توضیحاتی در مورد کتاب Artificial Intelligence for Human Computer Interaction: A Modern Approach
نام کتاب : Artificial Intelligence for Human Computer Interaction: A Modern Approach
ویرایش : 1
عنوان ترجمه شده به فارسی : هوش مصنوعی برای تعامل انسان با کامپیوتر: رویکردی مدرن
سری : Human–Computer Interaction Series
نویسندگان : Yang Li, Otmar Hilliges
ناشر : Springer
سال نشر : 2021
تعداد صفحات : 602
ISBN (شابک) : 3030826805 , 9783030826802
زبان کتاب : English
فرمت کتاب : pdf
حجم کتاب : 15 مگابایت
بعد از تکمیل فرایند پرداخت لینک دانلود کتاب ارائه خواهد شد. درصورت ثبت نام و ورود به حساب کاربری خود قادر خواهید بود لیست کتاب های خریداری شده را مشاهده فرمایید.
فهرست مطالب :
Forward for Artificial Intelligence for Human Computer Interaction: A Modern Approach
Introduction
Contents
Part I Modeling
Human Performance Modeling with Deep Learning
1 Introduction
2 Modeling Visual Search Performance on Web Pages
2.1 Problem Formulation and Datasets
2.2 The Model Design and Learning
2.3 Experiments
2.4 Analysis
3 Predicting Human Performance in Vertical Menu Selection
3.1 Problem Formulation and Datasets
3.2 The Model Design and Learning
3.3 Experiments
3.4 Analysis
4 Modeling Grid Performance on Touchscreen Mobile Devices
4.1 Problem Formulation and Datasets
4.2 Model Design and Learning
4.3 Experiments
4.4 Analysis
5 Discussion
6 Conclusion
References
Optimal Control to Support High-Level User Goals in Human-Computer Interaction
1 Introduction
2 Problem Setting
3 Related Work
3.1 Model Predictive Control for Adaptive Systems
3.2 Reinforcement Learning from Human Behavior
4 Background
4.1 Optimal Control Problem
4.2 Model Predictive Control
4.3 Markov Decision Processes
4.4 Reinforcement Learning
5 Model Predictive Control for Robotic Task Support
5.1 Aesthetic Criteria of Aerial Film
5.2 Method
5.3 Evaluation
6 Reinforcement Learning for Adaptive Mixed-Reality UIs
6.1 Data Collection
6.2 Method
6.3 Evaluation
7 Discussion
8 Future Research Challenges
9 Conclusion
References
Modeling Mobile Interface Tappability Using Crowdsourcing and Deep Learning
1 Introduction
2 Background
3 Related Work
3.1 Large-Scale Data Collection to Assess Interface Design & Usability
3.2 Machine Learning Methods to Assess Interface Design & Usability
4 Understanding Tappability at Scale
4.1 Crowdsourcing Data Collection
4.2 Results
4.3 Signifier Analysis
5 Tappability Prediction Model
5.1 Feature Encoding
5.2 Model Architecture & Learning
5.3 Model Performance Results
5.4 Human Consistency & Model Behaviors
5.5 Usefulness of Individual Features
6 TapShoe Interface
7 Informal Feedback from Designers
7.1 Visualizing Probabilities
7.2 Exploring Variations
7.3 Model Extension and Accuracy
8 Discussion
9 Future Work
10 Conclusion
References
Part II Input
Eye Gaze Estimation and Its Applications
1 Introduction
2 Background
2.1 The Human Eye Gaze
2.2 Gaze Estimation Methods
2.3 Learning-Based Gaze Estimation Methods
2.4 Person-Specific Gaze Estimator Calibration
3 Learning-Based Gaze Estimation Methods
3.1 Gaze Estimation Method Pipeline
3.2 3D and 2D Gaze Estimation
3.3 Input for Gaze Estimation Methods
3.4 Representation Learning for Gaze Estimation
3.5 Gaze Estimation Datasets
3.6 Comparison of Learning-Based and Commercial Gaze Estimation Methods
4 Making Gaze Tracking Practicable for Computer Interaction
4.1 Personalizing Gaze Tracking Methods
4.2 Design of Robust Interfaces
4.3 Make Single-Webcam-Based Methods Accessible for HCI Researchers
5 Applications
5.1 Gaze-Aware Real-Life Objects
