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Derek P. Brock

dblp:05/4515 · DBLP profile ↗
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11ranked-venue papers
0as first author
1since 2021 · last 2022
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 9 · 1 since 2021Artificial intelligence and machine learning · 4Graphics, computer vision, multimedia, augmented reality and games · 2Applied, interdisciplinary, general and emerging computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
4 papers
Human-robot interaction · 73% Usability and user experience research · 15% Interaction techniques and input · 12%
Artificial intelligence
2 papers
Knowledge representation and reasoning · 61% Speech recognition and synthesis · 21% Robot manipulation · 18%

Topics — the 5 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Knowledge representation and reasoning › cognitive modeling
cognitive architecture
0.112006
Children and robots learning to play hide and seek · HRI 2006
Human-robot interaction › human behavior modeling
perspective taking
0.112006
Children and robots learning to play hide and seek · HRI 2006
Usability and user experience research
task interruption
0.012003
Preparing to resume an interrupted task: effects of prospective goal encoding and retrospective rehearsal · Int. J. Hum. Comput. Stud. 2003
Natural language and speech › Speech recognition and synthesis › speech synthesis
text-to-speech
0.012007
Improving human-robot interaction through adaptation to the auditory scene · HRI 2007
Interaction techniques and input
voice interaction
0.012006
Auditory perspective taking · HRI 2006

