6,259 research outputs found

    An embedded suggestive interface for making home videos

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    This paper describes a novel suggestive interface embedded in a smart camera prototype aimed at aiding home movie makers. We focus on the problem of generating shot capture suggestions suitable to the user\u27s filming context, intended audience and style, and formulate a novel aesthetic measure by which to judge proposed suggestions. Tight coupling between media and software allows the aesthetic measure to be sensitive to previous footage captures, including those taken without the system\u27s prompting, in a manner allowing flexible, end-to-end migration of the authoring task from user to machine. An approximate method is used to find timely, near-optimal solutions to the aesthetic measure. Qualitative evaluation in the form of a user study shows it to be a promising approach to the flexible home movie authoring context

    Using mHealth to improve health care delivery in India: A qualitative examination of the perspectives of community health workers and beneficiaries.

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    BACKGROUND:mHealth technologies are proliferating globally to address quality and timeliness of health care delivery by Community Health Workers (CHWs). This study aimed to examine CHW and beneficiaries' perceptions of a new mHealth intervention (Common Application Software [CAS] for CHWs in India. The objectives of the study were to seek perspectives of CHWs and beneficiaries on the uptake of CAS, changes in CHW-beneficiary interactions since the introduction of CAS and potential barriers faced by CHWs in use of CAS. Further, important contextual factors related to CHW-beneficiary interface and dynamics that may have a bearing on CAS have been described. METHODS:A qualitative study was conducted in two states of India (Bihar and Madhya Pradesh) from March-April 2018 with CHWs (n = 32) and beneficiaries (n = 55). All interviews were conducted and recorded in Hindi, transcribed and translated into English, and coded and thematically analysed using Dedoose. FINDINGS:The mHealth intervention was acceptable to the CHWs who felt that CAS improved their status in the communities where they worked. Beneficiaries' views were a mix of positive and negative perceptions. The divergent views between CHWs and beneficiaries surrounding the use and impact of CAS highlight an underlying mistrust, socio-cultural barriers in engagement, and technological barriers in implementation. All these contextual factors can influence the perception and uptake of CAS. CONCLUSIONS:mHealth interventions targeting CHWs and beneficiaries have the potential to improve performance of CHWs, reduce barriers to information and potentially change the behaviors of beneficiaries. While technology is an enabler for CHWs to improve their service delivery, it does not necessarily help overcome social and cultural barriers that impede CHW-beneficiary interactions to bring about improvements in knowledge and health behaviors. Future interventions for CHWs including mHealth interventions should examine contextual factors along with the acceptability, accessibility, and usability by beneficiaries and community members

    Sonic autoethnographies: personal listening as compositional context

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    This article discusses a range of self-reflexive tendencies in field recording, soundscape composition and studio production, and explores examples of sonic practices and works in which the personal listening experiences of the composer are a key contextual and compositional element. As broad areas for discussion, particular attention is given to soundscape composition as self-narrative (exploring the representation of the recordist in soundscape works) and to producing the hyperreal and the liminal (considering spatial characteristics of contemporary auditory experience and their consequences for sonic practice). The discussion then focuses on the specific application of autoethnographic research methods to the practice and the understanding of soundscape composition. Compositional strategies employed in two recent pieces by the author are considered in detail. The aim of this discussion is to link autoethnography to specific ideas about sound and listening, and to some tendencies in field recording, soundscape composition and studio production, while also providing context for the discussion of the author’s own practice and works. In drawing together this range of ideas, methods and work, sonic autoethnography is aligned with an emerging discourse around reflexive, embodied sound work

    Web 2.0, new literacies, and the idea of learning through participation

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    In this paper I identify some current elaborations on the theme of participation and digital literacy in order to open further debate on the relationship between interaction, collaboration, and learning in online environments. Motivated by an interest in using new technologies in the context of formal learning (Merchant, 2009), I draw on in-school and out-of-school work in Web 2.0 spaces. This work is inflected by the new literacies approach (Lankshear and Knobel, 2006a), and here I provide an overview of the ways in which learning through participation is characterised by those adopting this and other related perspectives. I include a critical examination of the idea of ‘participatory’ culture as articulated in the field of media studies, focusing particularly on the influential work of Jenkins (2006a; 2006b). In order to draw these threads together around conceptualizations of learning, I summarise ways in which participation is described in the literature on socially-situated cognition. This is used to generate some tentative suggestions about how learning and literacy in Web 2.0 spaces might be envisioned and how ideas about participation might inform curriculum planning and design

