3,551 research outputs found
Virtual Location-Based Services: Merging the Physical and Virtual World
Location-based services gained much popularity through providing users with
helpful information with respect to their current location. The search and
recommendation of nearby locations or places, and the navigation to a specific
location are some of the most prominent location-based services. As a recent
trend, virtual location-based services consider webpages or sites associated
with a location as 'virtual locations' that online users can visit in spite of
not being physically present at the location. The presence of links between
virtual locations and the corresponding physical locations (e.g., geo-location
information of a restaurant linked to its website), allows for novel types of
services and applications which constitute virtual location-based services
(VLBS). The quality and potential benefits of such services largely depends on
the existence of websites referring to physical locations. In this paper, we
investigate the usefulness of linking virtual and physical locations. For this,
we analyze the presence and distribution of virtual locations, i.e., websites
referring to places, for two Irish cities. Using simulated tracks based on a
user movement model, we investigate how mobile users move through the Web as
virtual space. Our results show that virtual locations are omnipresent in urban
areas, and that the situation that a user is close to even several such
locations at any time is rather the normal case instead of the exception
Turning towards quality : a Japanese-Hungarian comparative study of the unequal usage of geographical information technologies
General theories explain the altering role of the influencing effects of ICT-related inequalities by diffusion models, in which differences of accessibility slowly turn to inequalities between users in the quality of usage. This paper is focusing on this latter and newer form of inequalities, by examining what differences appear between people in using a specific type of qualitative information, the spatial information. The presented study has chosen Japan, an advanced country, and Hungary, a follower country, to introduce how geographical information technology is used. In the paper outcomes of a comparative survey are presented, focusing on the Japanese and the Hungarian peoples’ relation to map-information applications and services. According to the results it is assumed that Japan entered the “quality phase” of ICT development earlier, but later Hungary mirrored also good numbers on qualitative information usage. In Japan location based services and geolocated searching are unambiguously more common, which is a result of larger numbers of geo-equipped smartphones. The usage of modern devices may have deliberated users from spatial bounds of location; which has already signs in Japan. On the other hand small differences between the two countries are better to be explained by local specifications than by ICT development differences
Eyes-Off Physically Grounded Mobile Interaction
This thesis explores the possibilities, challenges and future scope for eyes-off, physically grounded mobile interaction. We argue that for interactions with digital content in physical spaces, our focus should not be constantly and solely on the device we are using, but fused with an experience of the places themselves, and the people who inhabit them. Through the design, development and evaluation of a series ofnovel prototypes we show the benefits of a more eyes-off mobile interaction style.Consequently, we are able to outline several important design recommendations for future devices in this area.The four key contributing chapters of this thesis each investigate separate elements within this design space. We begin by evaluating the need for screen-primary feedback during content discovery, showing how a more exploratory experience can be supported via a less-visual interaction style. We then demonstrate how tactilefeedback can improve the experience and the accuracy of the approach. In our novel tactile hierarchy design we add a further layer of haptic interaction, and show how people can be supported in finding and filtering content types, eyes-off. We then turn to explore interactions that shape the ways people interact with aphysical space. Our novel group and solo navigation prototypes use haptic feedbackfor a new approach to pedestrian navigation. We demonstrate how variations inthis feedback can support exploration, giving users autonomy in their navigationbehaviour, but with an underlying reassurance that they will reach the goal.Our final contributing chapter turns to consider how these advanced interactionsmight be provided for people who do not have the expensive mobile devices that areusually required. We extend an existing telephone-based information service to support remote back-of-device inputs on low-end mobiles. We conclude by establishingthe current boundaries of these techniques, and suggesting where their usage couldlead in the future
CHORUS Deliverable 2.2: Second report - identification of multi-disciplinary key issues for gap analysis toward EU multimedia search engines roadmap
After addressing the state-of-the-art during the first year of Chorus and establishing the existing landscape in
multimedia search engines, we have identified and analyzed gaps within European research effort during our second year.
