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University of Manitoba
1.
McCallum, David.
ARC-Pad: a mobile device for efficient cursor control on large displays.
Degree: Computer Science, 2012, University of Manitoba
URL: http://hdl.handle.net/1993/5047
► I present ARC-Pad, a cursor positioning technique for large displays. It allows us to use a touchscreen-enabled phone as a mobile touchpad, and has a…
(more)
▼ I present ARC-Pad, a cursor positioning technique for large displays. It allows us to use a touchscreen-enabled phone as a mobile touchpad, and has a hybrid pointing technique to quickly reach distant targets. Users can tap to instantly transport the cursor to a location onscreen, then slide for fine positioning, as with a regular touchpad. This combination makes ARC-Pad especially suited to large displays, even when the touchpad is very small.
I develop several modifications to ARC-Pad and evaluate them, including sending screenshots of the desktop to the phone's touchscreen and using accelerometer data to dynamically modify control-display gain. I perform a series of experiments to compare ARC-Pad to existing cursor positioning systems, and show that ARC-Pad achieves a higher throughput in a target selection task.
Finally, I extend ARC-Pad for 3D object positioning, and show that ARC-Pad comes very close to the performance of a 6DOF input device.
Advisors/Committee Members: Irani, Pourang (Computer Science) (supervisor), Young, James (Computer Science) Jamieson, Randall (Psychology) (examiningcommittee).
Subjects/Keywords: cursor; mobile
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APA (6th Edition):
McCallum, D. (2012). ARC-Pad: a mobile device for efficient cursor control on large displays. (Masters Thesis). University of Manitoba. Retrieved from http://hdl.handle.net/1993/5047
Chicago Manual of Style (16th Edition):
McCallum, David. “ARC-Pad: a mobile device for efficient cursor control on large displays.” 2012. Masters Thesis, University of Manitoba. Accessed April 12, 2021.
http://hdl.handle.net/1993/5047.
MLA Handbook (7th Edition):
McCallum, David. “ARC-Pad: a mobile device for efficient cursor control on large displays.” 2012. Web. 12 Apr 2021.
Vancouver:
McCallum D. ARC-Pad: a mobile device for efficient cursor control on large displays. [Internet] [Masters thesis]. University of Manitoba; 2012. [cited 2021 Apr 12].
Available from: http://hdl.handle.net/1993/5047.
Council of Science Editors:
McCallum D. ARC-Pad: a mobile device for efficient cursor control on large displays. [Masters Thesis]. University of Manitoba; 2012. Available from: http://hdl.handle.net/1993/5047

University of Manitoba
2.
Sanoubari, Elaheh.
A Machiavellian robot in the wild, exploiting the culture of passersby to gain more help.
Degree: Computer Science, 2018, University of Manitoba
URL: http://hdl.handle.net/1993/33679
► Robots are entering public spaces where they use social techniques to interact with people. Robots can nowadays be found in public spaces such as airports,…
(more)
▼ Robots are entering public spaces where they use social techniques to interact with people. Robots can nowadays be found in public spaces such as airports, shopping malls, museums, or hospitals, where they interact with the general public. As these social entities are sharing people’s personal spaces and influencing their perceptions and actions, we must consider how they interact with people.
The impact of robot’s interaction on a person is mediated by many factors, including personal difference and interaction context (
Young et al., 2011). For both of these factors, the cultural background of the person is a particularly important component. Culture is deeply intertwined with all aspects of our social behaviors and impacts how we perceive our day-to-day interactions. As such, social robots can use culturally-appropriate language to improve how they are perceived by human users (Wang et al.,2010).
In this work, we investigated if a robot can use social techniques to adapt to people to get more help from. More specifically, we investigated if a robot can do so by exploiting knowledge of a person’s culture. We conducted an in-the-wild experiment to investigate whether a robot adapting to a passerby culture would affect how much help it can get from them. The results of this study indicate that there is a significant increase in duration of their help in cases where the robot adapts to match their culture than when it mismatches.
The results of this experiment contribute to the design techniques of adaptive social ro-bots by showing that it is possible for an agent to influence users’ actions by adapting to them. However, as this adaptation can happen without a person’s explicit knowledge, it is ethically questionable. By providing this proof of concept, our experiment sheds light on the discussions of the ethical aspects of robots interacting with humans in social contexts. Furthermore, we present the study design used for this experiment as a template for in-the-wild studies with cold-calling robots. We propose that researchers can use this template as a starting point and modify it for conducting their own similar robot in-the-wild research.
Advisors/Committee Members: Young, James (Computer Science) (supervisor), Bunt, Andrea (Computer Science) (examiningcommittee), Loureiro-Rodríguez, Veronica (Linguistics) (examiningcommittee).
