Academic literature on the topic 'WIZARD EVALUATION'

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Journal articles on the topic "WIZARD EVALUATION"

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Lin, Hui-Ling, Yu-Chi Lee, Ssu-Hui Wang, Li-Ying Chiang, and Jui-Fang Liu. "In Vitro Evaluation of Facial Pressure and Air Leak with a Newly Designed Cushion for Non-Invasive Ventilation Masks." Healthcare 8, no. 4 (December 1, 2020): 523. http://dx.doi.org/10.3390/healthcare8040523.

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Background: The aim of this study was to evaluate the effect of a newly designed foam cushion on the air leakage and pressure when applied to the face. Methods: A teaching manikin connected to a bilevel positive airway pressure ventilator attached to four different brands of oronasal masks (Amara, Mirage, Forma, and Wizard) was used. The foam cushions of 5-mm and 10-mm-thickness were attached to the masks, and each mask was tested without a cushion. Six pressure sensors were placed on the manikin’s face, and data were recorded. Inspiratory volume and air leak flow from the ventilator were observed. Results: Air leakage was influenced by both the mask brand and the presence of a cushion. The presence of a cushion did not affect the Wizard mask in terms of leakage (p = 0.317) or inspiratory volume (p = 0.726). The Wizard and Amara masks generated the lowest contact pressure on the frontal forehead (p < 0.001) compared to the other five points. Conclusions: Utilisation of a cushion reduces air leakage and maintains greater inspiratory volume regardless of its thickness. The contact pressure varies depending on the brand of the mask, which would require a difference in the thickness of the cushion for pressure reduction.
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Hajdinjak, Melita, and France Mihelič. "The PARADISE Evaluation Framework: Issues and Findings." Computational Linguistics 32, no. 2 (June 2006): 263–72. http://dx.doi.org/10.1162/coli.2006.32.2.263.

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There has been a great deal of interest over the past 20 years in developing metrics and frameworks for evaluating and comparing the performance of spoken-language dialogue systems. One of the results of this interest is a potential general methodology, known as the PARADISE framework. This squib highlights some important issues concerning the application of PARADISE that have, up to now, not been sufficiently emphasized or have even been neglected by the dialogue-system community. These include considerations regarding the selection of appropriate regression parameters, normalization effects on the accuracy of the prediction, the influence of speech-recognition errors on the performance function, and the selection of an appropriate user-satisfaction measure. In addition, it gives the results of an evaluation of data from two Wizard-of-Oz experiments. These evaluations include different dependent variables and examination of individual user-satisfaction measures.
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Chang, Ching-Wen, and Ying-Chieh Wu. "Evaluation of DNA extraction methods and dilution treatment for detection and quantification of Acanthamoeba in water and biofilm by real-time PCR." Water Science and Technology 62, no. 9 (November 1, 2010): 2141–49. http://dx.doi.org/10.2166/wst.2010.405.

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Acanthamoeba, human pathogens and natural hosts of pathogenic bacteria, may be accurately detected and quantified by real-time PCR if Acanthamoeba DNA are properly extracted and PCR inhibitors are effectively eliminated. However, the optimization of DNA extraction methods has not been reported for Acanthamoeba. This study compared the effectiveness of two DNA extraction/purification methods (FastDNA® Spin Kit for soil and Wizard® SV genomic DNA Purification System) by using trophozoites and cysts of Acanthamoeba castellanii and water and biofilm samples of cooling towers. DNA of A. castellanii extracted with the FastDNA® Kit and quantified by TaqMan PCR resulted in a lower variation (CV of Ct &lt; 3%), greater linearity (R2=0.99), and higher slopes (1.177–1.187 log fg DNA/log cell number) as compared to that by the Wizard® Kit. For field testing, the number of Acanthamoeba-positive samples and the Acanthamoeba DNA quantity were both greater with the FastDNA® Kit than with the Wizard® Kit (P=0.016 and &lt;0.0001, respectively). Beneficial effects with dilutions of extracted DNA were also revealed with the FastDNA® Kit (P=0.0003). In conclusion, DNA extraction by the FastDNA® Kit coupled with dilution of extracted DNA and PCR analysis are recommended for detecting and quantifying environmental Acanthamoeba.
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Linafelt, Tod. "The Wizard of Uz: Job, Dorothy, and the Limits of the Sublime." Biblical Interpretation 14, no. 1-2 (2006): 94–109. http://dx.doi.org/10.1163/156851506776145823.

