152 research outputs found

    Exploratory Search on Mobile Devices

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    The goal of this thesis is to provide a general framework (MobEx) for exploratory search especially on mobile devices. The central part is the design, implementation, and evaluation of several core modules for on-demand unsupervised information extraction well suited for exploratory search on mobile devices and creating the MobEx framework. These core processing elements, combined with a multitouch - able user interface specially designed for two families of mobile devices, i.e. smartphones and tablets, have been finally implemented in a research prototype. The initial information request, in form of a query topic description, is issued online by a user to the system. The system then retrieves web snippets by using standard search engines. These snippets are passed through a chain of NLP components which perform an ondemand or ad-hoc interactive Query Disambiguation, Named Entity Recognition, and Relation Extraction task. By on-demand or ad-hoc we mean the components are capable to perform their operations on an unrestricted open domain within special time constraints. The result of the whole process is a topic graph containing the detected associated topics as nodes and the extracted relation ships as labelled edges between the nodes. The Topic Graph is presented to the user in different ways depending on the size of the device she is using. Various evaluations have been conducted that help us to understand the potentials and limitations of the framework and the prototype

    Understanding the Influencing Factors and Mechanism of Social Compensation for Chinese Older Adults Using Social Media in the Context of Smart Home: A Qualitative Analysis

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    As a new generation of necessary terminals for future homes, smart homes have become one of the essential mediums for smart aging at home. This paper aims to explore how older adults who age at home can overcome the digital divide of the new medium and achieve social participation in the home context to realize active aging. Based on the theory of social compensation, we select the smart-home smart screen, a representative new medium product in China, and carry out open coding, spindle coding, selective coding, and theoretical construction of the original interview data through the grounded theory research method. The results show that the main factors affecting the social compensation of older adults to smart home social media include user interface quality, interaction quality, content quality, and service quality, and these four factors are used as external variables to compensate older adults socially, thereby stimulating the emotional experience and perception changes at the cognitive level of older adults and then affecting the adoption and acceptance of smart home social media by older adults. This study refines the factors influencing the older adults' use of smart home social media from the perspective of social compensation. It explains the mechanism of acceptable behavior of older adults, bridging the gap in previous literature on the influencing factors and behavioral mechanisms of older adults of smart home social media. This paper provides a theoretical basis and guidance for the subsequent academic research and software development practice of social media under new technological devices to further help older adults in China achieve active and healthy aging

    New HCI techniques for better living through technology

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    In the Human Computer Interaction community, researchers work on many projects that investigate the efficacy of new technologies for better living, but unlike other research fields, these researchers must have an approach that is typically multi-disciplinary. Technology is always developing thus improving our lives in many ways like education, health and communication. This due to the fact that it is supposed to make life easier. This dissertation explores three main aspects: the first is learning with new technologies, the second is the improvement of real life by using innovative devices while the third is the usage of mobile devices in combination with image processing algorithms and computer graphics techniques. We firstly describe the progress on the state of the art and related work that have been necessary to implement such tools on commodity hardware and deploy them in both mobile and desktop settings. We propose the usage of different technologies in different settings, comparing these solutions for enhancing the interaction experience by introducing virtual/augmented reality tools for supporting this kind of activities. We also applied well-known gamification techniques coming from different mobile applications for demonstrating how users can be entertained and motivated in their working out. We describe our design and prototype of several integrated systems created to improve the educational process, to enhance the shopping experience, to provide new experiences for travellers and even to improve fitness and wellness activities. Finally, we discuss our findings and frame them in the broader context of better living thanks to technology, drawing the lessons learnt from each work while also proposing relative future work

    Interactive Visualization Lenses:: Natural Magic Lens Interaction for Graph Visualization

