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Microsoft Workshop

 

Natural User Interaction:
Current Challenges and Future Perspectives

Natural User Interaction (NUI) is perhaps the biggest challenge in the scope of the Human-Computer Interaction (HCI) research. It refers to the user ability to interact with computing systems in a simple, natural and unthoughtful way, using such means as speech, touch, gesture of human hands, arms and whole body, facial expressions and, including also, sensing, understanding and responding to biometric signals generated by the human body, during interaction tasks. This concept also means using HCI technology in a seamless way, with a short learning period and with the possibility to perform multimodal interaction. Key-players in ICT, like Microsoft and Apple, have recently revolutionized the interaction world with the speech features of the new Windows Phone Mango or the Iphone 4S, and with the multimodal speech and gesture interaction of Microsoft Kinect. In this Workshop, the main Portuguese experts on HCI and NUI will bring their opinion, experience and vision about the current challenges that this area faces, and unveil what in their opinion will be the future of Natural User Interaction.

Organizers:
Daniela Braga – Microsoft, USA, ADETTI-IUL, Portugal
Miguel Sales Dias – Microsoft, Portugal, ISCTE-IUL, Portugal
Contacts: dbraga@microsoft.com and miguel.dias@microsoft.com
Workshop Date: July 21, 2012

Keynote Speakers

Towards Speech-Based Interaction with Machines

António Teixeira
António Teixeira
Department of Electronics Telecommunications and Informatics (DETI) / IEETA, University of Aveiro, Portugal

Abstract
Speech is our natural form of communication, allows interaction at some distance, can be used on the ubiquitous telephone, etc. Use of speech, alone or in multimodal setups, is expected to improve our interaction with machines, making it a more natural experience.
But efficient use of speech for interaction challenges state-of-the-art speech technology and the available knowledge on Human-Human and Human-Machine communication. For several years, we have been doing research in this area, both at the application and basic research levels. Our long term goal is the development of robust, useful and easy to use Human-Machine Interaction using speech and language.
Talk will include:
- Some background on Human-Human interaction, language, speech and motivations;
- Information on why and how to interact with machines by voice;
- Present and past work in the area at University of Aveiro, focusing on the presentation of the spoken language interface developed for assistant robots (Carl and Cambada@home) and ongoing work on multimodal interaction;
- Identification of challenges.

Biography
António J. S. Teixeira received a MsC in Electronics and Telecommunications and a Ph.D. in Electrical Engineering from the University of Aveiro, Portugal.
He is currently Assistant Professor at University of Aveiro Department of Electronics Telecommunications and Informatics, Researcher at the Signal Processing Laboratory of the Institute of Electronics and Telematics Engineering of Aveiro – IEETA, Director of the Master in Speech and Hearing Sciences, and Chair of the Special Interest Group on Iberian Languages of the International Speech Communication Association (ISCA).
His research interests include Speech Processing, Human Language Technologies, Computational Processing of Portuguese and Multimodal Human-Machine Interaction. He is involved in several national funded research (HERON II, LUL, AAL4ALL, Smartphones for Seniors) and in a starting European project (AAL Paelife). He has hosted and been involved in the organization of several conferences in the area of speech and language processing, such as InterSpeech 2005, PROPOR 2008, PROPOR 2012 and the forthcoming iberSpeech 2012.

Touching More than Two Dimensions: Having Fun with Tables

Joaquim Jorge
Joaquim Jorge
Instituto Superior Técnico (IST/UTL), Lisboa, Portugal

Abstract
Work on interactive tabletops and surfaces has focused mostly on two-dimensional issues, such as multi-finger gestures and tangible interaction. Interesting as it is, however this picture is missing several dimensions. I will describe work on 2D and 3D semi-immersive environments and present novel on-and-above-the-surface techniques based on bi-manual models to take advantage of the continuous interaction space for creating and editing 3D models in stereoscopic environments. I will also discuss means to allow for more expressive interactions, including novel uses of sound and combining hand and finger tracking in the space above the table with multitouch gestures on its surface continuously. These combinations can provide alternative design environments and allow novel interaction modalities.

Biography
Joaquim Jorge is a Professor at Instituto Superior Técnico (IST/UTL), the School of Engineering of the Technical University of Lisboa, Portugal, where he teaches User Interfaces and Computer Graphics. He received PhD and MSc degrees in Computer Science from Rensselaer Polytechnic Institute, Troy, NY, in 1995. He is Editor in Chief of Computers & Graphics Journal and a member of the ERCIM Editorial Board. He is a member of ACM/SIGGRAPH, IEEE Computer Society, IFIP TC13 (Human Computer Interaction). He has also served on the EG Education Board since its inception in 2001 until 2011. Joaquim Jorge’s interests are in Calligraphic and Multimodal User Interfaces, Visual Languages and Pattern Recognition techniques applied to Human-Computer Interaction. He was elected Fellow of the Eurographics Association in 2010.