Subjects/Keywords: Human-robot interaction
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APA (6th Edition):
Sanoubari, E. (2018). A Machiavellian robot in the wild, exploiting the culture of passersby to gain more help. (Masters Thesis). University of Manitoba. Retrieved from http://hdl.handle.net/1993/33679
Chicago Manual of Style (16th Edition):
Sanoubari, Elaheh. “A Machiavellian robot in the wild, exploiting the culture of passersby to gain more help.” 2018. Masters Thesis, University of Manitoba. Accessed April 12, 2021.
http://hdl.handle.net/1993/33679.
MLA Handbook (7th Edition):
Sanoubari, Elaheh. “A Machiavellian robot in the wild, exploiting the culture of passersby to gain more help.” 2018. Web. 12 Apr 2021.
Vancouver:
Sanoubari E. A Machiavellian robot in the wild, exploiting the culture of passersby to gain more help. [Internet] [Masters thesis]. University of Manitoba; 2018. [cited 2021 Apr 12].
Available from: http://hdl.handle.net/1993/33679.
Council of Science Editors:
Sanoubari E. A Machiavellian robot in the wild, exploiting the culture of passersby to gain more help. [Masters Thesis]. University of Manitoba; 2018. Available from: http://hdl.handle.net/1993/33679

University of Manitoba
3.
Wang, Yan.
Gendering Human-Robot Interaction: exploring how a person's gender impacts attitudes toward and interaction with robots.
Degree: Computer Science, 2014, University of Manitoba
URL: http://hdl.handle.net/1993/24446
► Developing an improved understanding and awareness of how gender impacts perceptions of robots and interactions with them is crucial for the ongoing advancement of the…
(more)
▼ Developing an improved understanding and awareness of how gender impacts perceptions of robots and interactions with them is crucial for the ongoing advancement of the human-robot interaction (HRI) field, as a lack of awareness of gender issues increases the risk of robot rejection and poor performance. This thesis provides a theoretical grounding for gender-studies in HRI, and contributes to the understanding of how gender affects attitudes toward and interaction with robots via the findings from an on-line survey and a laboratory user study. We envision that this work will provide HRI designers with a foundation and exemplary account of how gender can influence attitudes toward and interaction with robots, serving as a resource and a sensitizing discussion for gender studies in HRI.
Advisors/Committee Members: Young, James E.(Computer Science) (supervisor), Bunt, Andrea (Computer Science) Prentice, Susan (Sociology) (examiningcommittee).
Subjects/Keywords: gender; HRI
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APA ·
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Export
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APA (6th Edition):
Wang, Y. (2014). Gendering Human-Robot Interaction: exploring how a person's gender impacts attitudes toward and interaction with robots. (Masters Thesis). University of Manitoba. Retrieved from http://hdl.handle.net/1993/24446
Chicago Manual of Style (16th Edition):
Wang, Yan. “Gendering Human-Robot Interaction: exploring how a person's gender impacts attitudes toward and interaction with robots.” 2014. Masters Thesis, University of Manitoba. Accessed April 12, 2021.
http://hdl.handle.net/1993/24446.
MLA Handbook (7th Edition):
Wang, Yan. “Gendering Human-Robot Interaction: exploring how a person's gender impacts attitudes toward and interaction with robots.” 2014. Web. 12 Apr 2021.
Vancouver:
Wang Y. Gendering Human-Robot Interaction: exploring how a person's gender impacts attitudes toward and interaction with robots. [Internet] [Masters thesis]. University of Manitoba; 2014. [cited 2021 Apr 12].
Available from: http://hdl.handle.net/1993/24446.
Council of Science Editors:
Wang Y. Gendering Human-Robot Interaction: exploring how a person's gender impacts attitudes toward and interaction with robots. [Masters Thesis]. University of Manitoba; 2014. Available from: http://hdl.handle.net/1993/24446

University of Manitoba
4.
Chowdhury, Mohammad Noor Nawaz.
IntelWiki - Recommending Reference Materials in Context to Facilitate Editing Wikipedia.
Degree: Computer Science, 2014, University of Manitoba
URL: http://hdl.handle.net/1993/23592
► Participation in contributing content to online communities remains heavily skewed. Yet little research has focused on lowering the contribution effort. I describe a general approach…
(more)
▼ Participation in contributing content to online communities remains heavily skewed. Yet little research has focused on lowering the contribution effort. I describe a general approach to facilitating user-generated content within the context of Wikipedia. I also present the IntelWiki prototype, a design and implementation of this approach, which aims to make it easier for users to create or enhance the free-form text in Wikipedia articles. The IntelWiki system i) recommends article-relevant reference materials, ii) draws the users' attention to key aspects of the recommendations, and iii) allows users to consult the recommended materials in context. A laboratory evaluation with 16 novice Wikipedia editors revealed that, in comparison to the default Wikipedia design, IntelWiki's approach has positive impacts on editing quantity and quality. Participants also reported experiencing significantly lower mental workload while editing with IntelWiki and preferred the new design.
Advisors/Committee Members: Bunt, Andrea (Computer Science) (supervisor), Young, James (Computer Science) Ferens, Ken (Electrical and Computer Engineering) (examiningcommittee).