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AbstractComparing the book of Job with The Wizard of Oz brings out quite a few substantial similarities between the two. Whether or not these similarities are the result of direct, conscious influence, considering these two classic works together leads to a more interesting and complex evaluation of each on its own. In particular, we may see that both works demonstrate a knowing engagement with what aesthetic theory would identify as "the beautiful" and "the sublime." Ultimately, The Wizard of Oz rejects the sublime in favor of the beautiful, whereas the book of Job, though implying a critique of the sublime as represented in the God-speeches, holds on to both the sublime and the beautiful as legitimate categories.
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Lo, Victor Ei-Wen, and Paul A. Green. "Development and Evaluation of Automotive Speech Interfaces: Useful Information from the Human Factors and the Related Literature." International Journal of Vehicular Technology 2013 (March 7, 2013): 1–13. http://dx.doi.org/10.1155/2013/924170.

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Drivers often use infotainment systems in motor vehicles, such as systems for navigation, music, and phones. However, operating visual-manual interfaces for these systems can distract drivers. Speech interfaces may be less distracting. To help designing easy-to-use speech interfaces, this paper identifies key speech interfaces (e.g., CHAT, Linguatronic, SYNC, Siri, and Google Voice), their features, and what was learned from evaluating them and other systems. Also included is information on key technical standards (e.g., ISO 9921, ITU P.800) and relevant design guidelines. This paper also describes relevant design and evaluation methods (e.g., Wizard of Oz) and how to make driving studies replicable (e.g., by referencing SAE J2944). Throughout the paper, there is discussion of linguistic terms (e.g., turn-taking) and principles (e.g., Grice’s Conversational Maxims) that provide a basis for describing user-device interactions and errors in evaluations.
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Meuschke, Monique, Noeska N. Smit, Nils Lichtenberg, Bernhard Preim, and Kai Lawonn. "EvalViz – Surface visualization evaluation wizard for depth and shape perception tasks." Computers & Graphics 82 (August 2019): 250–63. http://dx.doi.org/10.1016/j.cag.2019.05.022.

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Elsweiler, David, Alexander Frummet, and Morgan Harvey. "Comparing Wizard of Oz & Observational Studies for Conversational IR Evaluation." Datenbank-Spektrum 20, no. 1 (February 10, 2020): 37–41. http://dx.doi.org/10.1007/s13222-020-00333-z.

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Rieser, Verena, and Oliver Lemon. "Learning and Evaluation of Dialogue Strategies for New Applications: Empirical Methods for Optimization from Small Data Sets." Computational Linguistics 37, no. 1 (March 2011): 153–96. http://dx.doi.org/10.1162/coli_a_00038.

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We present a new data-driven methodology for simulation-based dialogue strategy learning, which allows us to address several problems in the field of automatic optimization of dialogue strategies: learning effective dialogue strategies when no initial data or system exists, and determining a data-driven reward function. In addition, we evaluate the result with real users, and explore how results transfer between simulated and real interactions. We use Reinforcement Learning (RL) to learn multimodal dialogue strategies by interaction with a simulated environment which is “bootstrapped” from small amounts of Wizard-of-Oz (WOZ) data. This use of WOZ data allows data-driven development of optimal strategies for domains where no working prototype is available. Using simulation-based RL allows us to find optimal policies which are not (necessarily) present in the original data. Our results show that simulation-based RL significantly outperforms the average (human wizard) strategy as learned from the data by using Supervised Learning. The bootstrapped RL-based policy gains on average 50 times more reward when tested in simulation, and almost 18 times more reward when interacting with real users. Users also subjectively rate the RL-based policy on average 10% higher. We also show that results from simulated interaction do transfer to interaction with real users, and we explicitly evaluate the stability of the data-driven reward function.
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QUARTERONI, S., and S. MANANDHAR. "Designing an interactive open-domain question answering system." Natural Language Engineering 15, no. 1 (January 2009): 73–95. http://dx.doi.org/10.1017/s1351324908004919.