Methods — techniques the papers use, named apart from their topics

perspective-taking · 0.2sound source sensing · 0.1cognitive modeling · 0.1
YearPublicationVenuePosition
2022 Investigation of Two Complexity Sources for Statistical Graphs
abstract
Statistical graphs are becoming common in many fields. Modern authoring tools offer easy ways to create complex graphs. Despite multiple sources of advice, graph designers have little objective evidence on which to base design decisions to alleviate complexity. We aimed to fill a gap in the evidence of the difficulty created by two design features: adding one data series to a simple graph or adding dependent axes to a graph. We found main effects of adding a data series, of a greater number of data points, and an additional dependent axis, but primarily on the time readers studied the graph. Via deeper analysis, we explained the difficulty graph readers experienced when answering questions. That explanation focuses on the selection of points from a source graph to be part of the query. Based on our results, we recommend avenues for research on graph complexity and graph comprehension measurement.
Mark A. Livingston, Derek P. Brock
VINCI2
2020 A Study of Perceptual and Cognitive Models Applied to Prediction of Eye Gaze within Statistical Graphs
abstract
In theory, visual saliency in a graph should be used to draw attention to its most important component(s). Thus salience is commonly viewed both as a basis for predicting where graph readers are likely to look, and as a core design technique for emphasizing what a reader is intended to see among competing elements in a given chart or plot. We briefly review models, metrics, and applicable theories as they pertain to graphs. We then introduce new saliency models based on perceptual and cognitive theories that, to our knowledge, have not been previously applied to models for viewing statistical graphics. The resulting frameworks can be broadly classified as bottom-up perceptual models or top-down cognitive models. We report the results of evaluating these new theory-informed approaches on gaze data collected for statistical graphs and for more general information visualizations. Interestingly, the new models fare no better than previous ones. We review the experience, noting why we expected these hypotheses to be effective, and discuss how and why their performance did not match our aspirations. We suggest directions for future research that may help to clarify some of the issues raised.
Mark A. Livingston, Laura E. Matzen, Andre Harrison, Alexander Lulushi, Mikaila Daniel, Megan Dass, Derek P. Brock, Jonathan W. Decker
SAP7
2013 Auditory Perspective Taking
abstract
Effective communication with a mobile robot using speech is a difficult problem even when you can control the auditory scene. Robot self-noise or ego noise, echoes and reverberation, and human interference are all common sources of decreased intelligibility. Moreover, in real-world settings, these problems are routinely aggravated by a variety of sources of background noise. Military scenarios can be punctuated by high decibel noise from materiel and weaponry that would easily overwhelm a robot's normal speaking volume. Moreover, in nonmilitary settings, fans, computers, alarms, and transportation noise can cause enough interference to make a traditional speech interface unusable. This work presents and evaluates a prototype robotic interface that uses perspective taking to estimate the effectiveness of its own speech presentation and takes steps to improve intelligibility for human listeners.
Eric Martinson, Derek P. Brock
IEEE Trans. Cybern.2
2007 Improving human-robot interaction through adaptation to the auditory scene
abstract
Effective communication with a mobile robot using speech is a difficult problem even when you can control the auditory scene. Robot ego-noise, echoes, and human interference are all common sources of decreased intelligibility. In real-world environments, however, these common problems are supplemented with many different types of background noise sources. For instance, military scenarios might be punctuated by high decibel plane noise and bursts from weaponry that mask parts of the speech output from the robot. Even in non-military settings, however, fans, computers, alarms, and transportation noise can cause enough interference that they might render a traditional speech interface unintelligible. In this work, we seek to overcome these problems by applying robotic advantages of sensing and mobility to a text-to-speech interface. Using perspective taking skills to predict how the human user is being affected by new sound sources, a robot can adjust its speaking patterns and/or reposition itself within the environment to limit the negative impact on intelligibility, making a speech interface easier to use.
Eric Martinson, Derek P. Brock
HRI2
2006 Auditory perspective taking
abstract
Auditory perspective taking is the process of imagining the auditory scene from another's place and inferring what that person can (and cannot) hear, as well as how this affects his or her auditory comprehension. With this inferred knowledge, a conversational partner can then adapt his or her vocal presentation to overcome or cope with competing sounds and other auditory challenges to ensure that what is being said can be understood. In this poster, we explore several aspects of auditory perspective taking in the context of a robot speech and listening interface.
Eric Martinson, Derek P. Brock
HRI2
2006 Children and robots learning to play hide and seek
abstract
How do children learn how to play hide and seek? At age 3-4, children do not typically have perspective taking ability, so their hiding ability should be extremely limited. We show through a case study that a 3 1/2 year old child can, in fact, play a credible game of hide and seek, even though she does not seem to have perspective taking ability. We propose that children are able to learn how to play hide and seek by learning the features and relations of objects (e.g., containment, under) and use that information to play a credible game of hide and seek. We model this hypothesis within the ACT-R cognitive architecture and put the model on a robot, which is able to mimic the child's hiding behavior. We also take the "hiding" model and use it as the basis for a "seeking" model. We suggest that using the same representations and procedures that a person uses allows better interaction between the human and robotic system.
J. Gregory Trafton, Alan C. Schultz, Dennis Perzanowski, Magdalena D. Bugajska, William Adams, Nicholas L. Cassimatis, Derek P. Brock
HRI7
2005 Enabling effective human-robot interaction using perspective-taking in robots
abstract
We propose that an important aspect of human-robot interaction is perspective-taking. We show how perspective-taking occurs in a naturalistic environment (astronauts working on a collaborative project) and present a cognitive architecture for performing perspective-taking called Polyscheme. Finally, we show a fully integrated system that instantiates our theoretical framework within a working robot system. Our system successfully solves a series of perspective-taking problems and uses the same frames of references that astronauts do to facilitate collaborative problem solving with a person.
J. Gregory Trafton, Nicholas L. Cassimatis, Magdalena D. Bugajska, Derek P. Brock, Farilee Mintz, Alan C. Schultz
IEEE Trans. Syst. Man Cybern. Part A4
2004 Spatial language for human-robot dialogs
abstract
In conversation, people often use spatial relationships to describe their environment, e.g., "There is a desk in front of me and a doorway behind it," and to issue directives, e.g., "go around the desk and through the doorway." In our research, we have been investigating the use of spatial relationships to establish a natural communication mechanism between people and robots, in particular, for novice users. In this paper, the work on robot spatial relationships is combined with a multimodal robot interface. We show how linguistic spatial descriptions and other spatial information can be extracted from an evidence grid map and how this information can be used in a natural, human-robot dialog. Examples using spatial language are included for both robot-to-human feedback and also human-to-robot commands. We also discuss some linguistic consequences in the semantic representations of spatial and locative information based on this work.
Marjorie Skubic, Dennis Perzanowski, Samuel Blisard, Alan C. Schultz, William Adams, Magdalena D. Bugajska, Derek P. Brock
IEEE Trans. Syst. Man Cybern. Part C7
2003 Finding the FOO: a pilot study for a multimodal interface
abstract
In our research on intuitive means for humans and intelligent, mobile robots to collaborate, we use a multimodal interface that supports speech and gestural inputs. As a preliminary step to evaluate our approach and to identify practical areas for future work, we conducted a wizard-of-Oz pilot study with five participants who each collaborated with a robot on a search task in a separate room. The goal was to find a sign in the robot's environment with the word "FOO" printed on it. Using a subset of our multimodal interface, participants were told to direct the collaboration. As their subordinate, the robot would understand their utterances and gestures, and recognize objects and structures in the search space. Participants conversed with the robot through a wireless microphone and headphone and, for gestural input, used a touch screen displaying alternative views of the robot's environment to indicate locations and objects.
Dennis Perzanowski, Derek P. Brock, William Adams, Magdalena D. Bugajska, Alan C. Schultz, J. Gregory Trafton, Samuel Blisard, Marjorie Skubic
SMC2
2003 Preparing to resume an interrupted task: effects of prospective goal encoding and retrospective rehearsal
J. Gregory Trafton, Erik M. Altmann, Derek P. Brock, Farilee Mintz
Int. J. Hum. Comput. Stud.3
1996 Speaker recognizability testing for voice coders
abstract
Users of low data rate voice coders now demand good speaker recognition in addition to quality and intelligibility. Speaker recognizability was one of the selection criteria for the DoD Digital Voice Processor Consortium in selecting a new standard 2400 bps algorithm. We have developed a speaker recognition test based on same-different judgments for pairs of sentences spoken by 10 male and 10 female speakers. Preliminary experiments showed that the sensitivity of the test is similar to that of currently used acceptability and intelligibility tests. Male and female talkers produced somewhat different rank orderings, but averaging over males/females gave results that "make sense" when compared with intelligibility and acceptability scores for the same coders. The results of these experiments determined the speaker recognition test procedures that were used in the 2400 bps coder final selection process.
Astrid Schmidt-Nielsen, Derek P. Brock
ICASSP2