Subjects/Keywords: User-Generated Content; Recommendations; Wikipedia
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APA (6th Edition):
Chowdhury, M. N. N. (2014). IntelWiki - Recommending Reference Materials in Context to Facilitate Editing Wikipedia. (Masters Thesis). University of Manitoba. Retrieved from http://hdl.handle.net/1993/23592
Chicago Manual of Style (16th Edition):
Chowdhury, Mohammad Noor Nawaz. “IntelWiki - Recommending Reference Materials in Context to Facilitate Editing Wikipedia.” 2014. Masters Thesis, University of Manitoba. Accessed April 12, 2021.
http://hdl.handle.net/1993/23592.
MLA Handbook (7th Edition):
Chowdhury, Mohammad Noor Nawaz. “IntelWiki - Recommending Reference Materials in Context to Facilitate Editing Wikipedia.” 2014. Web. 12 Apr 2021.
Vancouver:
Chowdhury MNN. IntelWiki - Recommending Reference Materials in Context to Facilitate Editing Wikipedia. [Internet] [Masters thesis]. University of Manitoba; 2014. [cited 2021 Apr 12].
Available from: http://hdl.handle.net/1993/23592.
Council of Science Editors:
Chowdhury MNN. IntelWiki - Recommending Reference Materials in Context to Facilitate Editing Wikipedia. [Masters Thesis]. University of Manitoba; 2014. Available from: http://hdl.handle.net/1993/23592

University of Manitoba
5.
Singh, Ashish.
A Dog Tail Interface for Communicating Affective States of Utility Robots.
Degree: Computer Science, 2013, University of Manitoba
URL: http://hdl.handle.net/1993/23435
► As robots continue to enter people's spaces and environments, it will be increasingly important to have effective interfaces for interaction and communication. One such aspect…
(more)
▼ As robots continue to enter people's spaces and environments, it will be increasingly important to have effective interfaces for interaction and communication. One such aspect of this communication is people's awareness of the robot's actions and state. We believe that using high-level state representations, as a peripheral awareness channel, will help people to be aware of the robotic states in an easy to understand way. For example, when a robot is boxed in a small area, it can suggest a negative robot state (e.g., not willing to work in a small area as it cannot clean the entire room) by appearing unhappy to people. To investigate this, we built a robotic dog tail prototype and conducted a study to investigate how different tail motions (based on several motion parameters, e.g., speed) influence people’s perceptions of the robot. The results from this study formed design guidelines that Human-Robot Interaction (HRI) designers can leverage to convey robotic states.
Further, we evaluated our overall approach and tested these guidelines by conducting a design workshop with interaction designers where we asked them to use the guidelines to design tail behaviors for various robotic states (e.g., looking for dirt) for robots working in different environments (e.g., domestic service). Results from this workshop helped in improving the confusing parts in our guidelines and making them easy to use by the designers. In conclusion, this thesis presents a set of solidified design guidelines that can be leveraged by HRI designers to convey the states of robots in a way that people can readily understand when and how to interact with them.
Advisors/Committee Members: Young, James E. (Computer Science) (supervisor), Bunt, Andrea (Computer Science) Peng, Qingjin (Mechanical Engineering) (examiningcommittee).
Subjects/Keywords: Human-Robot Interaction; Robotic Dog Tail; Ambient Displays
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APA ·
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APA (6th Edition):
Singh, A. (2013). A Dog Tail Interface for Communicating Affective States of Utility Robots. (Masters Thesis). University of Manitoba. Retrieved from http://hdl.handle.net/1993/23435
Chicago Manual of Style (16th Edition):
Singh, Ashish. “A Dog Tail Interface for Communicating Affective States of Utility Robots.” 2013. Masters Thesis, University of Manitoba. Accessed April 12, 2021.
http://hdl.handle.net/1993/23435.
MLA Handbook (7th Edition):
Singh, Ashish. “A Dog Tail Interface for Communicating Affective States of Utility Robots.” 2013. Web. 12 Apr 2021.
Vancouver:
Singh A. A Dog Tail Interface for Communicating Affective States of Utility Robots. [Internet] [Masters thesis]. University of Manitoba; 2013. [cited 2021 Apr 12].
Available from: http://hdl.handle.net/1993/23435.
Council of Science Editors:
Singh A. A Dog Tail Interface for Communicating Affective States of Utility Robots. [Masters Thesis]. University of Manitoba; 2013. Available from: http://hdl.handle.net/1993/23435

University of Manitoba
6.
Seo, Stela.
A simulated robot versus a real robot: an exploration of how robot embodiment impacts people's empathic responses.
