and icons in place of words. Users were able to understand messages in CAILS even without word order. However, longer sentences were more difficult for younger users. The work also involved designing a touch interface for conversational messages. Iterative design processes improved the interfaces based on user studies and evaluations.
PhD Trial Lecture: Design guidelines for multi-display environments in comman...Simone Mora
The document provides design guidelines for multi-display environments in command and control centers. It recommends (1) balancing information across public, private, and group displays to accommodate different roles and needs, (2) designing for ecologies of complementary static and dynamic displays, and (3) leveraging constraints of the environment to avoid information overload while supporting collaboration.
The document discusses knowledge mapping and social software tools that can be used to support sensemaking, knowledge sharing, and collective dialogue. It provides examples of tools such as Compendium that allow users to create and link different knowledge elements, and how such tools have been applied in contexts like capturing scientific collaborations and emergency response planning. The document concludes by suggesting potential applications of knowledge mapping tools and resources for learning more.
Similar to Software Agents in Support of Human Argument Mapping (20)
The Generative AI System Shock, and some thoughts on Collective Intelligence ...Simon Buckingham Shum
Keynote Address: Team-based Learning Collaborative Asia Pacific Community (TBLC-APC) Symposium (“Impact of emerging technologies on learning strategies”) 8-9 February 2024, Sydney https://tbl.sydney.edu.au
Could Generative AI Augment Reflection, Deliberation and Argumentation?Simon Buckingham Shum
Bing Chat analyzed an argumentative article by generating an argument map in ArgDown syntax highlighting the key claim, premises, and their relationships. However, it also introduced some fallacious elements like incorrect summaries, commentary nodes, and incorrect argument classifications. While this shows generative AI has potential for argument analysis, more evaluation is needed to address inaccuracies that could undermine critical thinking. With improvements, it may help facilitate deliberations by preparing resources or assisting engaged citizens in analyzing complex arguments.
On the Design of a Writing App offering 24/7 Formative Feedback on Reflective...Simon Buckingham Shum
The document discusses the design of a writing app to provide formative feedback on reflective writing. It describes why reflection is important for learning and professional development. It then outlines a conceptual model and rubric for assessing the depth of reflection in writing, from non-reflective to reflective to critically reflective. The goal is to develop students' capability for written reflection and help them progress from simply describing experiences to more deeply examining feelings, challenges, and lessons learned. The app would provide automated feedback on drafts to support developing reflective writing skills.
Slides from my contribution to the panel convened by Jeremy Roschelle at the International Society for the Learning Sciences: Engaging Learning Scientists in Policy Challenges: AI and the Future of Learning
Is “The Matter With Things” also what’s the matter with Learning Analytics?Simon Buckingham Shum
The document summarizes key points from Iain McGilchrist's book "The Matter With Things" regarding how the left and right hemispheres of the brain attend to the world in different ways. Specifically:
- The left hemisphere views the world in a detached, fragmented, and mechanical way while the right hemisphere sees it as interconnected, contextualized, and animate.
- Learning analytics risks amplifying the left hemisphere tendencies by focusing too much on data, analytics, and AI without balancing it with right hemisphere qualities like intuition, imagination, and empathy.
- To address this, learning analytics should cultivate humility, critical thinking, and find ways to advance rebalancing science and reason with intuition and imagination. This could
Deliberative Democracy as a strategy for co-designing university ethics aro...Simon Buckingham Shum
Buckingham Shum, S. (2021). Deliberative Democracy as a strategy for co-designing university ethics around analytics and AI in education. AARE2021: Australian Association for Research in Education, 28 Nov. – 2 Dec. 2021
Deliberative Democracy as a Strategy for Co-designing University Ethics Around Analytics and AI in Education
Simon Buckingham Shum
Connected Intelligence Centre, University of Technology Sydney
Universities can see an increasing range of student and staff activity as it becomes digitally visible in their platform ecosystems. The fields of Learning Analytics and AI in Education have demonstrated the significant benefits that ethically responsible, pedagogically informed analysis of student activity data can bring, but such services are only possible because they are undeniably a form of “surveillance”, raising legitimate questions about how the use of such tools should be governed.