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AbstractInteractive question answering (QA), where a dialogue interface enables follow-up and clarification questions, is a recent although long-advocated field of research. We report on the design and implementation of YourQA, our open-domain, interactive QA system. YourQA relies on a Web search engine to obtain answers to both fact-based and complex questions, such as descriptions and definitions. We describe the dialogue moves and management model making YourQA interactive, and discuss the architecture, implementation and evaluation of its chat-based dialogue interface. Our Wizard-of-Oz study and final evaluation results show how the designed architecture can effectively achieve open-domain, interactive QA.
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Aylward, Paul, Charlie Murray, Richard Cooke, and Maryanne Martin. "PEW: ‘Dances with Budgies’: The Development of the Planning and Evaluation Wizard—a Cautionary Tale." Evaluation Journal of Australasia 5, no. 2 (September 2005): 61–66. http://dx.doi.org/10.1177/1035719x0500500209.

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The following account is based on the reflections of the authors1 of the Planning and Evaluation Wizard (PEW), a software tool produced by the South Australian Community Health Research Unit (SACHRU), which aims to assist project officers working in primary health care. Accessible from the SACHRU website2 or on CD-ROM, PEW takes the user through the steps of developing grant applications, project and evaluation plans, (including budgets) and project reports. PEW provides practical suggestions as users progress through the stages, based on the experience of project officers, SACHRU staff, and drawing on relevant literature. This paper is a cautionary tale of hope, struggle, compromise and endurance, a tale where the PEW protagonists were drawn into a series of prolonged and contorted ‘dances’ in the honourable pursuit of developing a software tool to enhance evaluation in primary health care3.
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Dissertations / Theses on the topic "WIZARD EVALUATION"

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Trent, Stephen James. "The design and evaluation of a computer-based tool to support the construction and wizard-of-oz testing of low fidelity prototypes." Pullman, Wash. : Washington State University, 2009. http://www.dissertations.wsu.edu/Thesis/Spring2009/s_trent_042409.pdf.

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Thesis (M.S. in computer science)--Washington State University, May 2009.
Title from PDF title page (viewed on May 26, 2009). "Department of Electrical Engineering and Computer Science." Includes bibliographical references (p. 66-68).
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Lamberg, Camilla, and Anders Brundin. "Evaluating the future development options for Ozlab." Thesis, Karlstads universitet, Fakulteten för ekonomi, kommunikation och IT, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-7956.

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The Ozlab user-test facility at Karlstad University needs to be reprogrammed. This paper will be used as a decision support document for the redesigning. Ozlab is currently depending on a discontinued software, the learning curve is too steep for new users and there are a number of flaws in the system that force the user to take detours to complete some simple tasks. Ozlab uses the Wizard-of-Oz technique. The Wizard-of-Oz technique is a method used for conducting user tests on prototypes with no functionality; instead a “wizard” controlling the test person’s computer from the next room provides the interaction. There are no general Wizard-supporting tools in the world except for Ozlab. When developing the solution for Ozlab it is important to keep this unique concept, but make the Ozlab system fit for the future and long term sustainable.   For this paper, interviews with different kinds of users were conducted to map what is most important for them in a future Ozlab. Moreover, reliance on other programs and file formats than the present ones is also discussed. These other programs and file formats are evaluated on how well they support the optimal workflow for creating and testing a prototype in Ozlab. Recommendations are made with the conclusion that an XML-based solution is the most appropriate option, because the biggest concerns are to make Ozlab as independent from software and file formats as possible, and to make sure that maintenance is easy. Other solutions discussed are based on the Adobe Photoshop software and the HTML5 format.
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Gustafson, Joakim. "Developing Multimodal Spoken Dialogue Systems : Empirical Studies of Spoken Human–Computer Interaction." Doctoral thesis, KTH, Tal, musik och hörsel, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-3460.