In this period we focused on three directions, notably technological issues, user-centred issues and use-cases and socio-
economic and legal aspects. These were assessed by two central studies: firstly, a concerted vision of functional breakdown
of generic multimedia search engine, and secondly, a representative use-cases descriptions with the related discussion on
requirement for technological challenges. Both studies have been carried out in cooperation and consultation with the
community at large through EC concertation meetings (multimedia search engines cluster), several meetings with our
Think-Tank, presentations in international conferences, and surveys addressed to EU projects coordinators as well as
National initiatives coordinators. Based on the obtained feedback we identified two types of gaps, namely core
technological gaps that involve research challenges, and “enablers”, which are not necessarily technical research
challenges, but have impact on innovation progress. New socio-economic trends are presented as well as emerging legal
challenges
Hybrid Satellite-Terrestrial Communication Networks for the Maritime Internet of Things: Key Technologies, Opportunities, and Challenges
With the rapid development of marine activities, there has been an increasing
number of maritime mobile terminals, as well as a growing demand for high-speed
and ultra-reliable maritime communications to keep them connected.
Traditionally, the maritime Internet of Things (IoT) is enabled by maritime
satellites. However, satellites are seriously restricted by their high latency
and relatively low data rate. As an alternative, shore & island-based base
stations (BSs) can be built to extend the coverage of terrestrial networks
using fourth-generation (4G), fifth-generation (5G), and beyond 5G services.
Unmanned aerial vehicles can also be exploited to serve as aerial maritime BSs.
Despite of all these approaches, there are still open issues for an efficient
maritime communication network (MCN). For example, due to the complicated
electromagnetic propagation environment, the limited geometrically available BS
sites, and rigorous service demands from mission-critical applications,
conventional communication and networking theories and methods should be
tailored for maritime scenarios. Towards this end, we provide a survey on the
demand for maritime communications, the state-of-the-art MCNs, and key
technologies for enhancing transmission efficiency, extending network coverage,
and provisioning maritime-specific services. Future challenges in developing an
environment-aware, service-driven, and integrated satellite-air-ground MCN to
be smart enough to utilize external auxiliary information, e.g., sea state and
atmosphere conditions, are also discussed
DRLViz: Understanding Decisions and Memory in Deep Reinforcement Learning
We present DRLViz, a visual analytics interface to interpret the internal
memory of an agent (e.g. a robot) trained using deep reinforcement learning.
This memory is composed of large temporal vectors updated when the agent moves
in an environment and is not trivial to understand due to the number of
dimensions, dependencies to past vectors, spatial/temporal correlations, and
co-correlation between dimensions. It is often referred to as a black box as
only inputs (images) and outputs (actions) are intelligible for humans. Using
DRLViz, experts are assisted to interpret decisions using memory reduction
interactions, and to investigate the role of parts of the memory when errors
have been made (e.g. wrong direction). We report on DRLViz applied in the
context of video games simulators (ViZDoom) for a navigation scenario with item
gathering tasks. We also report on experts evaluation using DRLViz, and
applicability of DRLViz to other scenarios and navigation problems beyond
simulation games, as well as its contribution to black box models
interpretability and explainability in the field of visual analytics
Integrating Haptic Feedback into Mobile Location Based Services
Haptics is a feedback technology that takes advantage of the human sense of touch by
applying forces, vibrations, and/or motions to a haptic-enabled device such as a mobile
phone. Historically, human-computer interaction has been visual - text and images on
the screen. Haptic feedback can be an important additional method especially in Mobile
Location Based Services such as knowledge discovery, pedestrian navigation and notification
systems. A knowledge discovery system called the Haptic GeoWand is a low
interaction system that allows users to query geo-tagged data around them by using
a point-and-scan technique with their mobile device. Haptic Pedestrian is a navigation
system for walkers. Four prototypes have been developed classified according to
the user’s guidance requirements, the user type (based on spatial skills), and overall
system complexity. Haptic Transit is a notification system that provides spatial information
to the users of public transport. In all these systems, haptic feedback is used
to convey information about location, orientation, density and distance by use of the
vibration alarm with varying frequencies and patterns to help understand the physical
environment. Trials elicited positive responses from the users who see benefit in being
provided with a “heads up” approach to mobile navigation. Results from a memory recall
test show that the users of haptic feedback for navigation had better memory recall
of the region traversed than the users of landmark images. Haptics integrated into a
multi-modal navigation system provides more usable, less distracting but more effective
interaction than conventional systems. Enhancements to the current work could include
integration of contextual information, detailed large-scale user trials and the exploration
of using haptics within confined indoor spaces
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