5.2 Adapting a UI to Improve Information Relevance
6 Discussion and Outlook
7 Conclusion
References
AI-Driven Intelligent Text Correction Techniques for Mobile Text Entry
1 Introduction
2 Related Work
2.1 Text Correction Behaviors on Touch Screens
2.2 Mobile Text Correction Techniques
2.3 Multi-Modal Text Input
2.4 NLP Algorithms for Error Correction
3 Type, Then Correct: The Three Interactions
3.1 Drag-n-Drop
3.2 Drag-n-Throw
3.3 Magic Key
4 Type, Then Correct: The Correction Algorithm
4.1 Expected Correction Categories
4.2 The Deep Neural Network Structure
4.3 Data Collection and Processing
4.4 Training Process
4.5 Results
4.6 Other Implementation Details
5 Type, Then Correct: Experiment
5.1 Participants
5.2 Apparatus
5.3 Phrases Used in the Correction Task
5.4 Procedure
6 Type, Then Correct: Results
6.1 Correction Time
6.2 Success Rate
6.3 Subjective Preference
7 JustCorrect: Simplifying the Text Correction Based on TTC
7.1 The Post hoc Correction Algorithm
7.2 Substitution Score
7.3 Insertion Score
7.4 Combining Substitution and Insertion Candidates
8 JustCorrect: Experiment
8.1 Participants
8.2 Apparatus
8.3 Design
8.4 Procedure
8.5 Results
8.6 Discussion
8.7 Future Work
9 Conclusion
References
Deep Touch: Sensing Press Gestures from Touch Image Sequences
1 Introduction
2 Touch Sensing and Finger Interaction
2.1 Touch-Sensing Hardware
2.2 Finger-Surface Biomechanics
2.3 Touch Interaction Design
3 Deep Touch Model
3.1 Touch Gesture Patterns
3.2 Model Design
3.3 Data Set Development
3.4 Training
3.5 Results
4 System Integration and Evaluation
4.1 Gesture Classification Algorithm
4.2 Evaluation
5 Discussion
6 Conclusion
References
Deep Learning-Based Hand Posture Recognition for Pen Interaction Enhancement
1 Introduction
2 Background
2.1 Hand Independent Pen Sensors
2.2 Capacitive Touch Sensors
2.3 Vision-Based Camera Sensing
2.4 Physiological Sensors
3 Posture Recognition Using an EMG Armband
3.1 Data Sampling
3.2 CNN Classification
3.3 Baseline SVM and RF Classification
3.4 Model Evaluation
3.5 Results
4 Posture Recognition Using Raw Capacitive Images
4.1 Posture Set
4.2 Classification
4.3 Network Architecture
4.4 Training and Validation
4.5 Results
4.6 Postures Using the Other Hand
5 Posture Detection with Pen-Top Camera
5.1 Posture and Gesture Detection
5.2 Data Gathering
5.3 Network Architecture
5.4 Experiments with Training and Validation
5.5 Results
6 Hand Postures for Pen Interaction in an Application Context
6.1 Pen-Grip Detection for Touch Input
6.2 Pointing at and Capturing Off-Tablet Content
6.3 Discrete and Continuous Actions
6.4 Posture Usability
7 Conclusion
References
Part III Data and Tools
An Early Rico Retrospective: Three Years of Uses for a Mobile App Dataset
1 Introduction
2 Collecting Rico
2.1 Crowdsourced Exploration
2.2 Automated Exploration
2.3 Content-Agnostic Similarity Heuristic
2.4 Coverage Benefits of Hybrid Exploration
3 The Rico Dataset
3.1 Data Collection
3.2 Design Data Organization
4 Our Uses of Rico
4.1 Training a UI Layout Embedding
4.2 Understanding Material Design Usage in the Wild
5 Rico in the World
5.1 Mobile Ecosystem Explorations
5.2 UI Automation
5.3 Design Assistance
5.4 Understanding UI Semantics
5.5 Automated Design
5.6 Enhancements to the Rico Approach and Dataset
6 Discussion
7 Conclusion
References
Visual Intelligence through Human Interaction
1 Introduction
2 Data Annotation by Speeding up Human Interactions
2.1 Related Work
2.2 Error-Embracing Crowdsourcing
2.3 Model