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This thesis presents work done during the last ten years on developing five multimodal spoken dialogue systems, and the empirical user studies that have been conducted with them. The dialogue systems have been multimodal, giving information both verbally with animated talking characters and graphically on maps and in text tables. To be able to study a wider rage of user behaviour each new system has been in a new domain and with a new set of interactional abilities. The five system presented in this thesis are: The Waxholm system where users could ask about the boat traffic in the Stockholm archipelago; the Gulan system where people could retrieve information from the Yellow pages of Stockholm; the August system which was a publicly available system where people could get information about the author Strindberg, KTH and Stockholm; the AdAptsystem that allowed users to browse apartments for sale in Stockholm and the Pixie system where users could help ananimated agent to fix things in a visionary apartment publicly available at the Telecom museum in Stockholm. Some of the dialogue systems have been used in controlled experiments in laboratory environments, while others have been placed inpublic environments where members of the general public have interacted with them. All spoken human-computer interactions have been transcribed and analyzed to increase our understanding of how people interact verbally with computers, and to obtain knowledge on how spoken dialogue systems canutilize the regularities found in these interactions. This thesis summarizes the experiences from building these five dialogue systems and presents some of the findings from the analyses of the collected dialogue corpora.
QC 20100611
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Wen, Tsung-Hsien. "Recurrent neural network language generation for dialogue systems." Thesis, University of Cambridge, 2018. https://www.repository.cam.ac.uk/handle/1810/275648.

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Language is the principal medium for ideas, while dialogue is the most natural and effective way for humans to interact with and access information from machines. Natural language generation (NLG) is a critical component of spoken dialogue and it has a significant impact on usability and perceived quality. Many commonly used NLG systems employ rules and heuristics, which tend to generate inflexible and stylised responses without the natural variation of human language. However, the frequent repetition of identical output forms can quickly make dialogue become tedious for most real-world users. Additionally, these rules and heuristics are not scalable and hence not trivially extensible to other domains or languages. A statistical approach to language generation can learn language decisions directly from data without relying on hand-coded rules or heuristics, which brings scalability and flexibility to NLG. Statistical models also provide an opportunity to learn in-domain human colloquialisms and cross-domain model adaptations. A robust and quasi-supervised NLG model is proposed in this thesis. The model leverages a Recurrent Neural Network (RNN)-based surface realiser and a gating mechanism applied to input semantics. The model is motivated by the Long-Short Term Memory (LSTM) network. The RNN-based surface realiser and gating mechanism use a neural network to learn end-to-end language generation decisions from input dialogue act and sentence pairs; it also integrates sentence planning and surface realisation into a single optimisation problem. The single optimisation not only bypasses the costly intermediate linguistic annotations but also generates more natural and human-like responses. Furthermore, a domain adaptation study shows that the proposed model can be readily adapted and extended to new dialogue domains via a proposed recipe. Continuing the success of end-to-end learning, the second part of the thesis speculates on building an end-to-end dialogue system by framing it as a conditional generation problem. The proposed model encapsulates a belief tracker with a minimal state representation and a generator that takes the dialogue context to produce responses. These features suggest comprehension and fast learning. The proposed model is capable of understanding requests and accomplishing tasks after training on only a few hundred human-human dialogues. A complementary Wizard-of-Oz data collection method is also introduced to facilitate the collection of human-human conversations from online workers. The results demonstrate that the proposed model can talk to human judges naturally, without any difficulty, for a sample application domain. In addition, the results also suggest that the introduction of a stochastic latent variable can help the system model intrinsic variation in communicative intention much better.
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Tittmann, Mary. "Cochlea-Implantat-Chirurgie: Eine prospektive Studie zur Evaluation eines dreidimensionalen, präoperativen Bildverarbeitungsprogrammes („CI-Wizard“)." 2017. https://ul.qucosa.de/id/qucosa%3A31434.