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    Information visualization is an important research field concerned with making sense and inferring knowledge from data collections. Graph visualizations are specific techniques for data representation relevant in diverse application domains among them biology, software-engineering, and business finance. These data visualizations benefit from the display space provided by novel interactive large display environments. However, these environments also cause new challenges and result in new requirements regarding the need for interaction beyond the desktop and according redesign of analysis tools. This thesis focuses on interactive magic lenses, specialized locally applied tools that temporarily manipulate the visualization. These may include magnification of focus regions but also more graph-specific functions such as pulling in neighboring nodes or locally reducing edge clutter. Up to now, these lenses have mostly been used as single-user, single-purpose tools operated by mouse and keyboard. This dissertation presents the extension of magic lenses both in terms of function as well as interaction for large vertical displays. In particular, this thesis contributes several natural interaction designs with magic lenses for the exploration of graph data in node-link visualizations using diverse interaction modalities. This development incorporates flexible switches between lens functions, adjustment of individual lens properties and function parameters, as well as the combination of lenses. It proposes interaction techniques for fluent multi-touch manipulation of lenses, controlling lenses using mobile devices in front of large displays, and a novel concept of body-controlled magic lenses. Functional extensions in addition to these interaction techniques convert the lenses to user-configurable, personal territories with use of alternative interaction styles. To create the foundation for this extension, the dissertation incorporates a comprehensive design space of magic lenses, their function, parameters, and interactions. Additionally, it provides a discussion on increased embodiment in tool and controller design, contributing insights into user position and movement in front of large vertical displays as a result of empirical investigations and evaluations.Informationsvisualisierung ist ein wichtiges Forschungsfeld, das das Analysieren von Daten unterstützt. Graph-Visualisierungen sind dabei eine spezielle Variante der Datenrepräsentation, deren Nutzen in vielerlei Anwendungsfällen zum Einsatz kommt, u.a. in der Biologie, Softwareentwicklung und Finanzwirtschaft. Diese Datendarstellungen profitieren besonders von großen Displays in neuen Displayumgebungen. Jedoch bringen diese Umgebungen auch neue Herausforderungen mit sich und stellen Anforderungen an Nutzerschnittstellen jenseits der traditionellen Ansätze, die dadurch auch Anpassungen von Analysewerkzeugen erfordern. Diese Dissertation befasst sich mit interaktiven „Magischen Linsen“, spezielle lokal-angewandte Werkzeuge, die temporär die Visualisierung zur Analyse manipulieren. Dabei existieren zum Beispiel Vergrößerungslinsen, aber auch Graph-spezifische Manipulationen, wie das Anziehen von Nachbarknoten oder das Reduzieren von Kantenüberlappungen im lokalen Bereich. Bisher wurden diese Linsen vor allem als Werkzeug für einzelne Nutzer mit sehr spezialisiertem Effekt eingesetzt und per Maus und Tastatur bedient. Die vorliegende Doktorarbeit präsentiert die Erweiterung dieser magischen Linsen, sowohl in Bezug auf die Funktionalität als auch für die Interaktion an großen, vertikalen Displays. Insbesondere trägt diese Dissertation dazu bei, die Exploration von Graphen mit magischen Linsen durch natürliche Interaktion mit unterschiedlichen Modalitäten zu unterstützen. Dabei werden flexible Änderungen der Linsenfunktion, Anpassungen von individuellen Linseneigenschaften und Funktionsparametern, sowie die Kombination unterschiedlicher Linsen ermöglicht. Es werden Interaktionstechniken für die natürliche Manipulation der Linsen durch Multitouch-Interaktion, sowie das Kontrollieren von Linsen durch Mobilgeräte vor einer Displaywand vorgestellt. Außerdem wurde ein neuartiges Konzept körpergesteuerter magischer Linsen entwickelt. Funktionale Erweiterungen in Kombination mit diesen Interaktionskonzepten machen die Linse zu einem vom Nutzer einstellbaren, persönlichen Arbeitsbereich, der zudem alternative Interaktionsstile erlaubt. Als Grundlage für diese Erweiterungen stellt die Dissertation eine umfangreiche analytische Kategorisierung bisheriger Forschungsarbeiten zu magischen Linsen vor, in der Funktionen, Parameter und Interaktion mit Linsen eingeordnet werden. Zusätzlich macht die Arbeit Vor- und Nachteile körpernaher Interaktion für Werkzeuge bzw. ihre Steuerung zum Thema und diskutiert dabei Nutzerposition und -bewegung an großen Displaywänden belegt durch empirische Nutzerstudien