2.4 Calibration: Baseline Worker Reaction Time
2.5 Study 1: Image Verification
2.6 Study 2: Non-visual Tasks
2.7 Study 3: Multi-class Classification
2.8 Application: Building ImageNet
2.9 Discussion
3 Data Acquisition Through Social Interactions
3.1 Related Work
3.2 Social Strategies
3.3 System Design
3.4 Experiments
3.5 Discussion
4 Model Evaluation Using Human Perception
4.1 HYPE: A Benchmark for Human eYe Perceptual Evaluation
4.2 Consistent and Reliable Design
4.3 Experimental Setup
4.4 Experiment 1: HYPEtime and HYPEinfty on Human Faces
4.5 Experiment 2: HYPEinfty Beyond Faces
4.6 Related Work
4.7 Discussion
5 Conclusion
References
ML Tools for the Web: A Way for Rapid Prototyping and HCI Research
1 Introduction
2 Related Work
2.1 ML Use Cases in HCI
2.2 ML Libraries
2.3 Task-Specific Libraries
2.4 ML Systems with a Graphical Interface
2.5 Challenges for Non-ML Expert
3 The Positive Spiral Effect of Fast Prototyping and Research
3.1 Releasing a New Research Model
3.2 Using the Model
3.3 Feedback
4 TensorFlow.js—An ML Tool for the Web
4.1 TensorFlow.js Models - Example: Body Segmentation
4.2 TensorFlow Models - Example: Converting an Existing ML Model
5 Transfer Learning Made Simple
5.1 Teachable Machine
5.2 Cloud AutoML
6 Deployment Considerations
6.1 Model Optimization
6.2 Hardware Acceleration
6.3 Benchmarking
7 Discussion
7.1 Limitations
7.2 Advantages of Web-Based Machine Learning
7.3 Challenges for Web-Based ML and Future Work
8 Conclusion
References
Interactive Reinforcement Learning for Autonomous Behavior Design
1 Introduction
1.1 Reinforcement Learning Basics
1.2 Why Use Interactive Reinforcement Learning?
1.3 Interactive Reinforcement Learning Testbeds
2 Design Guides for Interactive Reinforcement Learning
2.1 Design Dimensions
2.2 Feedback Types
2.3 Typical Use of Feedback Input for the Design Dimensions
3 Design Example Using Interactive Reinforcement Learning
4 Recent Research Results
4.1 Reward Shaping
4.2 Policy Shaping
4.3 Guided Exploration Process
4.4 Augmented Value Function
4.5 Inverse Reward Design
5 Design Principles for Interactive RL
5.1 Feedback
5.2 Typification of the End-User
5.3 Fast Interaction Cycles
5.4 Design Implications
6 Open Challenges
6.1 Making Interactive RL Usable in High-Dimensional Environments
6.2 Lack of User-Experience Evaluation
6.3 Modeling Users Preferences
6.4 Debugging Interactive RL
7 Conclusion
References
Part IV Specific Domains
Sketch-Based Creativity Support Tools Using Deep Learning
1 Introduction
2 Role of Sketching in Supporting Creative Activities
2.1 Sketch-Based Applications Supporting Artistic Expressions
2.2 Sketch-Based Applications Supporting Design in Various Domains
3 Large-Scale Sketch Datasets and Sketch-Based Deep-Learning Applications
3.1 Large-Scale Sketch Datasets
3.2 Sketch-Based Image and 3D Model Retrieval
3.3 Neural Sketch Generation
4 Developing a Paired Sketch/User Interface Dataset
4.1 Designer Recruitment and Compensation
4.2 Dataset Statistics
4.3 Data Collection and Postprocessing Procedure
5 Developing Swire: A Sketch-Based User Interface Retrieval System
5.1 Network Architecture
5.2 Triplet Loss
5.3 Data and Training Procedure
5.4 Querying
5.5 Results
5.6 Applications
6 Developing Scones: A Conversational Sketching System
6.1 System Architecture
6.2 Datasets and Model Training
6.3 Results
6.4 Exploratory User Evaluation
7 Limitations and Future Research Opportunities
7.1 Dataset Scale and Match
7.2 Integration with Applications in Real Usage Scenarios