Our prior work has drawn on the rich concepts and methods developed in human-centred system design, and participatory/co-design, to design, deploy and validate practical tools that give a voice to non-technical stakeholders (e.g. educators; students) in shaping such systems. We are now expanding the depth and breadth of engagement that we seek, looking to the Deliberative Democracy movement for inspiration. This is a response to the crisis in confidence in how typical democratic systems engage citizens in decision making. A hallmark is the convening of a Deliberative Mini-Public (DMP) which may work at different scales (organisation; community; region; nation) and can take diverse forms (e.g. Citizens’ Juries; Citizens’ Assemblies; Consensus Conferences; Planning Cells; Deliberative Polls). DMP’s combination of stratified random sampling to ensure authentic representation, neutrally facilitated workshops, balanced expert briefings, and real support from organisational leaders, has been shown to cultivate high quality dialogue in sometimes highly conflicted settings, leading to a strong sense of ownership of the DMP's final outputs (e.g. policy recommendations).
This symposium contribution will describe how the DMP model is informing university-wide consultation on the ethical principles that should govern the use of analytics and AI around teaching and learning data.
ICQE20: Quantitative Ethnography Visualizations as Tools for ThinkingSimon Buckingham Shum
Slides for this keynote talk to the 2nd International Conference on Quantitative Ethnography
http://simon.buckinghamshum.net/2021/02/icqe2020-keynote-qe-viz-as-tools-for-thinking/
24/7 Instant Feedback on Writing: Integrating AcaWriter into your TeachingSimon Buckingham Shum
https://cic.uts.edu.au/events/24-7-instant-feedback-on-writing-integrating-acawriter-into-your-teaching-2-dec/
What difference could instant feedback on draft writing make to your students? Over the last 5 years the Connected Intelligence Centre has been developing and piloting an automated feedback tool for academic writing (AcaWriter), working closely with academics across several faculties. The research portal documents how educators and students engage with this kind of AI, and what we’ve learnt about integrating it into teaching and assessment.
In May, AcaWriter was launched to all students along with an information portal. Now we want to start upskilling academics, tutors and learning technologists, in a monthly session to give you the chance to learn about AcaWriter, and specifically, good practices for integrating it into your subject. CIC can support you, and we hope you may be interested in co-designing publishable research.
AcaWriter handles several different ‘genres’ of writing, including reflective writing (e.g. a Reflective Essay; Reflective Blogs/Journals on internships/work-placements) and analytical writing (e.g. Argumentative Essays; Research Abstracts & Introductions).
This briefing will demo AcaWriter, and show it can be embedded in student activities. We hope this sparks ideas for your own teaching, which we can discuss in more detail.
An introduction to argumentation for UTS:CIC PhD students (with some Learning Analytics examples, but potentially of wider interest to students/researchers)
Webinar: Learning Informatics Lab, University of Minnesota
Replay the talk: https://youtu.be/dcJZeDIMr2I
Learning Informatics
AI • Analytics • Accountability • Agency
Simon Buckingham Shum
Professor of Learning Informatics
Director, Connected Intelligence Centre
University of Technology Sydney
Abstract:
“Health Informatics”. “Urban Informatics”. “Social Informatics”. Informatics offers systemic ways of analyzing and designing the interaction of natural and artificial information processing systems. In the context of education, I will describe some Learning Informatics lenses and practices which we have developed for co-designing analytics and AI with educators and students. We have a particular focus on closing the feedback loop to equip learners with competencies to navigate a complex, uncertain future, such as critical thinking, professional reflection and teamwork. En route, we will touch on how we build educators’ trust in novel tools, our design philosophy of “embracing imperfection” in machine intelligence, and the ways that these infrastructures embody values. Speaking from the perspective of leading an institutional innovation centre in learning analytics, I hope that our experiences spark productive reflection around as the UMN Learning Informatics Lab builds its program.