Degree: Computer Science, 2015, University of Manitoba
URL: http://hdl.handle.net/1993/30248
► In designing and evaluating human-robot interactions and interfaces, researchers often use simulated robots because of the high cost of physical robots and time required to…
(more)
▼ In designing and evaluating human-robot interactions and interfaces, researchers often use simulated robots because of the high cost of physical robots and time required to program them. However, it is important to consider how interaction with a simulated robot differs from a real robot; that is, do simulated robots provide authentic interaction? We contribute to a growing body of work that explores this question and maps out simulated-versus-real differences, by explicitly investigating empathy: how people empathize with a physical or simulated robot when something bad happens to it. Empathy is particularly relevant to social human-robot interaction (HRI) and is integral to, e.g., companion and care robots.
To explore our question, we develop a convincing HRI scenario that induces people’s empathy toward a robot, and explore psychology work for an empathy-measuring instrument. To formally evaluate our scenario and the empathy-measuring instrument in HRI scenario, we conduct a comparative user study: in one condition, participants have the scenario which induces empathy, and for the other condition, we remove any empathy inducing activities of the robot. With the validated scenario and empathy measuring instrument, we conduct another user study to explore the difference between a real and a simulated robot in terms of people’s empathic response.
Our results suggest that people empathize more with a physical robot than a simulated one, a finding that has important implications on the generalizability and applicability of simulated HRI work. As part of our exploration, we additionally present an original and reproducible HRI experimental design to induce empathy toward robots, and experimentally validated an empathy-measuring instrument from psychology for use with HRI.
Advisors/Committee Members: Young, James E. (Computer Science) (supervisor), Hemmati, Hadi (Computer Science).
Subjects/Keywords: human-robot interaction; empathy
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APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Seo, S. (2015). A simulated robot versus a real robot: an exploration of how robot embodiment impacts people's empathic responses. (Masters Thesis). University of Manitoba. Retrieved from http://hdl.handle.net/1993/30248
Chicago Manual of Style (16th Edition):
Seo, Stela. “A simulated robot versus a real robot: an exploration of how robot embodiment impacts people's empathic responses.” 2015. Masters Thesis, University of Manitoba. Accessed April 12, 2021.
http://hdl.handle.net/1993/30248.
MLA Handbook (7th Edition):
Seo, Stela. “A simulated robot versus a real robot: an exploration of how robot embodiment impacts people's empathic responses.” 2015. Web. 12 Apr 2021.
Vancouver:
Seo S. A simulated robot versus a real robot: an exploration of how robot embodiment impacts people's empathic responses. [Internet] [Masters thesis]. University of Manitoba; 2015. [cited 2021 Apr 12].
Available from: http://hdl.handle.net/1993/30248.
Council of Science Editors:
Seo S. A simulated robot versus a real robot: an exploration of how robot embodiment impacts people's empathic responses. [Masters Thesis]. University of Manitoba; 2015. Available from: http://hdl.handle.net/1993/30248

University of Manitoba
7.
Melvin, Roberta M.
Investigating Connectivity Challenges and Available Mitigation for Communication in Rural and Remote Environments.
Degree: Computer Science, 2012, University of Manitoba
URL: http://hdl.handle.net/1993/23723
► While workers in an urban environment typically enjoy full speed, always available, broadband access, those in rural and remote environments do not necessarily have the…
(more)
▼ While workers in an urban environment typically enjoy full speed, always available, broadband access, those in rural and remote environments do not necessarily have the same level of service. The goal of this thesis is to investigate positive and negative rural and remote work experiences, looking for novel ways to leverage available strengths in mitigating productivity challenges. An exploratory qualitative study suggests increasing reliance on networked technology by participants, to accomplish work. Larger human networks are common, where members have diverse levels of network access. Search Connected, a prototype tool, looks to leverage this human network to mitigate challenges that might be experienced during work in remote locations, improving search productivity. A preliminary study evaluating the tool suggests that participants see value in the tool and further research be pursued to find a tipping point between added communication overhead and search speed improvement.
Advisors/Committee Members: Bunt, Andrea (Computer Science) (supervisor), Young, James (Computer Science) Van Winkle, Christine (Kinesiology and Recreation Management) (examiningcommittee).
Subjects/Keywords: rural and remote environments; Human Computer Interaction; networked technology; qualitative studies; prototype
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APA (6th Edition):
Melvin, R. M. (2012). Investigating Connectivity Challenges and Available Mitigation for Communication in Rural and Remote Environments. (Masters Thesis). University of Manitoba. Retrieved from http://hdl.handle.net/1993/23723
Chicago Manual of Style (16th Edition):
Melvin, Roberta M. “Investigating Connectivity Challenges and Available Mitigation for Communication in Rural and Remote Environments.” 2012. Masters Thesis, University of Manitoba. Accessed April 12, 2021.
http://hdl.handle.net/1993/23723.
MLA Handbook (7th Edition):
Melvin, Roberta M. “Investigating Connectivity Challenges and Available Mitigation for Communication in Rural and Remote Environments.” 2012. Web. 12 Apr 2021.