8 Conclusion
References
Generative Ink: Data-Driven Computational Models for Digital Ink
1 Introduction
2 Related Work
2.1 Understanding Handwriting
2.2 Pen-Based Interaction
2.3 Handwriting Beautification
2.4 Handwriting Synthesis
2.5 Free-Form Sketches
3 Background
3.1 Data Representation
3.2 Datasets
4 Editable Digital Ink via Deep Generative Modeling
4.1 Method Overview
4.2 Background
4.3 Conditional Variational Recurrent Neural Network
4.4 High Quality Digital Ink Synthesis
4.5 Application Scenarios
4.6 Preliminary User Evaluation
5 Compositional Stroke Embeddings
5.1 Method Overview
5.2 Stroke Embeddings
5.3 CoSE Relational Model—Rθ
5.4 Training
5.5 Experiments
6 Discussion and Outlook
References
Bridging Natural Language and Graphical User Interfaces
1 Introduction
2 Natural Language Grounding in User Interfaces
2.1 Problem Formulation
2.2 Data
2.3 Model Architectures
2.4 Experiments
2.5 Analysis
3 Natural Language Generation from UIs
3.1 Data
3.2 Model Architecture
3.3 Experiments
3.4 Analysis
4 Conclusion
References
Demonstration + Natural Language: Multimodal Interfaces for GUI-Based Interactive Task Learning Agents
1 Introduction
1.1 Interactive Task Learning for Smartphone Intelligent Agents
1.2 Contributions
2 The Human-AI Collaboration Perspective
3 Related Work
3.1 Programming by Demonstration
3.2 Natural Language Programming
3.3 Multi-modal Interfaces
3.4 Understanding App Interfaces
4 System Overview
5 Key Features
5.1 Using Demonstrations in Natural Language Instructions
5.2 Spoken Intent Clarification for Demonstrated Actions
5.3 Task Parameterization Through GUI Grounding
5.4 Generalizing the Learned Concepts
5.5 Breakdown Repairs in Task-Oriented Dialogs
5.6 The Semantic Representation of GUIs
6 User Evaluations
7 Limitations
7.1 Platform
7.2 Runtime Efficiency
7.3 Expressiveness
7.4 Brittleness
8 Future Work
8.1 Generalization in Programming by Demonstration
8.2 Field Study of Sugilite
9 Conclusion
References
Human-Centered AI for Medical Imaging
1 Introduction
2 Leveraging Data-Driven AI to Distill New Insights from Medical Imaging
2.1 Advances in AI-Enabled Radiology
2.2 Advances in AI-Enabled Digital Pathology
2.3 Advances in Other AI-Enabled Medical Imaging Modalities
2.4 Limitations and Challenges
3 Patient-Centered AI for Medical Imaging
3.1 Enabling Patients to Perform Self-Assessment
3.2 Involving Patients in Clinical Diagnosis and Treatment
4 Physician-Centered AI for Medical Imaging
4.1 Enabling Physicians to Comprehend AI\'s Findings
4.2 Enabling Physicians to Use AI as Tools
4.3 Enabling Physicians to Collaborate with AI
5 Outlook and Summary
References
3D Spatial Sound Individualization with Perceptual Feedback
1 Introduction
1.1 User Modeling and System Adaptation
1.2 3D Spatial Sound Individualization
1.3 Adapting Generative Model to a Specific User with Perceptual Feedback
2 Embedding Individualization Parameters into a Generative Model
2.1 Variational AutoEncoder
2.2 Decomposing the Individualities
2.3 Blending the Individualizing Parameters
2.4 Blending Example
3 Adaptation with Perceptual Feedback
3.1 Optimizing the Blending Vector
3.2 Estimating the Local Landscape of the Perceptual Function
3.3 Optimization
4 Example: 3D Spatial Sound Individualization
4.1 Generative Model for 3D Spatial Sound
4.2 User Interface
4.3 User Study
5 Discussions
5.1 Tensor Decomposition for Adaptation
5.2 Gradient Estimation from Relative Assessments
5.3 Possible Applications in HCI
6 Conclusion
References