Representation is everything

Edwin Pednault · Communications of the ACM · 2000

The article focuses on cognitive modeling for games and animation Biblioteca de Ciencias y Tecnología Normal Biblioteca de Ciencias y Tecnología 2 85 2006-05-25T23:56:00Z 2006-05-25T23:56:00Z 1 169 933 UCLA 7 2 1100 11.6568 Clean Clean 21 false false false MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Tabla normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman"; mso-ansi-language:#0400; mso-fareast-language:#0400; mso-bidi-language:#0400;} From the human perspective, representation ultimately affects presentation and interaction with a service or product. The article deals with the issue of representation, and correlated challenges in developing an interface that proffers customer personalization. Individuals process sensory stimuli in their own unique ways, and each individual has his or her own preferred sensory mode. True personalization implies adapting to the way an individual processes sensory stimuli. Adaptation embodies representation of processing patterns of sensory stimuli. When designing representations, a good engineering principle is to keep it simple. The representation should include both objective and subjective information about user interactions, in order to maximize the opportunity to predict user behavior. This will ultimately result in the adaptation of user behavior by the system. Representation in this sense, should be rich, and should ideally be designed to make learning easy. compactness of the representation and ease of storing the data are main design considerations that should be considered.

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