    "You Tube and I Find" - personalizing multimedia content access

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    Recent growth in broadband access and proliferation of small personal devices that capture images and videos has led to explosive growth of multimedia content available everywhereVfrom personal disks to the Web. While digital media capture and upload has become nearly universal with newer device technology, there is still a need for better tools and technologies to search large collections of multimedia data and to find and deliver the right content to a user according to her current needs and preferences. A renewed focus on the subjective dimension in the multimedia lifecycle, fromcreation, distribution, to delivery and consumption, is required to address this need beyond what is feasible today. Integration of the subjective aspects of the media itselfVits affective, perceptual, and physiological potential (both intended and achieved), together with those of the users themselves will allow for personalizing the content access, beyond today’s facility. This integration, transforming the traditional multimedia information retrieval (MIR) indexes to more effectively answer specific user needs, will allow a richer degree of personalization predicated on user intention and mode of interaction, relationship to the producer, content of the media, and their history and lifestyle. In this paper, we identify the challenges in achieving this integration, current approaches to interpreting content creation processes, to user modelling and profiling, and to personalized content selection, and we detail future directions. The structure of the paper is as follows: In Section I, we introduce the problem and present some definitions. In Section II, we present a review of the aspects of personalized content and current approaches for the same. Section III discusses the problem of obtaining metadata that is required for personalized media creation and present eMediate as a case study of an integrated media capture environment. Section IV presents the MAGIC system as a case study of capturing effective descriptive data and putting users first in distributed learning delivery. The aspects of modelling the user are presented as a case study in using user’s personality as a way to personalize summaries in Section V. Finally, Section VI concludes the paper with a discussion on the emerging challenges and the open problems

    Exploring the Impact of Augmented Reality on Customer Experiences and Attitudes: A Comparative Analysis with Websites

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    Augmented Reality is used by various customers’ concerned companies to augment their stimuli, shopping experiences, and customers’ purchasing behavior. Hence, AR driven enabling stimulates customer engagement and their shopping attitude by providing a vivid technology experience. Prior studies found that AR novelty, trust, and vividness influenced the customer usage attitude. There have extant literature presented in the context of AR applications, it is widely used through numerous gadgets but the author intends to explore holistic features that tend to grasp customers’ experiences and attitudes to find the variance between AR vs. Websites. AR potentially disrupted the real-world environment by providing hedonic visual benefits and eliminating the physical efforts that tend to stimulate customers who mesmerize with AR compared to a website. The author chose the Houzz AR app and its website to gather data and provide a better understanding of both scenarios. The author conducted two-field experiments to illustrate positive customer attitudes that satisfied their experience towards the AR app rather than the traditional website. AR app is vivid and novel to engage a customer and moderate their attitude towards the technology immersion. Finally, this study provides multiple implications such as unique visual illustrations, sensational features, and innovation resulting in satisfied customer experience, considering both features in real and virtual world environments

    Museos virtuales y entorno construido: narrativas y experiencias inmersivas vía centros de geodatos multitemporales