Biography:
Simon Buckingham Shum is Professor of Learning Informatics at the University of Technology Sydney, where he serves as inaugural director of the Connected Intelligence Centre. CIC is a transdisciplinary innovation centre, using analytics to provide new insights for university teams, with particular expertise in educational data science. Simon’s career-long fascination with software’s ability to make thinking visible has seen him active in communities including Computer-Supported Cooperative Work, Hypertext, Design Rationale, Scholarly Publishing, Semantic Web, Computational Argumentation, Educational Technology and Learning Analytics. The challenge of visualizing contested knowledge has produced several books: Visualizing Argumentation, Knowledge Cartography, and Constructing Knowledge Art. He has been active over the last decade in shaping the field of Learning Analytics, co-founding the Society for Learning Analytics Research, and catalyzing several strands: Social Learning Analytics, Discourse Analytics, Dispositional Analytics and Writing Analytics. http://Simon.BuckinghamShum.net
Despite AI’s potential for beneficial use, it creates important risks for Australians. AI, big data, and AI-informed decision making can cause exclusion, discrimination, skill loss, and economic impact; and can affect privacy, security of critical infrastructure and social well-being. What types of technology raise particular human rights concerns? Which human rights are particularly implicated?
Abstract: The emerging configuration of educational institutions, technologies, scientific practices, ethics policies and companies can be usefully framed as the emergence of a new “knowledge infrastructure” (Paul Edwards). The idea that we may be transitioning into significantly new ways of knowing – about learning and learners, teaching and teachers – is both exciting and daunting, because new knowledge infrastructures redefine roles and redistribute power, raising many important questions. What should we see when open the black box powering analytics? How do we empower all stakeholders to engage in the design process? Since digital infrastructure fades quickly into the background, how can researchers, educators and learners engage with it mindfully? This isn’t just interesting to ponder academically: your school or university will be buying products that are being designed now. Or perhaps educational institutions should take control, building and sharing their own open source tools? How are universities accelerating the transition from analytics innovation to infrastructure? Speaking from the perspective of leading an institutional innovation centre in learning analytics, I hope that our experiences designing code, competencies and culture for learning analytics sheds helpful light on these questions.
Towards Collaboration Translucence: Giving Meaning to Multimodal Group DataSimon Buckingham Shum
Vanessa Echeverria, Roberto Martinez-Maldonado, and Simon Buck- ingham Shum.. 2019. Towards Collaboration Translucence: Giving Meaning to Multimodal Group Data. In Proceedings of ACM CHI conference (CHI’19). ACM, New York, NY, USA, Paper 39, 16 pages. https://doi.org/10.1145/3290605.3300269
Collocated, face-to-face teamwork remains a pervasive mode of working, which is hard to replicate online. Team members’ embodied, multimodal interaction with each other and artefacts has been studied by researchers, but due to its complexity, has remained opaque to automated analysis. However, the ready availability of sensors makes it increasingly affordable to instrument work spaces to study teamwork and groupwork. The possibility of visualising key aspects of a collaboration has huge potential for both academic and professional learning, but a frontline challenge is the enrichment of quantitative data streams with the qualitative insights needed to make sense of them. In response, we introduce the concept of collaboration translucence, an approach to make visible selected features of group activity. This is grounded both theoretically (in the physical, epistemic, social and affective dimensions of group activity), and contextually (using domain-specific concepts). We illustrate the approach from the automated analysis of healthcare simulations to train nurses, generating four visual proxies that fuse multimodal data into higher order patterns.
This document summarizes findings from previous research on the impact of personalized learning support and feedback. It discusses how academics found value in personalized outreach in one study. A second study found improved academic performance, especially for high users of personalized support. Students generally wanted notifications if their performance was unsatisfactory in another study. Students also reported feeling better and more able to improve after receiving personalized messages in one case, though some felt worse. Care needs to be taken in message design to avoid defensive reactions from students.