    Visual exploration of semantic-web-based knowledge structures

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    Humans have a curious nature and seek a better understanding of the world. Data, in- formation, and knowledge became assets of our modern society through the information technology revolution in the form of the internet. However, with the growing size of accumulated data, new challenges emerge, such as searching and navigating in these large collections of data, information, and knowledge. The current developments in academic and industrial contexts target the corresponding challenges using Semantic Web techno- logies. The Semantic Web is an extension of the Web and provides machine-readable representations of knowledge for various domains. These machine-readable representations allow intelligent machine agents to understand the meaning of the data and information; and enable additional inference of new knowledge. Generally, the Semantic Web is designed for information exchange and its processing and does not focus on presenting such semantically enriched data to humans. Visualizations support exploration, navigation, and understanding of data by exploiting humans’ ability to comprehend complex data through visual representations. In the context of Semantic- Web-Based knowledge structures, various visualization methods and tools are available, and new ones are being developed every year. However, suitable visualizations are highly dependent on individual use cases and targeted user groups. In this thesis, we investigate visual exploration techniques for Semantic-Web-Based knowledge structures by addressing the following challenges: i) how to engage various user groups in modeling such semantic representations; ii) how to facilitate understanding using customizable visual representations; and iii) how to ease the creation of visualizations for various data sources and different use cases. The achieved results indicate that visual modeling techniques facilitate the engagement of various user groups in ontology modeling. Customizable visualizations enable users to adjust visualizations to the current needs and provide different views on the data. Additionally, customizable visualization pipelines enable rapid visualization generation for various use cases, data sources, and user group

    Advanced Technologies for Human-Computer Interfaces in Mixed Reality

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    As human beings, we trust our five senses, that allow us to experience the world and communicate. Since our birth, the amount of data that every day we can acquire is impressive and such a richness reflects the complexity of humankind in arts, technology, etc. The advent of computers and the consequent progress in Data Science and Artificial Intelligence showed how large amounts of data can contain some sort of “intelligence” themselves. Machines learn and create a superimposed layer of reality. How data generated by humans and machines are related today? To give an answer we will present three projects in the context of “Mixed Reality”, the ideal place where Reality, Virtual Reality and Augmented Reality are increasingly connected as long as data enhance the digital experiences, making them more “real”. We will start with BRAVO, a tool that exploits the brain activity to improve the user’s learning process in real time by means of a Brain-Computer Interface that acquires EEG data. Then we will see AUGMENTED GRAPHICS, a framework for detecting objects in the reality that can be captured easily and inserted in any digital scenario. Based on the moments invariants theory, it looks particularly designed for mobile devices, as it assumes a light concept of object detection and it works without any training set. As third work, GLOVR, a wearable hand controller that uses inertial sensors to offer directional controls and to recognize gestures, particularly suitable for Virtual Reality applications. It features a microphone to record voice sequences that then are translated in tasks by means of a natural language web service. For each project we will summarize the main results and we will trace some future directions of research and development

    Dagstuhl News January - December 2006

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    "Dagstuhl News" is a publication edited especially for the members of the Foundation "Informatikzentrum Schloss Dagstuhl" to thank them for their support. The News give a summary of the scientific work being done in Dagstuhl. Each Dagstuhl Seminar is presented by a small abstract describing the contents and scientific highlights of the seminar as well as the perspectives or challenges of the research topic

    Mobile Consumers and Applications: Essays on Mobile Marketing

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    Mobile Consumers and Applications: Essays on Mobile Marketing

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