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    [EN] Our built environment is nowadays considered as a dynamic complex, stretching and transforming across space and time, with the interaction of human, social and economic dimensions. It needs to be safeguarded as living places for the future taking into account such complexity. The general aim of this work is to contribute to the comprehension of landscape values, enhancing participation processes by tourists and local communities, considering the built environment as a system: the sum of natural transformation, ancient artefacts stratification and human activities, partially covering the tangible traces, and functioning as a vehicle for the comprehension of intangible values. Multi-temporal, multi-scale and geospatial datasets can play an important role in such knowledge transfer processes by means of narratives and immersive experiences in a multimedia museum approach. In particular, the cartographic heritage, in the form of metric and non-metric maps, can be progressively used as a source of information for innovative narratives. Virtual Museums (VMs)are additional "channels" to disseminate content and to provide knowledge about cultural heritage; they have emerged from the crossbreeding process between museums and digital technologies. Investigating how digital storytelling may support communication and understanding of complex systems, such as the built environment and landscape, it is relevant because cultural awareness may foster the sense of belonging and identity construction of which Europe is thirsty, contributing to the safeguarding of fragile sites. The paper provides useful information for museums that would like to follow this pathway. It retraces the main steps of storytelling production and presents interesting examples of immersive narrative models based on geospatial data and a virtual hub, helping people to retrieve and access information and to recognize places of memory mostly unknown. Moreover, it offers an evaluation of existing tools that can be adopted for this purpose. Eventually, by virtue of the research carried out for the case study of the Virtual Museum of Como Lake Landscape, the paper aims at ascertaining which kind of stories and experiences can be designed, the potential of these tools and possible weaknesses or constraints that deserve future researches.[ES] El entorno construido se considera hoy en día como un complejo dinámico, que se extiende y transforma a través del espacio y el tiempo, con interacción de dimensiones humanas, sociales y económicas. Debe salvaguardarse como lugares donde vivir el futuro teniendo en cuenta tal complejidad. El objetivo general de este trabajo es contribuir a la comprensión de los valores paisajísticos, potenciando los procesos de participación de los turistas y de los autóctonos, considerando el entorno construido como un sistema: suma de la transformación natural, de la estratificación de artefactos antiguos y de actividades humanas, cubriendo parcialmente los rastros tangibles, y vehículo de comprensión de valores intangibles. Los conjuntos de datos multitemporales, a multi-escala y geoespaciales pueden desempeñar un papel importante en dicho proceso de transferencia de conocimiento a través de narrativas y experiencias inmersivas en el enfoque de un museo multimedia. En particular, el patrimonio cartográfico, en forma de mapas métricos y mapas no métricos, puede utilizarse progresivamente como fuente de información para narrativas innovadoras. Los Museos Virtuales (VM) son “canales” adicionales que permiten difundir contenido y proporcionar conocimiento sobre el patrimonio cultural; surgen del proceso de mestizaje entre museos y tecnologías digitales. Investigar cómo la narración digital puede apoyar la comunicación y la comprensión de sistemas complejos, como el entorno construido y el paisaje, es relevante porque la conciencia cultural puede fomentar el sentido de pertenencia y la construcción de identidad de los que Europa tiene sed, contribuyendo a la protección de sitios frágiles. El artículo proporciona información útil para los museos que deseen seguir este camino. Describe los principales pasos que deberían considerarse a la hora de producir narrativas y pone ejemplos interesantes de modelos narrativos inmersivos basados en datos geoespaciales y centros virtuales, que ayudan a las personas a recuperar y acceder a información, y a reconocer lugares desconocidos o vagamente retenidos en la memoria. Además, ofrece una evaluación de las herramientas existentes que se pueden adoptar con este propósito. El objetivo es aclarar, finalmente, en virtud dela investigación desarrollada en el caso de estudio del Museo Virtual del Paisaje del Lago di Como, qué tipo de historias y experiencias se pueden diseñar, el potencial de estas herramientas y las posibles debilidades o limitaciones que merecen futuras investigaciones.We thank Stefano Della Torre (Head of Polimi dABC) as Sc. Responsible of the Advisory within the PORL FESR 2007/2013 ‘Multimedia system for the presentation and participated recognizing of the environmental values of the landscape of the Lake of Como’; and Leoni Marco (Director of the Museum of Como Lake Landscape) for the concession of museum’s data and his support in developing the PhD research of which this paper presents a summary of preliminary findings.The research leading to the results of this paper is partially funded under the ICT Policy Support Programme (ICT PSP) as part of the Competitiveness and Innovation Framework Programme by the European Community (CIP) GA no. 620400.Brumana, R.; Oreni, D.; Caspani, S.; Previtali, M. (2018). Virtual museums and built environment: narratives and immersive experience via multi-temporal geodata hub. Virtual Archaeology Review. 