INFOMSCIP 2018-2019 Lecture 2 Sep 13, 2018
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INFOMSCIP 2018-2019 lecture 2 Sep 13, 2018 Disclaimer: These slides may contain copyrighted material that is used for pure educational purposes based on the Fair Use policy. http://en.wikipedia.org/wiki/Fair_use Scientific perspectives on GMT (INFOMSCIP) Introduction (cont.) § General aspects Why publish & search for related literature? § The academic world Organizations & people, quality measures (for people, publications, events) § Publishing Where & how (review process) § Literature research Where & how § Ethics, risks, and integrity 2 Mon, Sep 10 Introduction INFOMSCIP Thu, Sep 13 Introduction Mon, Sep 17 Basics Thu, Sep 20 Basics • Handout for next week Fri, Sep 21 DeAdline Assignment 1 st • 1 assignment Mon, Sep 24 ExperimentAl reseArch st • Groups for 1 assignment Thu, Sep 27 ExperimentAl reseArch Fri, Sep 28 DeAdline Assignment 2 • Attendance list: check for Mon, Oct 01 ExperimentAl reseArch typos in your names & Thu, Oct 04 ExperimentAl reseArch apologize and correct Fri, Oct 05 DeAdline Assignment 3 mistakes, please Mon, Oct 08 User studies Thu, Oct 11 User studies Fri, Oct 12 DeAdline Assignment 4 Mon, Oct 15 FundAmentAl reseArch Thu, Oct 18 FundAmentAl reseArch Fri, Oct 19 DeAdline Assignment 5 Mon, Oct 22 Guest lecture Thu, Oct 25 TBD Fri, Oct 26 DeAdline Assignment 6 Mon, Oct 29 Engineering, design, systems Thu, Nov 01 Engineering, design, systems Fri, Nov 02 DeAdline Assignment 7 Fri, Nov 09 DeAdline Assignment 8 In GMT, mostly: Research question & hypothesis (can be informal) Searching for related research, week 2 Specifying a measurable Observation, framework, week 3 problem, idea Publishing research • Experimental research, week 4 & 5 results, week 2 • User studies, week 6 • Fundamental research, week 7 • Other (design, engin., systems), week 8 Important characteristics of scientific research Þ Verifiable Þ Replicable Þ E.g., observations have to be measurable Þ Objective (e.g., via operational definitions) Þ Explainable 4 A linearized, pragmatic scheme of the four points above is sometimes offered as a guideline for proceeding: 1. Define a question 2. Gather information and resources (observe) 3. Form an explanatory hypothesis 4. Test the hypothesis by performing an experiment and collecting data in a reproducible manner 5. Analyze the data 6. Interpret the data and draw conclusions that serve as a starting point for new hypothesis 7. Publish results 8. Retest (frequently done by other scientists) The iterative cycle inherent in this step-by-step method goes from point 3 to 6 back to 3 again. From Wikipedia, “Scientific method” 5 Gathering information and resources (observe) Þ Normally done by literature review Why literature review? • To know and understand the existing knowledge (state of the art) • To identify lacks and shortcoming in the state of the art Þ Motivation for your research • To base your research on, e.g.: Þ Established evaluation methods Þ Results that you can take for granted Þ … Verifying the references of a paper is an important part of the review process. Lack of essential citations can lead to rejection. Important: When writing the related work section of a paper or your thesis, do not just address the work, but also the relation to your research! Hint: Check the related work section of good papers. They usually do not just discuss the related work, but how, e.g., their own differs, builds on it, etc. 6 Some good examples from thesis projects (that have also been published): Nina Rosa (thesis published as paper at ICMI 2015) According to the model by Steuer [30], presence in VR is a human experience and a consequence of immersive technologies. It has two determining dimensions: vividness with the two contributing factors breadth and depth of included modalities; and interactivity with the three contributing factors speed, range, and mapping. Many studies target increasing interactivity by focusing on improving task performance [2, 24, 5]. Yet, when the goal is to improve experiences that users can take part in passively, vividness becomes a vital part of the system, even more urgent than interactivity. Here, we focus on this less studied aspect by specifying the sub-goal of our research as investigating the experience of passive touch under varying visual and auditory conditions. … It has been shown that a first person perspective of a life-sized virtual human body alone is sufficient to generate a body transfer illusion [27]. In our experiments we thus apply this methodology focusing on first person body experiences. … Wendy Bolier (thesis published as paper at ACM MM 2018) Since the emergence of head-mounted displays (HMDs) on the consumer market, many VR painting tools have been released. Some well-known examples are Tilt Brush [3], Quill [2] and A-Painter [1]. For this study, the choice was made to use A-Painter, as it is open source and thus allows us to make the changes necessary for our research. … Although many studies suggest that the drawing of 3D objects is beneficial for the improvement of spatial visualization skills, more research is needed to prove the exact influence of S&D by itself. Furthermore, the existing studies all apply to drawing 3D objects onto a 2D surface using graphical projection. No research exists yet evaluating the benefits of drawing 3D objects in a 3D space. … Finally it needs to be emphasized that the VR applications in these studies are completely focused on the training of spatial skills. Concerning spatial visualization and mental rotation, no proof exists that an arbitrary VR application will have a positive influence on these abilities. … Extend existing knowledge with new findings Þ Normally done by scientific publications Why publishing research results? • To make your newly created knowledge know to everyone Þ It is only useful for society, if it is made available • To get promoted Þ Notice that this should not be the purpose of research, but a means to spread your results Like research, quality of research needs to be quantified and measurable. Publications have become the main standard to evaluate one’s research quality. Phrases every PhD student will hear from his/her supervisor at some time: • “Publish or perish” • “Demo or die” (The latter mostly in applied domains) 8 Who does (and publishes) scientific research? • Universities • Research labs • E.g. TNO, CWI, .. • Companies • E.g., Xerox PARC, Microsoft Research, … 9 Xerox PARC has been the inventor and Who does (and publishes) scientific research? incubator of many elements of modern • Universities computing in the contemporary office work • Research labs place: • Laser printers • E.g. TNO, CWI, .. • Computer-generated bitmap graphics • Companies • The graphical user interface, featuring • E.g., Xerox PARC, Microsoft Research, … windows and icons, operated with a mouse • The WYSIWYG text editor • Interpress, a resolution-independent PARC (Palo Alto Research Center; graphical page-description language and formerly Xerox PARC) is a research and the precursor to PostScript development company in Palo Alto, • Ethernet as a local-area computer network California, with a distinguished reputation • Fully formed object-oriented programming (with class-based inheritance, for its contributions to information the most popular OOP model to this day) in technology and hardware systems. the Smalltalk programming language and integrated development environment • Prototype-based programming (the second most popular inheritance model in OOP) in the Self programming language • Model-view-controller software architecture • AspectJ an aspect-oriented programming (AOP) extension for the Java programming language From Wikipedia (“PARC (company)”)10 Who does (and publishes) scientific research? • Universities • Research labs • E.g. TNO, CWI, .. Microsoft Research is the research subsidiary • Companies of Microsoft. It was formed • E.g., Xerox PARC, Microsoft Research, … in 1991, with the intent to advance state-of-the-art computing and solve difficult world problems through technological innovation in collaboration with academic, government, and industry researchers. The Microsoft Research team employs more than 1,000 computer scientists, physicists, engineers, and mathematicians, including Turing Award winners, Fields Medal winners, MacArthur fellows, and Dijkstra price winners. 11 An analysis of top research laboratories in Human- Computer Interaction (HCI) over the last decades. Source: https://www.nngroup.com/articles/to p-research-laboratories-in-human- computer-interaction-hci/ 12 An analysis of top research laboratories in Human-Computer Interaction (HCI) over the last decades (by Jakob Nielsen, 2002, updated 2013). The Dawn of Time: 1945-1979 § Gold: Stanford Research Institute (SRI) § Silver: Xerox PARC § Bronze: Bell Laboratories The 1980s § Gold: Xerox PARC § Silver: IBM T.J. Watson Research Center, Yorktown Heights § Bronze: MIT Media Lab The 1990s § Gold: Bell Communications Research (Bellcore) § Silver: Apple Computer Advanced Technology Group § Bronze: Xerox PARC A First Look: 2000-2010 It's early yet to truly evaluate research labs' contribution to this decade, so check back in 2010 for the final score. Currently, my assessment of the best HCI research labs is: § Gold: Microsoft Research § Silver: Xerox PARC § Bronze: Carnegie Mellon University (Update 2013: I think my assessment in 2002 proved fairly predictive for the decade, because now with the benefit of hindsight I would still give out the same "medals.") Source: https://www.nngroup.com/articles/top-research-laboratories-in-human-computer-interaction-hci/