The Case for Implicit Human-Environment Interaction

Nuno Guimarães
Nuno Guimarães
University of Lisbon, Portugal

Abstract
The design and construction of human-computer interfaces has been supported by conceptual and functional models that guided the reasoning approaches and the technical solutions for interactive system design and development. Central to this view has been the concept of mental model and a linguistic perspective of the interaction between the person and the computer.
The evolution of interactive computing, in particular the emergence of paradigms like ambient intelligence or ubiquitous or pervasive computing, poses meaningful challenges to the traditional conceptual and functional framework. Human-Environment Interaction, and especially implicit human-environment interaction, asks for new perspectives and modeling frameworks.
Implicit human-environment interaction design should be based on the identification and construction of pattern-based relationships between the user state and the environment and extend the tradition of the linguistic based models and architectures.
A set of of human environment interaction examples (some developed, some designed and under construction) like stress and anxiety management, reading support through physiological signals or driving fatigue detection, and the interaction with architectural spaces, is presented. With this sample of cases, we aim to draw empirical evidence to support the new modelling and design principles, and stimulate reflection on the topic.

Biography
Nuno M. Guimarães is Professor at the Department of Informatics/Computer Science in the Faculty of Sciences of the University of Lisbon, Portugal and Invited Professor at ISCTE-University Institute of Lisbon. His research domain is Human Computer Interaction and Interactive Systems Design, with a current focus and interest on Ambient Intelligence and Ubiquitous Computing systems. In 2010, he was Invited Lecturer at the Technical University of Berlin (Institute for Psychology and Ergonomy), with the support of DAAD. He has been involved in EU-funded R&D programmes since 1986, was a co-founder of several technology-based companies in Portugal, and also Dean of the Faculty of Sciences (2004-2009).

Facial morphologies, its representation, its challenges and the recognition of emotions in non-verbal communication

Verónica Costa Orvalho
Verónica Costa Orvalho
University of Porto, Portugal

Abstract
One of the biggest problems of representing a face is due to their anatomical diversity and to the variety of visual styles, turning harder to reproduce an empathic and human-like face. There is no formal classification. In this talk I will start by exploring the different methods that we use for representing a wide range of visual style faces on 3D characters. I will continue by describing the LIFEisGAME (LearnIng of Facial Emotions Using Serious GAMEs) project and the role of facial expressions in non-verbal communication. Last I will present the technology that could lead to the study of the improvement of emotion recognition in people that suffer from Autism Spectrum Disorder. This technology relays on new interactive methods and uses touch screen devises.

Biography
Verónica Costa Orvalho born in 1976, holds a Ph.D. in Software Development (Computer Graphics) from Universitat Politècnica de Catalunya (2007), where her research centered on “Facial Animation for CG Films and Videogames” . She has been working in IT companies, such as IBM and Ericsson , and Film companies, like Patagonik Film Argentina since 1994. She has given many workshops and has international publications related to game design and facial animation in conferences like SIGGRAPH and Symposium in Computer Animation . She has received international awards for several projects: “Photorealistic facial animation and recognition”, “Face Puppet” and “Face In Motion”. In 2010 she received the IBM cientific award for her work on Facial Rigging.
Now, she is a full time professor of Porto University, head of the Porto Interactive Center and Computer Graphics group, and co-founder and CTO of Face In Motion. She participates on several european projects and leads the Portuguese/USA project LIFEisGAME.
Current and past collaborations include several film and game companies (Blur Studios, Electronic Arts, Microsoft Portugal, Dygra Films ), and research groups (Stanford University, Universitat Politècnica de Catalunya). Her current research focus on developing new methods related to motion capture, geometric modeling and deformation, and real time animation.

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DSAI 2012 Proceedings

All accepted papers of the conference will be published in Procedia-Computer Science Journal go to new site (ISSN: 1877-0509) by Elseviergo to new site and will be indexed by ScienceDirect, Scopus, Thomson Reuters Conference Proceedings Citation Index (ISI Web of Science).

Best Papers

Universal Access in the Information Society

Best papers authors will be invited to submit an extension to a Special Issue of the Universal Access in the Information Societygo to new site international journal indexed by Thomson Reuters JCRgo to new site.