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Background and Aim: „CI-Wizard“ is a new, three-dimensional software planning tool for cochlear implant surgery with manual and semi-automatic algorithms to visualize anatomical risk structures of the lateral skull base preoperatively. Primary endpoints of the study represented the evaluation of the CI Wizards usability, accuracy, subjectively perceived and objectively measured time in clinical practice. Materials and Methods: In a period from January 2014 to March 2015, n=36 participants were included in this study. These members were divided into three groups of equal number (n=12), but different level of experience. Senior doctors and consultants (group 1), residents (group 2) and medical students (group 3) segmented twelve different CT-scan data sets of the CI Wizard (four per participant). In total, n=144 data sets were collected. The usability of the CI Wizard was measured by the given questionnaire with an interval rating scale. The Jaccard coefficient (JT) was used to evaluate the accuracy of the anatomical structures segmented. The subjectively-perceived time was measured with an interval rating scale in the questionnaire and was compared with the objectively mean measured time (time interact). Results: Across all three groups, the usability of the CI Wizard has been assessed between 1 ('very good') and 2 ('with small defects'). Subjectively, the time was stated as 'appropriate' by questionnaire. Objective measurements of the required duration revealed averages of n=9.8 minutes for creating a target view. Concerning the accuracy, semi automatic anatomical structures such as the external acoustic canal (JT=0.90), the tympanic cavity (JT=0.87), the ossicles (JT=0.63), the cochlea (JT=0.66) and the semicircular canals (JT=0.61) reached high Jaccard values, which describes a great match of the segmented structures between the partcipants and the gold standard. Facial nerve (JT=0.39) and round window (JT=0.37) reached lower Jaccard values. Very little overlap tendency was found for the chorda tympani (JT=0.11). Conclusion: This software program represents a further important step in the development of pre-operative planning tools in cochlear implant surgery. The study revealed a high level of satisfaction in the usability. The subjectively required time was considered as „appropriate“ and the objectively mean measured time was n=9.8 minutes short enough, so that a clinical application seems realistic. Particularly for semi-automatically segmented structures, it represented a good accuracy. For purely manual segmented structures, further improvements are desirable. Finally, this program also provides a good learning tool for medical students and residents to become familiar with the anatomy of the lateral skull base.:1 Einführung 1 1.1 Cochlea Implantate (CI) 1 1.2 Bildverarbeitungsprogamme zur präoperativen Planung eines Cochlea Implantates 2 1.2.1 Segmentierung in der Medizin 2 1.2.2 CI-Wizard 4 1.3 Fragebogen 6 1.4 Zielsetzung 6 1.5 Zusammenfassung der Ergebnisse 7 2 Publikation 8 3 Zusammenfassung 19 4 Literaturverzeichnis 23 Anlagen 26 Beitrag der Promovendin bei geteilter Erstautorenschaft 34 Erklärung über die eigenständige Abfassung der Arbeit 35 Lebenslauf 36 Danksagung 37
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Books on the topic "WIZARD EVALUATION"

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Reidenbach, R. Eric. The wizardry of customer value: An action guide to measuring & managing loyalty. Morgantown, WV: Rhumb Line Publication, 1998.

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Book chapters on the topic "WIZARD EVALUATION"

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Poppe, Ronald, Mark ter Maat, and Dirk Heylen. "Online Behavior Evaluation with the Switching Wizard of Oz." In Intelligent Virtual Agents, 486–88. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33197-8_54.