Vancouver:
Melvin RM. Investigating Connectivity Challenges and Available Mitigation for Communication in Rural and Remote Environments. [Internet] [Masters thesis]. University of Manitoba; 2012. [cited 2021 Apr 12].
Available from: http://hdl.handle.net/1993/23723.
Council of Science Editors:
Melvin RM. Investigating Connectivity Challenges and Available Mitigation for Communication in Rural and Remote Environments. [Masters Thesis]. University of Manitoba; 2012. Available from: http://hdl.handle.net/1993/23723

University of Manitoba
8.
Hashish, Yasmeen.
"Kid-in-the-loop" content control: A collaborative and education-oriented content filtering approach.
Degree: Computer Science, 2014, University of Manitoba
URL: http://hdl.handle.net/1993/23556
► Given the proliferation of new-generation internet capable devices in our society, they are now commonly used for a variety of purposes and by a variety…
(more)
▼ Given the proliferation of new-generation internet capable devices in our society, they are now commonly used for a variety of purposes and by a variety of ages,
including
young children. The vast amount of new media content, available through these devices, cause parents to worry about what their children have access to. In this thesis we investigated how parents and children can work together towards the goal of content control and filtering.
One problem to the current content control filtering tools and approaches is that they do not involve children in the filtering process, thus missing an opportunity of
educating children about content appropriateness. Therefore, we propose a kid-in-the-loop approach to content control and filtering where parents and children collaboratively configure restrictions and filters, an approach that focuses on education rather than simple rule setting. We conducted an exploratory qualitative study with results highlighting the importance that parents place on avoiding inappropriate content.
Building on these findings, we designed an initial kid-in-the-loop prototype which allows parents to work with their children to select appropriate applications, providing parents with the opportunity to educate their children on what they consider to be appropriate or inappropriate. We further validate our proposed approach by conducting a qualitative study with sets of parents and children in the six to eight year-old age group, which revealed an overwhelmingly favorable response to this approach. We conclude this thesis with a comprehensive analysis of our approach, which can be
leveraged in designing content control systems targeting both parents and children.
Advisors/Committee Members: Bunt, Andrea (Computer Science) Young, James E. (Computer Science) (supervisor), Bruce, Neil (Computer Science) Glenwright, Melanie (Psychology) (examiningcommittee).
Subjects/Keywords: Human-computer interaction; content filtering; parent-child collaboration; collaborative filtering
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APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Hashish, Y. (2014). "Kid-in-the-loop" content control: A collaborative and education-oriented content filtering approach. (Masters Thesis). University of Manitoba. Retrieved from http://hdl.handle.net/1993/23556
Chicago Manual of Style (16th Edition):
Hashish, Yasmeen. “"Kid-in-the-loop" content control: A collaborative and education-oriented content filtering approach.” 2014. Masters Thesis, University of Manitoba. Accessed April 12, 2021.
http://hdl.handle.net/1993/23556.
MLA Handbook (7th Edition):
Hashish, Yasmeen. “"Kid-in-the-loop" content control: A collaborative and education-oriented content filtering approach.” 2014. Web. 12 Apr 2021.
Vancouver:
Hashish Y. "Kid-in-the-loop" content control: A collaborative and education-oriented content filtering approach. [Internet] [Masters thesis]. University of Manitoba; 2014. [cited 2021 Apr 12].
Available from: http://hdl.handle.net/1993/23556.
Council of Science Editors:
Hashish Y. "Kid-in-the-loop" content control: A collaborative and education-oriented content filtering approach. [Masters Thesis]. University of Manitoba; 2014. Available from: http://hdl.handle.net/1993/23556

University of Manitoba
9.
Rea, Daniel J.
PaintBoard: prototyping interactive character behaviours by digitally painting storyboards.
Degree: Computer Science, 2015, University of Manitoba
URL: http://hdl.handle.net/1993/30249
► The creation of interactive computer-controlled characters in interactive media is a challenging and multi-faceted task requiring the skills and effort of professionals from many fields.…
(more)
▼ The creation of interactive computer-controlled characters in interactive media is a challenging and multi-faceted task requiring the skills and effort of professionals from many fields. This work addresses authoring the interactive aspect of these characters’ behaviors – how characters act automatically in response to a dynamic user-controlled character. We present PaintBoard, a system that enables users to prototype and test discrete, real-time, interactive movements in a 2D grid environment simply by digitally painting a storyboard. We designed and developed a novel authoring technique for creating behaviors (painting storyboards) and a novel algorithm based on machine-learning, that analyzes a storyboard to create a behavior that works beyond situations provided in the input storyboard. We conducted two exploratory studies that grounded the prototype design, and present the results of a proof-of-concept workshop with game developers. Finally, we performed a comparison of machine learning algorithms’ performance on our storyboard data.
Advisors/Committee Members: Young, James E. (Computer Science) (supervisor), Bunt, Andrea (Computer Science) Corne, Jonah (English, Film, and Theatre) (examiningcommittee).
