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Subject: [humanmarkup-comment] Re: Adaptive Metaphoric Interface Design
- From: Kurt Cagle <kurt@kurtcagle.net>
- To: David Dodds <drdodds42@hotmail.com>, kurt@kurtcagle.com
- Date: Thu, 25 Oct 2001 15:05:34 -0700
> I think it would be useful to have
apresentation on HumanML. at the same
> time it should not be a "sales
pitch" type thing. I would like to see the
> ideas of HumanML presented
but I dont think it would be best if the entire
> presentation was a
promotion for HumanML. Maybe up to half of the
> presentation being a
description of what HumanML is and is about/for. The
> other half (if not
more) would be about the Adaptive Metaphoric Interface
> (perhaps high
level description of the components or sections), and how
> HumanML may
be used to modulate/control/influence the interface. Im not sure
>
talking about a HumanML avatar, such as MS's Clippy (annoying paper clip)
> would be a good thing in that panel.
I'm inclined to agree with you. Moreover, if I can
get out of having to write more than one paper on this whole thing I'd be
eminently happy.
Ah, good old Clippy. How such a brilliant idea
could have been done so badly I'm still trying to figure out. Of course, I've
also thought that the biggest problem with the focus that MS has on agents is
that they tend to see agents as looking out from the computer screen -- i.e.,
they represent the computer to the user. Personally, I think this is backwards;
the avatar should be the computer representation of the person as presented to
the computer, or to the people at the other end of the pipe. Avatars to me
should represent the persona that the user imposes upon his or her view of the
computer universe.
> I would be esp interested my self in
seeing how things like HumanML can be
> used to
capture/represent/repository things like intent/intention,
>
context/situation.
I really think that this is one of the more
exciting aspects of HumanML itself. HumanML seems to me a realistic step in
recognizing that users are not passive entities but have motivations that move
beyond much of the old-school concepts of computer interface design. One part of
my own background is in game design and programming, and the assumptions that
seem so obvious to many game designers very seldom make their way into the
vast majority of programs that most people use every day.
> Aside: in my previous postings at KMCI I
have posted code for SVG animation
> of de Bono diagram depicting a (SVG
reified) spatial methaphor representing
> group activity towards a goal
and how a disturbance/disturber can
> deflect/prevent goal fruition. In
the XML meta data book I wrote I used
> topic map to provide semantics
for a circuit diagram. I will eventually find
> the time to post in KMCI
a topicmap example which provides semantics for the
> de Bono spatial
metaphor I just mentioned. What is interesting to me now , I
> just
looked at some of the DAML code for HumanML, is that I can now include
>
HumanML based schema as topic map subjectIdentifiers to anchor the meaning
> of such things as "negative behaviour" or "negative affect" (intention)
and
> have that part of the topic map "semantically explaining" the de
Bono
> diagram. For example , I can use HumanML-DAML to express that the
intention
> behind the diturbance/disturber actiion in the diagram is
"bummer", "bad
> guy", and so on.
I'm working my way through the meta
data book now (in between writing books and articles and trying to take care of
an eight year old and a toddler, so I'm taking the whole thing a few pages at a
time. My research time of late seems to be between 7:30 and 7:45 while sitting
next to the bathtub while my 20-month old daughter sees how much water she can
splash on daddy's book.)
One aspect of both the presentation and my interest
in HumanML is very much tied into exactly what you described. I envision RDF
triples that essentially look upon behaviors as actions that follow from
specific intent that map state models to other state models within interfaces. I
don't really define "good guy" and bad guy, per se, but instead see actors as
motivations, goals, and actions that can be exemplified within an XML context,
though I'm still wrestling with the specific implementations (and the math
behind it). As near as I can tell, any given simulation can be represented as an
environment E consisting of state vectors
e1,e2, ... en etc., where each vector is
represented by an XML object (the reason I'm using the apellation "vector" here
is because any XML structure can be unrolled into a k element linear vector, and
it is useful to use this nomenclature for discussion). The actors are actually a
specialized set of environmental state vectors (perhaps exemplified via HumanML)
as well which I'll designate as A =
{a1,a2, ... am}. Thus the full state of the
system could be represented at any point as S =
E U A. S is also a
cellular automata, since interactions occur as a result of transformations
Si+1 = TiSi where
Ti is the set of
transformations {t1i,t2i,..,tmi,
t(m+1)i,...,t(m+n)i}, the details of which I'll get into
momentarily.
The state of the environment is not necessarily the
view of the environment, which is where dynamic interfaces come in.
There is a secondary set of transformations
V that define a view Wi . The
transformations are basically sensitive to the schemas of the state vectors
for handling the relevant transforms. If I define an operation π() that returns
the schematic type (whether RDF or XSD isn't immediately germane) of a vector,
then Wi =
V(π(sk))Si
,k=1,2,...,m,m+1,..,m+n. It is possible for
V to also be a cellular automata, but I'm not totally
sure that it actually adds anything to the discussion.
Given this framework, it's worth examining the
nature of the transformations. The transformations represent transition rules,
and I'm positing that the specific transformations are themselves schematically
sensitive, i.e., tk =
tk(π(S)).
Like all automata, the transformation for any given vector is both performed on
the aggregate set of vectors and is contextual: the transformed vector has a
privileged position relative to the transformation while all other vectors have
secondary effects upon the transformation. In XML nomenclature; the XSLT
transformation for a given vector (chosen based upon schema) uses the vector as
the primary XML source and then pulls in a listing of all other vectors to
pull them in for subordinate transformations that act on the first. The
difficult part comes in the fact that the subordinate transformations are also
schema dependent, and it's this point where I see RDF coming in and where I'm
still trying to get a good handle on the best mechanism for making this work.
The set of transformations would basically be generated declaratively prior to
the the CA kicking in (for the closed system case), but would be a part of the
automata in the open system case where objects of various schemas enter and
leave the system. That's why I indicate the transformations as basically being
given as Ti rather that
T.
This characteristic is as significant in the
view case, Wi =
V(π(sk))Si , since
the view of an object must be sensitive to the existence of other objects;
indeed, it may very well be worth representing the view of the system as being a
cellular automata that changes the view state rather than one that changes the
local state. This translates into the requirement to develop a constraint system
C on V that provides boundary characteristics
for objects. I'm still thinking about this one. Moreover, it should be
recognized that one facet of such a system would be the existance of multiple
view states V', V'' etc. that can be applied in the same
manner; they would utilize the same type vectors π(sk) but give very
different views. Ideally, the bundle V(π(sk)) can be
interchanged with V'(π(sk)), etc. since they are all
dealing with the decoupled Si
system.
Finally, I need to take into account the fact that
at least a few of the tki transformations may include the
existent of stochastic elements -- this is a user interface, after all, and
state changes in an actor ak may be due to the person who's agent the
actor is; in other words, the tki transformation could just as
easily be wrapped around external stimulae.
Thus, there are four primary problems that I
am trying to solve here to move this from concept to application:
1) Developing the schema driven rules
transformation mechanism.
2) Creating a generalized constraint argument for
C.
3) Building an effective architecture for the
manipulation of multiple stacks. This would obviously be a fairly processor
intensive system if run on a single machine, though it actually becomes simpler
when distributed.
4) Integrating an interface mechanism
for modifying the tki through user interaction.
Sorry for dropping into the math notation, but it
just makes it simpler to conceptualize the system in the abstract, and I suspect
will be a significant part of the formalism for the final paper. Comments are
appreciated.
-- Kurt
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