Panel held at LAK13: 3rd International Conference on Learning Analytics & Knowledge
http://simon.buckinghamshum.net/2013/03/lak13-edu-data-scientists-scarce-breed
Educational Data Scientists: A Scarce Breed
The Educational Data Scientist is currently a poorly understood, rarely sighted breed. Reports vary: some are known to be largely nocturnal, solitary creatures, while others have been reported to display highly social behaviour in broad daylight. What are their primary habits? How do they see the world? What ecological niches do they occupy now, and will predicted seismic shifts transform the landscape in their favour? What survival skills do they need when running into other breeds? Will their numbers grow, and how might they evolve? In this panel, the conference will hear and debate not only broad perspectives on the terrain, but will have been exposed to some real life specimens, and caught glimpses of the future ecosystem.
Keynote Address, International Conference of the Learning Sciences, London Festival of Learning
Transitioning Education’s Knowledge Infrastructure:
Shaping Design or Shouting from the Touchline?
Abstract: Bit by bit, a data-intensive substrate for education is being designed, plumbed in and switched on, powered by digital data from an expanding sensor array, data science and artificial intelligence. The configurations of educational institutions, technologies, scientific practices, ethics policies and companies can be usefully framed as the emergence of a new “knowledge infrastructure” (Paul Edwards).
The idea that we may be transitioning into significantly new ways of knowing – about learning and learners – is both exciting and daunting, because new knowledge infrastructures redefine roles and redistribute power, raising many important questions. For instance, assuming that we want to shape this infrastructure, how do we engage with the teams designing the platforms our schools and universities may be using next year? Who owns the data and algorithms, and in what senses can an analytics/AI-powered learning system be ‘accountable’? How do we empower all stakeholders to engage in the design process? Since digital infrastructure fades quickly into the background, how can researchers, educators and learners engage with it mindfully? If we want to work in “Pasteur’s Quadrant” (Donald Stokes), we must go beyond learning analytics that answer research questions, to deliver valued services to frontline educational users: but how are universities accelerating the analytics innovation to infrastructure transition?
Wrestling with these questions, the learning analytics community has evolved since its first international conference in 2011, at the intersection of learning and data science, and an explicit concern with those human factors, at many scales, that make or break the design and adoption of new educational tools. We are forging open source platforms, links with commercial providers, and collaborations with the diverse disciplines that feed into educational data science. In the context of ICLS, our dialogue with the learning sciences must continue to deepen to ensure that together we influence this knowledge infrastructure to advance the interests of all stakeholders, including learners, educators, researchers and leaders.
Speaking from the perspective of leading an institutional analytics innovation centre, I hope that our experiences designing code, competencies and culture for learning analytics sheds helpful light on these questions.
Building Production Ready Search Pipelines with Spark and MilvusZilliz
Spark is the widely used ETL tool for processing, indexing and ingesting data to serving stack for search. Milvus is the production-ready open-source vector database. In this talk we will show how to use Spark to process unstructured data to extract vector representations, and push the vectors to Milvus vector database for search serving.
Pushing the limits of ePRTC: 100ns holdover for 100 daysAdtran
At WSTS 2024, Alon Stern explored the topic of parametric holdover and explained how recent research findings can be implemented in real-world PNT networks to achieve 100 nanoseconds of accuracy for up to 100 days.
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
Unlock the Future of Search with MongoDB Atlas_ Vector Search Unleashed.pdfMalak Abu Hammad
Discover how MongoDB Atlas and vector search technology can revolutionize your application's search capabilities. This comprehensive presentation covers:
* What is Vector Search?
* Importance and benefits of vector search
* Practical use cases across various industries
* Step-by-step implementation guide
* Live demos with code snippets
* Enhancing LLM capabilities with vector search
* Best practices and optimization strategies
Perfect for developers, AI enthusiasts, and tech leaders. Learn how to leverage MongoDB Atlas to deliver highly relevant, context-aware search results, transforming your data retrieval process. Stay ahead in tech innovation and maximize the potential of your applications.
