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PowerPoint Presentation Lecture

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Title: PowerPoint Presentation Lecture


1
human-computer interaction fdm 20c
introduction to digital media lecture
20.04.2004
warren sack / film digital media department /
university of california, santa cruz
2
mini-project 2
  • if you you have only added the professor and your
    ta to your social network (and not added any
    others in the class), then draw a social network
    that does include the professor and the ta.
  • otherwise, draw a social network that does not
    include the professor and the ta.

3
last time
  • noah wardrip-fruin
  • the new media reader
  • first person
  • artificial intelligence
  • exchange between jill walker and warren sack
  • turings article is the founding document of the
    field of artificial intelligence

4
last time
  • artificial intelligence the founding document
  • who was turing? what is he famous for?
  • a reading of turings article computing
    machinery and intelligence in which the
    following is highlighted
  • gender the role of the woman in the imitation
    game
  • the aesthetics of the game the aesthetics of the
    uncanny
  • the prescient insights of turing on gender and
    the body, that would turn out -- now -- to be
    most useful for trying to understanding online
    role-playing games and also some of the central
    weaknesses of decades of ai research (especially
    oversights made about the role of the body in
    models of thinking)

5
artificial intelligence a definition
  • ... artificial intelligence AI is the science
    of making machines do things that would require
    intelligence if done by humans
  • Marvin Minsky, 1963

6
artificial intelligence research areas
  • Knowledge Representation
  • Programming Languages
  • Natural Language (e.g., Story) Understanding
  • Speech Understanding
  • Vision
  • Robotics
  • Machine Learning
  • Expert Systems
  • Qualitative Simulation
  • Planning

7
planning as a technical problem
  • GPS is what is known in AI as a planner.
  • Newell, Alan, Shaw, J. C., and Simon, Herbert A.
    GPS, A Program That Simulates Human Thought. In
    Computers and Thought, ed. Edward A. Feigenbaum
    and Julian Feldman. pp. 279-293. New York, 1963
  • To work, GPS required that a full and accurate
    model of the state of the world (i.e., insofar
    as one can even talk of a world of logic or
    cryptoarthimetic, two of the domains in which GPS
    solved problems) be encoded and then updated
    after any action was taken (e.g., after a step
    was added to the proof of a theorem).

8
a problem with ai planning
  • the frame problem This assumption that
    perception was always accurate and that all of
    the significant details of the world could be
    modeled and followed was incorporated into most
    AI programs for decades and resulted in what
    became known to the AI community as the frame
    problem i.e., the problem of deciding what
    parts of the internal model to update when a
    change is made to the model or the external
    world.
  • Cf., Martins, J. Belief Revision. In
    Encyclopedia of Artificial Intelligence, Second
    Edition. Stuart C. Shapiro (editor-in-chief), pp.
    110-116. New York, 1992

9
story understanding as a plan recognition problem
  • G. DeJong (1979) FRUMP Fast Reading
    Understanding and Memory Program
  • demonstration script
  • The demonstrators arrive at the demonstration
    location.
  • The demonstrators march.
  • Police arrive on the scene.
  • The demonstrators communicate with the target of
    the demonstration.
  • The demonstrators attack the target of the
    demonstration.
  • The demonstrators attack the police.
  • (From DeJong, 1979 pp. 19-20)

10
story generation as planning
  • James Meehan, "The Metanovel Writing Stories by
    Computer", Ph.D. diss., Yale University, 1976.
  • demo micro-talespin
  • see http//web.media.mit.edu/wsack/micro-talespin
    .txt
  • a demo of micro-talespin

11
problems with story generation missing common
sense
  • Examples of Talespins missing common sense(from
    Meehan, 1976)
  • Answers to questions can take more than one form.
  • Dont always take answers literally.
  • You can notice things without being told about
    them.
  • Gravity is not a living creature.
  • Stories arent really stories if they dont have
    a central problem.
  • Sometimes enough is enough.
  • Schizophrenia can be disfunctional.

12
outline for the rest of today
  • key point that has implications for the
    aesthetic, ethics and evaluation of
    human-computer interaction
  • history of hci from a tools perspective
  • conversational models of the interface the
    intersection of ai and hci
  • question for today what problem does
    weizenbaums eliza system address or solve?
  • the answer of ai
  • the answer of ethnomethodology

13
key point
  • People often interact with media technologies as
    though the technologies were people.
  • related ideas
  • clifford and nash, the media equation
  • freud, transference
  • see also sherry turkle on computers as second
    selves and as evocative objects
  • surrealists, automatic writing (recall tristan
    tzaras recipe)
  • mannheim/schutz/garfinkel, the documentary
    method

14
related points ethics
  • questions of ethics and others
  • should we treat technologies as people or people
    as technologies?
  • should we only treat others who are like us with
    care and respect? or, should we also extend our
    care and respect to others who are radically
    different?
  • what makes believe someone or something is alive,
    thinking, or simply the same as us?

15
related points aesthetics teleology
  • questions of aesthetics, goals and intentions
  • do objects, technologies and natural phenomena
    have goals and intentions?
  • or, do they just look like they have goals and
    intentions?
  • cf., the philosopher immanuel kants theories of
    aesthetics detailed in his book critique of
    judgment

16
related points design
  • If we view objects, technologies and natural
    phenomemon as if they do, in fact, have goals and
    intentions, then we will design like an
    artificial intelligence researcher.
  • On the other hand, if we view objects,
    technologies and natural phenomenon as if the
    just look like they have goals and intentions,
    then we will design like a tool builder for human
    users or operators of our tools.

