Towards Constructing Emotional Landscapes with Music

Author(s):  
Dave Billinge ◽  
Tom Addis

This chapter describes how the authors arrived at a new paradigm for human-computer interaction that they call tropic mediation. They describe the origins of the research in a wish to provide a concert planner with an expert system. Some consideration is given to how music might have arisen within human culture and, in particular, why it presents unique problems of verbal description. An initial investigation into a discrete, stable lexicon of musical effect is summarized and the authors explain how and why they reached their current work on a computable model of word connotation rather than reference. It is concluded that machines, in order to communicate with people, will need to work with a model of emotional implication to approach the “human” sense of words.

2003 ◽  
Vol 91 (9) ◽  
pp. 1391-1405 ◽  
Author(s):  
R. Cole ◽  
S. Van Vuuren ◽  
B. Pellom ◽  
K. Hacioglu ◽  
Jiyong Ma ◽  
...  

2021 ◽  
Vol 28 (2) ◽  
pp. 1-47
Author(s):  
Calvin A. Liang ◽  
Sean A. Munson ◽  
Julie A. Kientz

Human-computer interaction has a long history of working with marginalized people. We sought to understand how HCI researchers navigate work that engages with marginalized people and considerations researchers might work through to expand benefits and mitigate potential harms. In total, 24 HCI researchers, located primarily in the United States, participated in an interview, survey, or both. Through a reflexive thematic analysis, we identified four tensions—exploitation, membership, disclosure, and allyship. We explore the complexity involved in each, demonstrating that an equitable endpoint may not be possible, but this work is still worth pursuing when researchers make certain considerations. We emphasize that researchers who work with marginalized people should account for each tension in their research approaches to move forward. Finally, we propose an allyship-oriented approach to research that draws inspiration from discourse occurring in tangential fields and activist spaces and pushes the field into a new paradigm of research with marginalized people.


1989 ◽  
Vol 4 (3) ◽  
pp. 205-233 ◽  
Author(s):  
E. T. Keravnou ◽  
J. Washbrook

AbstractFirst-generation expert systems have significant limitations, often attributed to their not being sufficiently deep. However, a generally accepted answer to “What is a deep expert system?” is still to be given. To answer this question one needs to answer “Why do first-generation systems exhibit the limitations they do?” thus identifying what is missing from first-generation systems and therefore setting the design objectives for second-generation (i.e. deep) systems. Several second-generation architectures have been proposed; inherent in each of these architectures is a definition of deepness. Some of the proposed architectures have been designed with the objective of alleviating a subset, rather than the whole set, of the first-generation limitations. Such approaches are prone to local, non-robust solutions. In this paper we analyze the limitations (under the categories: human-computer interaction, problem-solving flexibility, and extensibility) of the first-generation expert systems thus setting design goals for second-generation systems. On the basis of this analysis proposed second-generation architectures are reviewed and compared. The paper concludes by presenting requirements for a generic second-generation architecture.


2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Yutian Sha ◽  
Tianxin Feng ◽  
Xue Xiong ◽  
Ting Yang

Traditional online psychological consultation expert system has low efficiency. It is because of limited human-computer interaction and lack of intelligence. As a result, an expert system for psychological consultation is needed. Therefore, in this paper, we design an online psychological consultation expert system based on human-computer interaction. Using human-computer interaction technology, the basic principles of the system’s design are formulated. The design is used to build a psychological consultation expert system framework suitable for numerous applications. Human-computer interaction knowledge is imported into the system to determine the consultation process based on fuzzy set. To complete the online psychological consultation preset, the adjustment of human-computer interaction accuracy is determined. Moreover, a psychological state of the user in human-computer interaction is achieved using the expression of psychological counseling results. Comparing the simulated psychological consultation process, the results show that the design system is 30% more efficient than the traditional consultation system. The consulting success rate is more than 20%. The comprehensive consultation time is shortened, and its effectiveness is proved.


1986 ◽  
Vol 30 (2) ◽  
pp. 175-178 ◽  
Author(s):  
Michael E. Fotta

The intention stage of the human-computer interaction is a promising area for the application of artificial intelligence (AI) techniques. At this stage, the computer needs to have information on the intended tasks and actions of the user. At least three AI techniques – scripts, student models, and expert system dialogues – have the potential to help systems gather this information.


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