Subjects/Keywords: End-user programming; interactive systems; sketch interface; prototyping; interface design; machine learning; User interfaces; User-centered design
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APA ·
Chicago ·
MLA ·
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CSE |
Export
to Zotero / EndNote / Reference
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APA (6th Edition):
Rea, D. J. (2015). PaintBoard: prototyping interactive character behaviours by digitally painting storyboards. (Masters Thesis). University of Manitoba. Retrieved from http://hdl.handle.net/1993/30249
Chicago Manual of Style (16th Edition):
Rea, Daniel J. “PaintBoard: prototyping interactive character behaviours by digitally painting storyboards.” 2015. Masters Thesis, University of Manitoba. Accessed April 12, 2021.
http://hdl.handle.net/1993/30249.
MLA Handbook (7th Edition):
Rea, Daniel J. “PaintBoard: prototyping interactive character behaviours by digitally painting storyboards.” 2015. Web. 12 Apr 2021.
Vancouver:
Rea DJ. PaintBoard: prototyping interactive character behaviours by digitally painting storyboards. [Internet] [Masters thesis]. University of Manitoba; 2015. [cited 2021 Apr 12].
Available from: http://hdl.handle.net/1993/30249.
Council of Science Editors:
Rea DJ. PaintBoard: prototyping interactive character behaviours by digitally painting storyboards. [Masters Thesis]. University of Manitoba; 2015. Available from: http://hdl.handle.net/1993/30249

University of Manitoba
10.
Rea, Daniel J.
Now you’re teleoperating with power: learning from video games to improve teleoperation interfaces.
Degree: Computer Science, 2020, University of Manitoba
URL: http://hdl.handle.net/1993/34559
► Teleoperation has potential applications in the home, industry, and other areas such as search and rescue. Safe and efficient teleoperation is difficult, however, and improved…
(more)
▼ Teleoperation has potential applications in the home, industry, and other areas such as search and rescue. Safe and efficient teleoperation is difficult, however, and improved interaction design is one way to mitigate the challenges operators encounter. Video games share many similar challenges to teleoperation in terms of interaction design: both have a user controlling an entity in a remote space, receiving feedback and sending controls. I investigate how to improve teleoperation performance and experience by learning from video game interaction design.
For years, video game developers have been creating interactions in their games (e.g., in game events, interface elements, and characters) that influence how their players think and act by leveraging different aspects of human psychology. I investigate how I can take design cues and inspiration from these psychology-based video game interaction to design, implement, and evaluate new interaction designs that consider or shape how operators think and act during teleoperation.
I successfully design and experimentally evaluate a concrete set of video game-inspired teleoperation techniques from three perspectives: directing operator attention, priming operator perceptions of robot capability to shape driving behaviour, and using social agents to influence operator experience and driving behaviour. In addition, I create a framework of video game interaction design; my framework provides the structure and vocabulary for discussing video game interactions at an abstract level, which I leverage to showcase the similarities of the problem spaces, and solutions.
Advisors/Committee Members: Young, James E. (Computer Science) (supervisor), Bruce, Neil (Ryerson University).
Subjects/Keywords: Human-robot interaction; video games; interaction; design; teleoperation
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Rea, D. J. (2020). Now you’re teleoperating with power: learning from video games to improve teleoperation interfaces. (Thesis). University of Manitoba. Retrieved from http://hdl.handle.net/1993/34559
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Rea, Daniel J. “Now you’re teleoperating with power: learning from video games to improve teleoperation interfaces.” 2020. Thesis, University of Manitoba. Accessed April 12, 2021.
http://hdl.handle.net/1993/34559.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Rea, Daniel J. “Now you’re teleoperating with power: learning from video games to improve teleoperation interfaces.” 2020. Web. 12 Apr 2021.
Vancouver:
Rea DJ. Now you’re teleoperating with power: learning from video games to improve teleoperation interfaces. [Internet] [Thesis]. University of Manitoba; 2020. [cited 2021 Apr 12].
Available from: http://hdl.handle.net/1993/34559.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Rea DJ. Now you’re teleoperating with power: learning from video games to improve teleoperation interfaces. [Thesis]. University of Manitoba; 2020. Available from: http://hdl.handle.net/1993/34559
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
11.
Williams, Cary.
TZee: a tangible device for 3d interactions on tabletop computers.
Degree: Computer Science, 2011, University of Manitoba
URL: http://hdl.handle.net/1993/5219
► Manipulating 3D objects on a tabletop computer is inherently problematic. The flat surface of tabletop computers enable natural 2D interaction, but lack the additional dimension…
(more)
▼ Manipulating 3D objects on a tabletop computer is inherently problematic. The flat surface of tabletop computers enable natural 2D interaction, but lack the additional dimension needed to intuitively facilitate 3D object manipulation. In this thesis I present TZee, a passive tangible widget that enables natural interactions with 3D objects by exploiting the lighting properties of diffuse illumination (DI) multi-touch tabletops. The Tangible User Interface (TUI), TZee is constructed from several pieces of stacked acrylic glass. The stacked glass enables TZee to channel the light emitted from the tabletop slightly higher above the surface without major light loss. This technique allows the tangible interface to transmit touches on the device to the tabletop without any supplementary power. TZee enables simple translation, rotation and scaling along the x, y, or z axes. This thesis discusses several important design considerations of TZee, demonstrated TZee’s value though several applications and a gesture design study.