17
history of hci (from a tool-building perspective)
  • video of alan kay that can be found on the cd in
    the new media reader

18
history of hci as tools people
  • people
  • Vannevar Bush memex
  • J.C.R. Licklider computer networking, agents
  • Ivan Sutherland sketchpad
  • Doug Engelbart mouse, GUI, word processing etc.
  • Ted Nelson hypertext
  • Alan Kay object-oriented programming, laptops,
    ...

19
history of hci as tools systems
  • systems
  • Memex 1945 (concept)
  • Sketchpad 1963
  • NLS (oNLine System) - 1963-68
  • Xerox Alto 1972, Xerox Star 1981
  • Apple Lisa 1983, Mac 1984, NeXT 1988
  • Macintosh Powerbook 1991
  • WWW 1994

20
history of hci as tools funding
  • funding
  • Military Navy, Air Force, ARPA, DARPA
  • Universities MIT, Stanford, CMU, UC
  • Government National Science Foundation 1950-now
  • Companies Xerox PARC 1970-now, Apple - NeXT

21
where does hci meet ai?
  • basic design question should the computer act
    like a person?
  • agents versus direct manipulation
  • e.g., ben schneiderman versus pattie maes
    (sigchi, 1997)
  • even direct-manipulation interfaces are based
    on a conversation metaphor the computer
    responds immediately to each action or command
    from the user
  • but, there are (at least) two models of
    conversation
  • information/intention transmission
  • inspirations for ai e.g., paul grice, pragmatics
  • co-construction of meaning
  • ethnomethodology e.g., harvey sacks,
    conversation analysis

22
question for today
  • what problem does weizenbaums eliza system
    address or solve?
  • the artificial intelligence answer it does (or
    does not) behave like a human and is therefore
    successful (or not successful)
  • the ethnomethodology answer it is taken to be a
    like a person in a conversation and thus simply
    works like most other technologies in a social
    situation

23
johnstones story guessing game
24
johnstones algorithm
  • I say to an actress, Make up a story.
  • She looks desperate, and says, I cant think of
    one.Any story, I say. Make up a silly one.
    I cant, she despairs.
  • Suppose I think of one and you guess what it
    is.
  • At once she relaxes, and its obvious how very
    tense she was.
  • Ive thought of one, I say, but Ill only
    answer Yes, No, or Maybe.
  • She likes this idea and agrees, having no idea
    that Im planning to say Yes to any question
    that ends in a vowel, No to any question that
    ends in a consonant, and Maybe to any question
    that ends with the letter Y.
  • For example, should she ask me Is it about a
    horse? Ill answer Yes since horse ends in
    an E.
  • Does the horse have a bad leg?
  • No.
  • Does it run away?
  • Maybe
  • She can now invent a story easily, but she
    doesnt feel obliged to be creative, or
    sensitive or whatever, because she believes the
    story is my invention. She no longer feels wary,
    and open to hostile criticism, as of course we
    all are in this culture whenever we do anything
    spontaneously.
  • Keith Johnstone, Impro Improvisation and the
    Theatre (Methuen, 1989)

25
johnstones algorithm
  • If the last two answers were No, then answer
    Yes.
  • Else, if more than 30 total answers, then answer
    Yes.
  • Else, if the question ends in vowel, then answer
    No.
  • Else, if question ends in Y, then answer
    Maybe.
  • Else, answer Yes.

26
ethnomethodology a definition
  • Ethnomethodology simply means the study of the
    ways in which people make sense of their social
    world.
  • Ethnomethodology is a fairly recent sociological
    perspective, founded by the American sociologist
    Harold Garfinkel in the early 1960s. The main
    ideas behind it are set out in his book "Studies
    in Ethnomethodology" (1967).
  • (Simon Poore, http//www.hewett.norfolk.sch.uk/cu
    rric/soc/ethno/intro.htm)

27
ethnomethodology
  • Ethnomethodology differs from other sociological
    perspectives in one very important respect
  • Ethnomethodologists assume that social order is
    illusory. They believe that social life merely
    appears to be orderly in reality it is
    potentially chaotic. For them social order is
    constructed in the minds of social actors as
    society confronts the individual as a series of
    sense impressions and experiences which she or he
    must somehow organise into a coherent pattern.
  • Simon Poore, http//www.hewett.norfolk.sch.uk/curr
    ic/soc/ethno/intro.htm

28
ethnomethodology
  • Q How do people make sense of the world?
  • A They/we use the documentary method
  • Karl Mannheim, the documentary method
  • Garfinkel on Mannheim The method consists of
    treating an actual appearance as the document
    of, as pointing to, as standing on behalf of
    a presupposed underlying pattern. The method is
    recognizable for the everyday necessities of
    recognizing what a person is talking about
    given that he does not say exactly what he means,
    or in recognizing such common occurrences and
    objects as mailmen, friendly gestures, and
    promises.

29
lucy suchman
  • Ph.D. in Social/Cultural Anthropology from the
    University of California at Berkeley
  • Researcher at Xeroxs Palo Alto Research Center
    (PARC)
  • Founded and Directed of the Work Practice
    Technology research group at PARC
  • Currently Professor in the Centre for Science
    Studies and Sociology Department at Lancaster
    University in England

30
lucy suchman
  • is an ethnomethodologist and an anthropologist of
    science (cf., bruno latour in next weeks
    lectures)
  • her work radically challenged work in hci and ai
  • she is one of the primary people working in the
    fields of participatory design (pd) and
    computer-supported cooperative work (cscw)

31
next time
  • cscw computer-supported cooperative work
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