Epilogue on the ECAI'98 workshop on
Combining AI and Graphics for the Interface of the Future
Apart from immediate discussions after the presentations, each session
ended with a discussion round in which we tried to identify topics
and issues of general interest. The outcome of these rounds provided
the basis for the three working groups which were formed at the end of
the workshop. The members of each working group were asked to recall
and formulate questions and directions for further research in the
area. This exercise created an atmosphere for more informal and
personal discussions and led to interesting questions which are
presented in the following.
Group I "Symbolical descriptions of graphics"
Identified issues:
- Is it possible to calculate appropriate and sufficient representations at all?
- How "complete" should a representation be? Which aspects can be omitted and if,
which reduction/filtering methods are then needed?
- How to cope with non-material concepts such as holes, gaps, in between
spaces etc., and metagraphical objects such as encirclements, annotation arrows and the like?
- For picture retrieval tasks it might be necessary to describe differences between an
"ideal candidate" and a "best match". But what shall we compare with each other? -
graphical elements or symbolic descriptions associated with pictures?
How can we measure and express similarities/differences?
- Having a logical structure of a picture is oftentimes useful - but what should it look like?
Can we carry over linguistic concepts (say structuring principles such as
rhetorical and intentional structuring) in a straightforward way?
- Do we need a compositional "(description) language for pictures" or is it better to
treat pictures as holistic units?
- How to describe the pragmatic dimension of a certain picture style?
- Visual highlighting is often used to set the focus in a graphics while animations
are a common means to indicate a focus shift in a graphical presentation. But there
is still the question of how to describe the attentional structure of static graphics and animations?
- How to define a valid versus an invalid graphical discourse?
- What are appropriate methods for creating (symbolic) representations for pictures.
What can be deduced automatically? If it is done by a human, what kind of tools would
facilitate the task (e.g. use classification and identification heuristics in a hierarchical
approach and rely on clarification dialogues to resolve ambiguities).
Group II "Interaction with graphical representations"
Identified issues:
- Transparency: Even though clickable graphics are getting more and
more popular it is often not clear which interaction possibilities are
offered by a graphics. So what are appropriate means to make such
possibilities transparent to the user? How to make them intuitive and
easy to use? But also, how to make transparent in which way the
interaction is constrained?
- Which role play graphical representations in interaction? Many
applications rely on graphical elements as an easy device for
referring to objects (likewise material or abstract) of an underlying
domain. In this case, the user may interact with domain objects
through their graphical representations. However, there are other
forms of interaction with graphics. Consider for example navigation in
a 3D environment where the depicted scene objects provide the frame of
reference for viewpoint manipulations. Also, a user may employ other
modalities (e.g. language) to interact with graphical elements or
indirectly with the domain concepts behind them. Also graphical
interaction methods and styles has been addressed in various projects,
a common theory of graphical interaction has not yet evolved. Among
other things, such a theory should explain observable differences in
the way users interact with graphical representations:
- in relation to the choice of input and output devices, and
- in the absence and presence of other modalities
- How can we measure the effectiveness of a graphical representation for interaction.
Group III "Computer supported and automated graphics design"
In order to support the creation of a graphics by a computer or
even strive for a fully automated generation process it is necessary
to identify design constraints and to formulate them in a
machine-interpretable way. Constraints on both contents and style of
graphics are first of all derived from the purpose the graphics has to
serve. E.g., a map to help its user in location and navigation
tasks. The formulation of appropriate constraints usually requires
expert knowledge from professional design areas, though some
constraints may reflect common-sense knowledge. However, there are
various questions which has to be addressed in more detail:
- what constraints are relevant for which type of graphics?
- how to relate communication goals with design constraints?
For example, which constraints must be fulfilled for a graphics that
deserves the attribute "good looking"?
- how to formulate constraints: positive or negative, (constructive, exclusive)
- how to classify constraints with regard to computational effort
- which of the constraints must be fulfilled (hard constraints), which are less
important (soft constraints)?
- when and how to apply constraints at which granularity?
- how to cope with interfering design constraints?
As to the operationalization of a design process one has to consider that there
are usually multiple design solutions which satisfy the required constraints. Issues
to addressed here are:
- how do we rank different design solutions?
- how to perform an evaluation?
What can be anticipated and what remains to be done during design time?
This epilogue has been assembled by Thomas Rist based on the transparencies
that he received from
the three working groups at the end of the workshop.