Advisors/Committee Members: Irani, Pourang (Computer Science) (supervisor), Young, James (Computer Science) Major, Arkady (Electrical & Computer Engineering) (examiningcommittee).
Subjects/Keywords: 3d; multitouch; tui
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Williams, C. (2011). TZee: a tangible device for 3d interactions on tabletop computers. (Masters Thesis). University of Manitoba. Retrieved from http://hdl.handle.net/1993/5219
Chicago Manual of Style (16th Edition):
Williams, Cary. “TZee: a tangible device for 3d interactions on tabletop computers.” 2011. Masters Thesis, University of Manitoba. Accessed April 12, 2021.
http://hdl.handle.net/1993/5219.
MLA Handbook (7th Edition):
Williams, Cary. “TZee: a tangible device for 3d interactions on tabletop computers.” 2011. Web. 12 Apr 2021.
Vancouver:
Williams C. TZee: a tangible device for 3d interactions on tabletop computers. [Internet] [Masters thesis]. University of Manitoba; 2011. [cited 2021 Apr 12].
Available from: http://hdl.handle.net/1993/5219.
Council of Science Editors:
Williams C. TZee: a tangible device for 3d interactions on tabletop computers. [Masters Thesis]. University of Manitoba; 2011. Available from: http://hdl.handle.net/1993/5219
12.
Dubois, Patrick.
Soliciting reader contributions to software tutorials.
Degree: Computer Science, 2017, University of Manitoba
URL: http://hdl.handle.net/1993/32090
► Online software tutorials help a wide range of users acquire skills with complex software, but are not always easy to follow. For example, a tutorial…
(more)
▼ Online software tutorials help a wide range of users acquire skills with complex software, but are not always easy to follow. For example, a tutorial might target users with a high skill level, or it might contain errors and omissions. Prior work has shown that user contributions, such as user comments, can add value to a tutorial. Building on this prior work, we investigate an approach to soliciting structured tutorial enhancements from tutorial readers. We illustrate this approach through a prototype called Antorial, and evaluate its impact on reader contributions through a multi-session evaluation with 13 participants. Our findings suggest that structuring tutorial contributions has positive impacts on both the number and type of reader contributions. Our findings also point to design considerations for systems that aim to support community-based tutorial refinement, and suggest promising directions for future research.
Advisors/Committee Members: Bunt, Andrea (Computer Science) (supervisor), Young, James (Computer Science) .
Subjects/Keywords: Human-computer interaction; Online tutorials; User comments; Categorizing
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APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
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APA (6th Edition):
Dubois, P. (2017). Soliciting reader contributions to software tutorials. (Masters Thesis). University of Manitoba. Retrieved from http://hdl.handle.net/1993/32090
Chicago Manual of Style (16th Edition):
Dubois, Patrick. “Soliciting reader contributions to software tutorials.” 2017. Masters Thesis, University of Manitoba. Accessed April 12, 2021.
http://hdl.handle.net/1993/32090.
MLA Handbook (7th Edition):
Dubois, Patrick. “Soliciting reader contributions to software tutorials.” 2017. Web. 12 Apr 2021.
Vancouver:
Dubois P. Soliciting reader contributions to software tutorials. [Internet] [Masters thesis]. University of Manitoba; 2017. [cited 2021 Apr 12].
Available from: http://hdl.handle.net/1993/32090.
Council of Science Editors:
Dubois P. Soliciting reader contributions to software tutorials. [Masters Thesis]. University of Manitoba; 2017. Available from: http://hdl.handle.net/1993/32090
13.
Siddiqui, Taha.
Interactive specification mining for debugging embedded software systems.
Degree: Computer Science, 2017, University of Manitoba
URL: http://hdl.handle.net/1993/32392
► Specification mining techniques are typically used to extract the specification of a software in the absence of (up-to-date) specification documents. Several research projects have targeted…
(more)
▼ Specification mining techniques are typically used to extract the specification of a software in the absence of (up-to-date) specification documents. Several research projects have targeted the problem in the past. However, very limited application of such techniques is observed in industry, due to challenges related to accuracy and practicality of those techniques. Such specifications are useful for program comprehension, testing, and anomaly detection. However, specification mining can also be used for debugging, where a faulty behavior is abstracted to give developers a context about the bug and help them locate it. In this thesis, I proposed, developed, and evaluated an interactive semi-automated specification mining approach that not only helps generating targeted and correct specifications of a system but can also be used specifically for debugging. The tool users can select relevant state fields and functions, per issue, interactively, and run the tool on a reported faulty scenario. The tool generates a state machine that represents the faulty behavior, abstracted with respect to the users' inputs. These models are then used to locate the fault's root cause for debugging. I have applied the technique and tool on an AutoPilot software system for UAVs, from Micropilot Inc. I evaluated the approach and tool in a set of experiments, based on Micropilot's actual reported issues. I interviewed Micropilot developers after they used the tool in an experimental setup for debugging different real issues and collected their feedback. The results have shown that the approach is feasible, and brings advantages over only using code-level debugging tools.