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Zeng, Limin, Gerhard Weber, and Alexander Fickel. "ETA Wizard App: Make Design and Evaluation of Accessible Electronic Travel Aids Easy." In Human-Computer Interaction – INTERACT 2015, 469–72. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-22723-8_40.

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Santos, Rodrygo L. T., Pablo A. Roberto, Marcos André Gonçalves, and Alberto H. F. Laender. "Design, Implementation, and Evaluation of a Wizard Tool for Setting Up Component-Based Digital Libraries." In Research and Advanced Technology for Digital Libraries, 135–46. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11863878_12.

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Zou, Jianling, Soizic Gauthier, Salvatore M. Anzalone, David Cohen, and Dominique Archambault. "A Wizard of Oz Interface with Qtrobot for Facilitating the Handwriting Learning in Children with Dysgraphia and Its Usability Evaluation." In Lecture Notes in Computer Science, 219–25. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-08645-8_26.

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Kim, Jung Hee, and Michael Glass. "Evaluating Dialogue Schemata with the Wizard of Oz Computer-Assisted Algebra Tutor." In Intelligent Tutoring Systems, 358–67. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-30139-4_34.

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Klein, Alexandra, Ingrid Schwank, Michel Généreux, and Harald Trost. "Evaluating Multi-modal Input Modes in a Wizard-of-Oz Study for the Domain of Web Search." In People and Computers XV—Interaction without Frontiers, 475–83. London: Springer London, 2001. http://dx.doi.org/10.1007/978-1-4471-0353-0_29.

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Read, Janet C. "Using Wizard of Oz to Evaluate Mobile Applications." In Handbook of Research on User Interface Design and Evaluation for Mobile Technology, 802–13. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59904-871-0.ch047.

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This chapter describes Wizard of Oz studies and gives a historical view that includes a summary of the literature in which several studies that used the method with mobile technology are discussed. The use of Wizard of Oz for mobile applications is explored by referencing the literature and by examination of a case study. A taxonomy for Wizard of Oz studies is presented that has been derived from a study of the literature in this area. A set of guidelines is presented that outlines the essential considerations in planning a Wizard of Oz study for mobile applications. The chapter concludes with some thoughts for future Wizard of Oz studies.
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Sidebottom, Aiden, and Graham Farrell. "Nick Tilley: the Wizard of Whitby." In Realist Evaluation for Crime Science, 1–21. Routledge, 2018. http://dx.doi.org/10.4324/9781315627144-1.

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Streefkerk, Jan Willem, Myra P. van Esch-Bussemakers, Mark A. Neerincx, and Rosemarijn Looije. "Evaluating Context-Aware Mobile Interfaces for Professionals." In Handbook of Research on User Interface Design and Evaluation for Mobile Technology, 759–79. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59904-871-0.ch045.

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Evaluation refines and validates design solutions in order to establish adequate user experiences. For mobile user interfaces in dynamic and critical environments, user experiences can vary enormously, setting high requirements for evaluation. This chapter presents a framework for the selection, combination, and tuning of evaluation methods. It identifies seven evaluation constraints, that is, the development stage, the complexity of the design, the purpose, participants, setting, duration, and cost of evaluation, which influence the appropriateness of the method. Using a combination of methods in different settings (such as Wizard-of-Oz, game-based, and field evaluations) a concise, complete, and coherent set of user experience data can be gathered, such as performance, situation awareness, trust, and acceptance. Applying this framework to a case study on context-aware mobile interfaces for the police resulted in specific guidelines for selecting evaluation methods and succeeded to capture the mobile context and its relation to the user experience.
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Li, Yang, Scott Klemmer, and James A. Landay. "Tools for Rapidly Prototyping Mobile Interactions." In Handbook of Research on User Interface Design and Evaluation for Mobile Technology, 330–45. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59904-871-0.ch021.

