510 research outputs found

    Improving User Involvement Through Live Collaborative Creation

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    Creating an artifact - such as writing a book, developing software, or performing a piece of music - is often limited to those with domain-specific experience or training. As a consequence, effectively involving non-expert end users in such creative processes is challenging. This work explores how computational systems can facilitate collaboration, communication, and participation in the context of involving users in the process of creating artifacts while mitigating the challenges inherent to such processes. In particular, the interactive systems presented in this work support live collaborative creation, in which artifact users collaboratively participate in the artifact creation process with creators in real time. In the systems that I have created, I explored liveness, the extent to which the process of creating artifacts and the state of the artifacts are immediately and continuously perceptible, for applications such as programming, writing, music performance, and UI design. Liveness helps preserve natural expressivity, supports real-time communication, and facilitates participation in the creative process. Live collaboration is beneficial for users and creators alike: making the process of creation visible encourages users to engage in the process and better understand the final artifact. Additionally, creators can receive immediate feedback in a continuous, closed loop with users. Through these interactive systems, non-expert participants help create such artifacts as GUI prototypes, software, and musical performances. This dissertation explores three topics: (1) the challenges inherent to collaborative creation in live settings, and computational tools that address them; (2) methods for reducing the barriers of entry to live collaboration; and (3) approaches to preserving liveness in the creative process, affording creators more expressivity in making artifacts and affording users access to information traditionally only available in real-time processes. In this work, I showed that enabling collaborative, expressive, and live interactions in computational systems allow the broader population to take part in various creative practices.PHDComputer Science & EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttps://deepblue.lib.umich.edu/bitstream/2027.42/145810/1/snaglee_1.pd

    Distributed Team Training: Effective Team Feedback

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    The United States Army currently uses after action reviews (AARs) to give personnel feedback on their performance. However, due to the growing use of geographically distributed teams, the traditional AAR, with participants and a moderator in the same room, is becoming difficult; therefore, distributed AARs are becoming a necessity. However, distributed AARs have not been thoroughly researched. To determine what type of distributed AARs would best facilitate team training in distributed Army operations, feedback media platforms must be compared. This research compared three types of AARs, which are no AAR, teleconference AAR, and teleconference AAR with visual feedback, to determine if there are learning differences among these conditions. Participants completed three search missions and received feedback between missions from one of these conditions. Multiple ANOVAs were conducted to compare these conditions and trials. Results showed that overall the teleconference AAR with visual feedback improved performance the most. A baseline, or no AAR, resulted in the second highest improvement, and the teleconference condition resulted in the worst overall performance. This study has implications for distributed military training and feedback, as well as other domains that use distributed training and feedback

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Benchmarking of Embedded Object Detection in Optical and RADAR Scenes

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    A portable, real-time vital sign estimation protoype is developed using neural network- based localization, multi-object tracking, and embedded processing optimizations. The system estimates heart and respiration rates of multiple subjects using directional of arrival techniques on RADAR data. This system is useful in many civilian and military applications including search and rescue. The primary contribution from this work is the implementation and benchmarking of neural networks for real time detection and localization on various systems including the testing of eight neural networks on a discrete GPU and Jetson Xavier devices. Mean average precision (mAP) and inference speed benchmarks were performed. We have shown fast and accurate detection and tracking using synthetic and real RADAR data. Another major contribution is the quantification of the relationship between neural network mAP performance and data augmentations. As an example, we focused on image and video compression methods, such as JPEG, WebP, H264, and H265. The results show WebP at a quantization level of 50 and H265 at a constant rate factor of 30 provide the best balance between compression and acceptable mAP. Other minor contributions are achieved in enhancing the functionality of the real-time prototype system. This includes the implementation and benchmarking of neural network op- timizations, such as quantization and pruning. Furthermore, an appearance-based synthetic RADAR and real RADAR datasets are developed. The latter contains simultaneous optical and RADAR data capture and cross-modal labels. Finally, multi-object tracking methods are benchmarked and a support vector machine is utilized for cross-modal association. In summary, the implementation, benchmarking, and optimization of methods for detection and tracking helped create a real-time vital sign system on a low-profile embedded device. Additionally, this work established a relationship between compression methods and different neural networks for optimal file compression and network performance. Finally, methods for RADAR and optical data collection and cross-modal association are implemented

    The Effectiveness of Multimedia Digital Graphics in the Context of a Simulated Content Environment

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    The overall purpose of this thesis was to evaluate the effectiveness and potential benefits or shortcomings of digital motion graphics when utilized in the context of a real-world marketing effort. It is vital to evaluate whether or not the understanding we currently have of motion graphics as a tool for effective communication still remains consistent when principles of visual noise, attention capacity limits, pairing with physical materials, and coordination across mediums are taken into consideration. Participants in this study were asked to interact with prepared content within the framing of a simulated social media feed viewed on a computer or mobile device, while also being exposed to paired print campaign materials either in a physical or non-physical format in order to evaluate the overall retention, recall, and message effectiveness of brand information. Data collected from this study was both quantitative and qualitative in nature, skewing more heavily in the direction of quantitative data. The former consists of evaluation of ability to recall information presented to the viewer through prepared marketing materials in print format along with a simulated social media campaign, while the latter applies to questions regarding personal evaluation of the materials and content provided to the viewer during testing and the effectiveness of particular forms of graphics. This study encompassed a total of 253 final responses from participants grouped across a total of four possible combinations of variables between two categories: the form of content with which they were presented in the simulated social media feed, in either multimedia motion format or static graphic format, and the form of medium with which they were presented the magazine marketing materials, either physical print or non-physical. This testing procedure was followed by a questionnaire segment meant to evaluate recall of various elements from the marketing materials, followed by an exit survey. The resulting data suggests a number of specific differences in the assessment and recall of certain forms of content information, including more accurate recall of primary information for a specific form of content as well as a demonstrable relationship between the selected form of content and the medium it was presented in as it relates to the participant’s ability to recall information. Additional observations were also made in regards to the perception of advertisement frequency between medium formats. This study’s results could potentially inform processes of decision-making for coordination of advertising materials across differing formats and mediums, as well as provide insight into the purposes and value that differing forms of content might provide from a communicative or informative aspect. Those attempting to create or promote content across physical, digital, and social channels may find this study’s findings beneficial towards their own efforts in content creation, as well as use it to inform priorities in advertising or communication efforts that go beyond a single format or medium
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