398 research outputs found

    Video Manipulation Techniques for the Protection of Privacy in Remote Presence Systems

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    Systems that give control of a mobile robot to a remote user raise privacy concerns about what the remote user can see and do through the robot. We aim to preserve some of that privacy by manipulating the video data that the remote user sees. Through two user studies, we explore the effectiveness of different video manipulation techniques at providing different types of privacy. We simultaneously examine task performance in the presence of privacy protection. In the first study, participants were asked to watch a video captured by a robot exploring an office environment and to complete a series of observational tasks under differing video manipulation conditions. Our results show that using manipulations of the video stream can lead to fewer privacy violations for different privacy types. Through a second user study, it was demonstrated that these privacy-protecting techniques were effective without diminishing the task performance of the remote user.Comment: 14 pages, 8 figure

    A Survey on Parallel Architecture and Parallel Programming Languages and Tools

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    In this paper, we have presented a brief review on the evolution of parallel computing to multi - core architecture. The survey briefs more than 45 languages, libraries and tools used till date to increase performance through parallel programming. We ha ve given emphasis more on the architecture of parallel system in the survey

    Unsupervised, Efficient and Semantic Expertise Retrieval

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    We introduce an unsupervised discriminative model for the task of retrieving experts in online document collections. We exclusively employ textual evidence and avoid explicit feature engineering by learning distributed word representations in an unsupervised way. We compare our model to state-of-the-art unsupervised statistical vector space and probabilistic generative approaches. Our proposed log-linear model achieves the retrieval performance levels of state-of-the-art document-centric methods with the low inference cost of so-called profile-centric approaches. It yields a statistically significant improved ranking over vector space and generative models in most cases, matching the performance of supervised methods on various benchmarks. That is, by using solely text we can do as well as methods that work with external evidence and/or relevance feedback. A contrastive analysis of rankings produced by discriminative and generative approaches shows that they have complementary strengths due to the ability of the unsupervised discriminative model to perform semantic matching.Comment: WWW2016, Proceedings of the 25th International Conference on World Wide Web. 201

    Characterizing Usability Issue Discussions in Open Source Software Projects

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    Usability is a crucial factor but one of the most neglected concerns in open source software (OSS). While far from an ideal approach, a common practice that OSS communities adopt to collaboratively address usability is through discussions on issue tracking systems (ITSs). However, there is little knowledge about the extent to which OSS community members engage in usability issue discussions, the aspects of usability they frequently target, and the characteristics of their collaboration around usability issue discussions. This knowledge is important for providing practical recommendations and research directions to better support OSS communities in addressing this important topic and improve OSS usability in general. To help achieve this goal, we performed an extensive empirical study on issues discussed in five popular OSS applications: three data science notebook projects (Jupyter Lab, Google Colab, and CoCalc) and two code editor projects (VSCode and Atom). Our results indicated that while usability issues are extensively discussed in the OSS projects, their scope tended to be limited to efficiency and aesthetics. Additionally, these issues are more frequently posted by experienced community members and display distinguishable characteristics, such as involving more visual communication and more participants. Our results provide important implications that can inform the OSS practitioners to better engage the community in usability issue discussion and shed light on future research efforts toward collaboration techniques and tools for discussing niche topics in diverse communities, such as the usability issues in the OSS context.Comment: 26 pages, 2 figures, accepted to CSCW2024; supplementary material available at: https://github.com/HCDLab/UsabilityIssuesSupplementaryMateria

    Machine Learning practices and infrastructures

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    Machine Learning (ML) systems, particularly when deployed in high-stakes domains, are deeply consequential. They can exacerbate existing inequities, create new modes of discrimination, and reify outdated social constructs. Accordingly, the social context (i.e. organisations, teams, cultures) in which ML systems are developed is a site of active research for the field of AI ethics, and intervention for policymakers. This paper focuses on one aspect of social context that is often overlooked: interactions between practitioners and the tools they rely on, and the role these interactions play in shaping ML practices and the development of ML systems. In particular, through an empirical study of questions asked on the Stack Exchange forums, the use of interactive computing platforms (e.g. Jupyter Notebook and Google Colab) in ML practices is explored. I find that interactive computing platforms are used in a host of learning and coordination practices, which constitutes an infrastructural relationship between interactive computing platforms and ML practitioners. I describe how ML practices are co-evolving alongside the development of interactive computing platforms, and highlight how this risks making invisible aspects of the ML life cycle that AI ethics researchers' have demonstrated to be particularly salient for the societal impact of deployed ML systems

    Enhancement of Real-Time Object Detection and Tracking in Collaborative Environment using AI and Mixed Reality

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    The area of mixed reality has had rapid growth in recent years, with a notable rise in funding. This may be attributed to the rising recognition of the potential advantages associated with the integration of virtual information into the physical environment. The majority of contemporary mixed reality apps that rely on markers use algorithms for local feature identification and tracking. This study aims to enhance the accuracy of object recognition in complicated environment and enable real-time classification operations via the introduction of a unique detection approach known as the lightweight and efficient YOLOv4 model. In the present setting, Computational vision emerges as a very valuable and engaging manifestation of artificial intelligence (AI) that finds widespread application in many aspects of daily existence. The field of computer vision is dedicated to the development of advanced artificial intelligence and computer systems that aim to replace complex elements of the human environment. In recent times, deep neural networks have emerged as a crucial component in several sectors owing to their well-established capacity to process visual input. This study presents a methodology for classifying and identifying objects using the YOLOv4 object detection algorithm. Convolutional neural networks (CNNs) have shown exceptional efficacy in the tasks of object tracking and feature extraction from pictures. Therefore, the enhanced network architecture optimizes both the precision of identification and the speed at which it operates. This research will contribute to developing mixed-reality simulations system for object detection and tracking in collaborative environment that are accessible to everyone, including users in the architectural filed. The model was evaluated in comparison to other object detection approaches. Based on the empirical results, it was observed that the YOLOv4 model exhibited a mean average precision (mAP) of 0.988, surpassing the performance of both YOLOv3 and other object identification models

    New media and impressionism

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    This master’s thesis is framed in the areas of New Media Art (NMA) and Human Computer Interaction (HCI). In particular, it is focused in the study of New Media Art pieces that share a set of characteristics (the most important one being that they are composed by atomic elements), might be explicitly interactive, and are usually exhibited in public settings or have been designed to be consumed by a large simultaneous audience. The content of the thesis can be divided in four big items: 1- The review of a certain set of NMA pieces, their characteristics, and some similarities hold between them and the impressionist movement that emerged at the second half of the 19th century, along with some visual perception principles of Gestalt psychology. 2- A selection and an adaptation of pre-existing theoretical frameworks for modelling interaction in public settings. These theoretical frameworks comprise a set of tools for describing, analysing, and designing New Media Art pieces. 3- The presentation of a set of selected artworks authored or coauthored by the author of this thesis. A description of their characteristics and technology will be presented. 4- The introduction of two tools for artistic production, which were instrumental for the construction of some of the artworks here presented: Sendero (an LED lighting system), and N.IMP (a tool for real time visual content generation)
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