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We introduce informal prototyping tools as an important way to speed up the early-stage design of mobile interactions, by lowering the barrier to entry for designers and by reducing the cost of testing. We use two tools, SUEDE and Topiary, as proofs of concept for informal prototyping tools of mobile interactions. These tools address the early stage design of two important forms of mobile interactions: speechbased and location-enhanced interactions. In particular, we highlight storyboarding and Wizard of Oz (WOz) testing, two commonly used techniques, and discuss how they can be applied to address different domains. We also illustrate using a case study: the iterative design of a location-enhanced application called Place Finder using Topiary. In this chapter we hope to give the reader a sense of what should be considered as well as possible solutions for informal prototyping tools for mobile interactions.
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Conference papers on the topic "WIZARD EVALUATION"

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Meguro, Toyomi, Yasuhiro Minami, Ryuichiro Higashinaka, and Kohji Dohsaka. "Wizard of Oz evaluation of listening-oriented dialogue control using POMDP." In Understanding (ASRU). IEEE, 2011. http://dx.doi.org/10.1109/asru.2011.6163951.

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Yoma, Néstor Becerra, Angela Cortés, Mauricio Hormazábal, and Enrique López. "Wizard of oz evaluation of a dialogue with communicator system in chile." In 7th International Conference on Spoken Language Processing (ICSLP 2002). ISCA: ISCA, 2002. http://dx.doi.org/10.21437/icslp.2002-674.

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Yoma, Néstor Becerra, Angela Cortés, Mauricio Hormazabal, and Enrique López. "Wizard of Oz Evaluation of a Dialogue with Communicator System in Chile." In 2002 International Telecommunications Symposium. Sociedade Brasileira de Telecomunicações, 2002. http://dx.doi.org/10.14209/its.2002.712.

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Strauss, P. M., H. Hoffmannt, and S. Scherer. "Evaluation and user acceptance of a dialogue system using Wizard-of-Oz recordings." In 3rd IET International Conference on Intelligent Environments (IE 07). IEE, 2007. http://dx.doi.org/10.1049/cp:20070418.

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Weiss, A., R. Bernhaupt, D. Schwaiger, M. Altmaninger, R. Buchner, and M. Tscheligi. "User experience evaluation with a Wizard of Oz approach: Technical and methodological considerations." In 2009 9th IEEE-RAS International Conference on Humanoid Robots (Humanoids 2009). IEEE, 2009. http://dx.doi.org/10.1109/ichr.2009.5379559.

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Kitamura, Yasuhiko, and Hideki Tsujimoto. "An initial evaluation of multiple animated information agents using the Wizard of Oz method." In the second international joint conference. New York, New York, USA: ACM Press, 2003. http://dx.doi.org/10.1145/860575.860781.

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Ashok, Vikas, Yevgen Borodin, Svetlana Stoyanchev, Yuri Puzis, and I. V. Ramakrishnan. "Wizard-of-Oz evaluation of speech-driven web browsing interface for people with vision impairments." In the 11th Web for All Conference. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2596695.2596699.

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Saint-Aime, Sebastien, Marine Grandgeorge, Brigitte Le-Pevedic, and Dominique Duhaut. "Evaluation of Emi interaction with non-disabled children in nursery school using wizard of Oz technique." In 2011 IEEE International Conference on Robotics and Biomimetics (ROBIO). IEEE, 2011. http://dx.doi.org/10.1109/robio.2011.6181442.

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Arslan, Dogukan, and Gulsen Eryigit. "Evaluation of Wizard-of-Oz and Self-Play Data Collection Techniques for Turkish Goal-Oriented Dialogue Agents." In 2021 International Conference on INnovations in Intelligent SysTems and Applications (INISTA). IEEE, 2021. http://dx.doi.org/10.1109/inista52262.2021.9548636.

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Hundhausen, Christopher, Stephen Trent, Anzor Balkar, and Mohamed Nuur. "The design and experimental evaluation of a tool to support the construction and wizard-of-oz testing of low fidelity prototypes." In 2008 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC). IEEE, 2008. http://dx.doi.org/10.1109/vlhcc.2008.4639064.

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