#MongoDB #VectorSearch #AI #SemanticSearch #TechInnovation #DataScience #LLM #MachineLearning #SearchTechnology
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
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Why You Should Replace Windows 11 with Nitrux Linux 3.5.0 for enhanced perfor...SOFTTECHHUB
The choice of an operating system plays a pivotal role in shaping our computing experience. For decades, Microsoft's Windows has dominated the market, offering a familiar and widely adopted platform for personal and professional use. However, as technological advancements continue to push the boundaries of innovation, alternative operating systems have emerged, challenging the status quo and offering users a fresh perspective on computing.
One such alternative that has garnered significant attention and acclaim is Nitrux Linux 3.5.0, a sleek, powerful, and user-friendly Linux distribution that promises to redefine the way we interact with our devices. With its focus on performance, security, and customization, Nitrux Linux presents a compelling case for those seeking to break free from the constraints of proprietary software and embrace the freedom and flexibility of open-source computing.
GraphSummit Singapore | The Future of Agility: Supercharging Digital Transfor...Neo4j
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This keynote will reveal how Deloitte leverages Neo4j’s graph power for groundbreaking digital twin solutions, achieving a staggering 100x performance boost. Discover the essential role knowledge graphs play in successful generative AI implementations. Plus, get an exclusive look at an innovative Neo4j + Generative AI solution Deloitte is developing in-house.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
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We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
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Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
HCL Notes and Domino License Cost Reduction in the World of DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-and-domino-license-cost-reduction-in-the-world-of-dlau/
The introduction of DLAU and the CCB & CCX licensing model caused quite a stir in the HCL community. As a Notes and Domino customer, you may have faced challenges with unexpected user counts and license costs. You probably have questions on how this new licensing approach works and how to benefit from it. Most importantly, you likely have budget constraints and want to save money where possible. Don’t worry, we can help with all of this!
We’ll show you how to fix common misconfigurations that cause higher-than-expected user counts, and how to identify accounts which you can deactivate to save money. There are also frequent patterns that can cause unnecessary cost, like using a person document instead of a mail-in for shared mailboxes. We’ll provide examples and solutions for those as well. And naturally we’ll explain the new licensing model.
Join HCL Ambassador Marc Thomas in this webinar with a special guest appearance from Franz Walder. It will give you the tools and know-how to stay on top of what is going on with Domino licensing. You will be able lower your cost through an optimized configuration and keep it low going forward.
These topics will be covered
- Reducing license cost by finding and fixing misconfigurations and superfluous accounts
- How do CCB and CCX licenses really work?
- Understanding the DLAU tool and how to best utilize it
- Tips for common problem areas, like team mailboxes, functional/test users, etc
- Practical examples and best practices to implement right away
Infrastructure Challenges in Scaling RAG with Custom AI modelsZilliz
Building Retrieval-Augmented Generation (RAG) systems with open-source and custom AI models is a complex task. This talk explores the challenges in productionizing RAG systems, including retrieval performance, response synthesis, and evaluation. We’ll discuss how to leverage open-source models like text embeddings, language models, and custom fine-tuned models to enhance RAG performance. Additionally, we’ll cover how BentoML can help orchestrate and scale these AI components efficiently, ensuring seamless deployment and management of RAG systems in the cloud.