Advisors/Committee Members: Hemmati, Hadi (Computer Science), Young, James (Computer Science).
Subjects/Keywords: Specification Mining; State Machine; Mining Repositories; Program comprehension; Debugging
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Siddiqui, T. (2017). Interactive specification mining for debugging embedded software systems. (Masters Thesis). University of Manitoba. Retrieved from http://hdl.handle.net/1993/32392
Chicago Manual of Style (16th Edition):
Siddiqui, Taha. “Interactive specification mining for debugging embedded software systems.” 2017. Masters Thesis, University of Manitoba. Accessed April 12, 2021.
http://hdl.handle.net/1993/32392.
MLA Handbook (7th Edition):
Siddiqui, Taha. “Interactive specification mining for debugging embedded software systems.” 2017. Web. 12 Apr 2021.
Vancouver:
Siddiqui T. Interactive specification mining for debugging embedded software systems. [Internet] [Masters thesis]. University of Manitoba; 2017. [cited 2021 Apr 12].
Available from: http://hdl.handle.net/1993/32392.
Council of Science Editors:
Siddiqui T. Interactive specification mining for debugging embedded software systems. [Masters Thesis]. University of Manitoba; 2017. Available from: http://hdl.handle.net/1993/32392
14.
Sharma, Megha.
Adapting the Laban Effort System to Design Affect-Communicating Locomotion Path for a Flying Robot.
Degree: Computer Science, 2013, University of Manitoba
URL: http://hdl.handle.net/1993/22199
► People and animals use various kinds of motion in a multitude of ways to communicate their ideas and affective states, such as their moods or…
(more)
▼ People and animals use various kinds of motion in a multitude of ways to communicate their ideas and affective states, such as their moods or emotions. Further, people attribute affect and personalities to movements of even abstract entities based solely on the style of their motions, e.g., movement of a geometric shape (how it moves about) can be interpreted as being shy, aggressive, etc. In this thesis, we investigated how flying robots can leverage this locomotion-style communication channel for communicating their states to people.
One problem in leveraging this style of communication in robot design is that there are no guidelines, or tools that Human-Robot Interaction (HRI) designers can leverage to author affect communicating locomotion paths for flying robots. Therefore, we propose to adapt the Laban Effort System (LES), a standard method for interpreting human motion commonly used in the performing arts, to develop a set of guidelines that can be leveraged by HRI designers to author affective locomotion paths for flying robots. We further validate our proposed approach by conducting a small design workshop with a group of interaction designers, where they were asked to design robotic behaviors using our design method. We conclude this thesis with an original adaption of LES to the locomotion path of a flying robot, and a set of design guidelines that can be leveraged by interaction designers for building affective locomotion path for a flying robot.
Advisors/Committee Members: Young, James E. (Computer Science) Eskicioglu, Rasit (Computer Science) (supervisor), Bruce, Neil D.B. (Computer Science) Austin-Smith Brenda (English, Film, and Theatre) (examiningcommittee).
Subjects/Keywords: Human Robot Interaction; Laban Effort System
…robot.
From our exploration involving meeting with artists around the University of
Manitoba…
Record Details
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Record Details
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Sharma, M. (2013). Adapting the Laban Effort System to Design Affect-Communicating Locomotion Path for a Flying Robot. (Masters Thesis). University of Manitoba. Retrieved from http://hdl.handle.net/1993/22199
Chicago Manual of Style (16th Edition):
Sharma, Megha. “Adapting the Laban Effort System to Design Affect-Communicating Locomotion Path for a Flying Robot.” 2013. Masters Thesis, University of Manitoba. Accessed April 12, 2021.
http://hdl.handle.net/1993/22199.
MLA Handbook (7th Edition):
Sharma, Megha. “Adapting the Laban Effort System to Design Affect-Communicating Locomotion Path for a Flying Robot.” 2013. Web. 12 Apr 2021.
Vancouver:
Sharma M. Adapting the Laban Effort System to Design Affect-Communicating Locomotion Path for a Flying Robot. [Internet] [Masters thesis]. University of Manitoba; 2013. [cited 2021 Apr 12].
Available from: http://hdl.handle.net/1993/22199.
Council of Science Editors:
Sharma M. Adapting the Laban Effort System to Design Affect-Communicating Locomotion Path for a Flying Robot. [Masters Thesis]. University of Manitoba; 2013. Available from: http://hdl.handle.net/1993/22199
.