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
Software Agents in Support of Human Argument Mapping
1. 3rd International Conference on Computational Modelling of Argument
Desenzano del Garda, Italy, 8-10 Sept. 2010
Software Agents in
Support of Human
Argument Mapping
Simon Buckingham Shum Maarten Sierhuis
Knowledge Media Institute NASA Ames Research Center
Open University Technical University of Delft
Carnegie Mellon University SV
Jack Park Matthew Brown
Knowledge Media Institute Carnegie Mellon University SV
Open University University of Utah
http://creativecommons.org/licenses/by-nc/2.0/uk 1
2. overview
the challenge + vision
background:
IBIS, Compendium, Brahms
progress to date:
human/agent argument mapping
+ multiagent simulation @NASA
new work:
Brahms agent-enabling Compendium
Brahms IBIS-agent simulation of dialogue
future work
2
3. Our challenge as an applied research discipline
Current
Argumentation
tools &
Theory
practices for ?
discourse and
COMMA
problem
research
analysis
4. A Human-Centred Computing strategy
Current Annotation Argumentation
tools & Hypertext Theory
practices for Visualization
discourse and e-Deliberation COMMA
problem e-Learning research
analysis UX design into logics
? semiformal ?
bridge
5. The vision: Computer-Supported Collaborative
Argumentation integrated into Work Systems
Humans Agents
Discourse in
authentic work Simplified subset
systems of discourse
Affordances Modelling &
& Services Simulating
Work Systems
6. The vision: Computer-Supported Collaborative
Argumentation integrated into Work Systems
Fraught with politics, emotion, pressure, information
overload, competing agendas, high expertise but poor
argumentation skills and low tolerance of new ICT.
e.g. cases where Compendium has been used: Help manage attention,
redesigning federal airspace; environmental protection coordination and reasoning in a
policy; improving Shuttle launch procedures; HIV/AIDS dynamic environment with
prevention strategy; participatory urban planning information overload
Humans Agents
Discourse in
authentic work Simplified subset of
systems discourse
Affordances Modelling &
& Services Simulating
Work Systems
9. Compendium Java application:
visual hypermedia for managing the connections
between ideas formally and informally
Nodes can be embedded in multiple maps, can be
specialized with Tags, and can link to source documents
>80,000 downloads by >59,000 unique IP numbers
Active user community and small developer community 9
10. Real-time dialogue/argument mapping
Jeff Conklin, Tim van Gelder,
developer of gIBIS and QuestMap, developer of Rationale & bCisive
& Dialogue/Issue Mapping methods & Argument Mapping methods
www.cognexus.org www.austhinkconsulting.com
10
17. Work Practice Modeling
Groups & Agents
work as activities
beliefs trigger work
Collaboration between Agents
agents react to and interact with
other agents
same time/same place
same time/different place
different time/same place
different time/different place
18. Work Practice Modeling (cont/d)
Tools & Artifacts
tools used in activities
artifacts created in activities
Environment/Geography
agents have a location
artifacts have a location
detecting real-world facts
Communication
is situated
the means of communication
depends on the situation
impacts efficiency of work
18
19. Group = Student, Agent = Alex
Geography = Berkeley, CA
Belief = Alex is hungry
Activity = Eating
Workframe = When hungry go eat
Object = Money, Debit card, ATM
Thoughtframe = If no money go to
the ATM machine
21. Mission Control Center, International Space
Station: Brahms multiagent Orbital Communications Adaptor
Mirroring System [24] Sierhuis, et al., AAMA Conf. 2009
21
23. NASA Mobile Agents Field Trials:
Simulating an Earth/Mars work system [16, 25]
http://projects.kmi.open.ac.uk/coakting/nasa
(view interactive IBIS maps in Safari browser)
23
24. NASA Mobile Agents Field Trials:
Simulating an Earth/Mars work system
Compendium used as a collaboration medium with both
humans + agents, reading + writing IBIS maps
Agents (Mars)
Scientist Scientist Scientist Scientist
(Earth) (Earth) (Mars) (Mars)
24
25. Real time “Dialogue Mapping” of NASA science
team deliberation (using graphical IBIS, in Compendium)
25
26. NASA Mobile Agents Field Trials
Compendium activity plans for surface exploration, constructed by scientists
on ‘Earth’, interpreted by software agents on ‘Mars’
Copyright, 2004, RIACS/
NASA Ames, Open
University, Southampton
University
Not to be used without
permission
The Compendium nodes and relationships in this plan were interpreted by Brahms software agents for monitoring
and coordinating astronaut and robot activity during surface explorations. 26
RST-telecon-2005-04-11.i.avi
1:11:57
27. NASA Mobile Agents Field Trials
Compendium science data map, generated by software agents, for
interpretation by Mars+Earth scientists
Copyright, 2004, RIACS/
NASA Ames, Open
University, Southampton
University
Not to be used without
permission
The Compendium maps were autonomously created and populated with science data by Brahms software agents that use models of the 27
mission plan, work process, data flow and science data relationships to create the maps.
28. NASA testbed:
Compendium-based photo analysis by geologists on ‘Mars’
Copyright, 2004,
RIACS/NASA Ames,
Open University,
Southampton
University
Not to be used
28
without permission
29. NASA testbed:
Compendium scientific feedback map from Earth scientists to Mars
colleagues
Copyright, 2004,
RIACS/NASA Ames,
Open University,
Southampton
University
Not to be used
29
without permission
32. Compendium-Brahms Use Cases
User generates query seeking nodes in remote map
databases
Brahms VM accepts query
Brahms VM broadcasts query
Remote Brahms VM passes query to Compendium
Adaptor
Compendium Adaptor queries database
Compendium Adaptor returns query results to Brahms
VM
Query result returned to calling agent
User selects results
Results added to user’s Dialogue/Argument Map
32
36. New Development 2
extending Brahms
agents to conduct IBIS
conversations
36
37. How to enable agents to conduct IBIS
conversations?
The map ≠ the discussion for humans,
but for agents, the map = the discussion
IBIS Dialogue Mapping benefits from human
intelligence to take turns, summarise and link
utterances
— but agents can respond simultaneously and
identically, potentially resulting in duplicate nodes
Thus, there is need for a facilitator agent to maintain
the structure of the argumentation structure and
ensure there are no duplicate nodes
38. IBIS Agent Interfaces
IBISParticipantAgent
preArgumentationActivity()
Defines the actions taken by an agent before the argumentation begins,
this may include the sending of the initial IBIS nodes that start the
argumentation
postArgumentationActivity()
Defines the actions taken by an agent after the argumentation has
concluded, this may include deciding the outcome of the argumentation
processQuestionNode(IBISNode node),
processIdeaNode(IBISNode node),
processProNode(IBISNode node),
processConNode(IBISNode node)
Defines the actions taken by an agent when processing the various
types of IBIS nodes, this may include the creation of new beliefs and/or
responding with an IBIS node
39. IBIS Agent Interfaces (continued)
IBISFacilitatorAgent
checkForDuplicate(IBISNode node)
Defines the process by which IBIS nodes are determined to be unique
or duplicate
41. Collaborative Convective Forecast Product (CCFP)
Example CCFP, used
for FAA strategic
planning around
severe weather.
As a consensus forecast created
through online textchat by
meteorologists representing
AWC Forecaster different organizations
leads, presenting
their forecast for
discussion
Textchat shown to
produce inefficient
dialogue, motivating
agent simulation as
IBIS moves
42. CCFP Chat Scenario Setup
Simulation consists of:
Agents representing CCFP chat participants (ZNY, ZDI,
AWCForecaster)
Each agent has initial beliefs about the weather forecaster
ZNY and ZDI have the ability to voice their disagreement with
AWCForecaster's initial forecast
Facilitator agent (CCFPFacilitatorAgent)
46. Exponential growth in runtime as IBIS nodes are
added — algorithm optimization required!
46
47. The Vision…
Agents as described, augmenting work by
integrating discourse with work system models
Agents drawing on known constraints and arguments in a
dynamic work practice environment, e.g.
the location of people or artifacts
the availability of resources or communication channels
the argumentation schemes on which decisions may depend
relevant other conversations/analyses
improved tools for filtering overwhelming information
47