9(19):34-49. https://doi.org/10.4995/var.2018.9918SWORD3449919Bedford, L. (2001). Storytelling: The real work of museums. Curator: the museum journal, Vol. 44, Issue 1, 27-34. doi: 10.1111/j.2151-6952.2001.tb00027.xBarazzetti, L., Brumana, R., Oreni, D., & Roncoroni, F. (2013). Recognizing landscapes: can we change the point of view of geographic data? Journal of Mobile Multimedia, Vol. 9(1-2), 39-52. doi: 10.1111/j.2151-6952.2001.tb00027.xBarazzetti, L., Brumana, R., Oreni, D., & Previtali, M. (2014). Historical Map Registration via Independent Model Adjustment with Affine Transformations. In ICCSA 2014 (pp. 44-56). doi: 10.1007/978-3-319-09147-1_4Barazzetti L., Brumana, R., Cuca, B., & Previtali, M. (2015). Towards a Virtual Hub for a wider Open Data community. In Geomatics Workbooks n° 12, "FOSS4G Europe Como 2015" (pp.1-12).Brumana, R., Cuca, B., Oreni, D., Prandi, F., & Scaioni, M. (2010). Integration of old cadastral maps into up-to-date geodatabases for urban planning. In Core spatial databases - updating maintenance and services. From theory to practice (pp. 90-95). Haifa, Israel.Brumana, R., Oreni, D., Cuca, B., Rampini, A., & Pepe, M. (2012). Open Access to Historical Atlas: Sources of Information and Services for Landscape Analysis in an SDI Framework. In ICCSA 2012 (pp. 397-413). Springer Int. Publishing. doi: 10.1007/978-3-642-31075-1_30.Brumana, R., Oreni, D., Van Hecke, L., Barazzetti, L., Previtali, M., Roncoroni, F., & Valente, R. (2013). Combined Geometric and Thermal Analysis from Uav Platforms for Archaeological Heritage Documentation. In XXIV International Cipa Symposium (pp. 49-54). Strasbourg, France.Brumana, R., Santana Quintero, M., Barazzetti, L., Previtali, M., Della Torre, S., Roels, D., & Capitani, M. (2015). A geo-swot chart, using a values centered approach and multitemporal-maps for landscape assessment and multimedia ecomuseum. In ICOMOS International Symposium "Heritage and Landscape as Human Values, Theme 1 "Sharing and experiencing the identity of communities through tourism and interpretation" (pp. 186-191). Florence, Italy.Bedford, L. (2001). Storytelling: The real work of museums. Curator: the Museum Journal, 44(1), 27-34.https://doi.org/10.1111/j.2151-6952.2001.tb00027.xBarazzetti, L., Brumana, R., Oreni, D., & Roncoroni, F. (2013). Recognizing landscapes: can we change the point of view of geographic data? Journal of Mobile Multimedia, 9(1-2), 39-52.Barazzetti, L., Brumana, R., Oreni, D., & Previtali, M. (2014). Historical Map Registration via Independent Model Adjustment with Affine Transformations. In ICCSA 2014 (pp. 44-56). Guimaraes, Portugal. https://doi.org/10.1007/978-3-319-09147-1_4Barazzetti, L., Brumana, R., Cuca, B., & Previtali, M. (2015). Towards a Virtual Hub for a wider Open Data community. In FOSS4G Europe 2015(pp.1-12). Como, Italy.Brumana, R., Cuca, B., Oreni, D., Prandi, F., & Scaioni, M. (2010). Integration of old cadastral maps into up-to-date geodatabases for urban planning. The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, XXXVIII, 4-8-2/W9, 90-95.Brumana, R., Oreni, D., Cuca, B., Rampini, A., &Pepe, M. (2012). Open Access to Historical Atlas: Sources of Information and Services for Landscape Analysis in an SDI Framework .In ICCSA 2012(pp. 397-413).Salvador de Bahia, Brazil. https://doi.org/10.1007/978-3-642-31075-1_30Brumana, R., Oreni, D., Van Hecke, L., Barazzetti, L., Previtali, M., Roncoroni, F., & Valente, R. (2013). Combined geometric and thermal analysis from UAV platforms for archaeological heritage documentation. ISPRS Annals of the Photogrammetry, Remote Sensing and Spatial Information Science, II-5/W1, 49-54. https://doi.org/10.5194/isprsannals-II-5-W1-49-2013Brumana, R., Santana Quintero, M., Barazzetti, L., Previtali, M., Della Torre, S., Roels, D., & Capitani, M. (2015a). A geo-swot chart, using a values centered approach and multi temporal-maps for landscape assessment and multimedia ecomuseum. In ICOMOS International Symposium "Heritage and Landscape as Human Values", Theme 1"Sharing and experiencing the identity of communities through tourism and interpretation" (pp. 186-191). Florence, Italy.Brumana, R., Santana Quintero, M., Barazzetti, L., Previtali, M., Banfi, F., Oreni, D., Roels D., & Roncoroni, F. (2015b). Towards a virtual hub approach for landscape assessment and multimedia ecomuseum using multi temporal-maps. The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, XL-5/W7, 49-56. https://doi.org/10.5194/isprsarchives-XL-5-W7-49-2015Bruner, J. (1991). The Narrative Construction of Reality. Critical Inquiry, 18 (1), 1-21. https://doi.org/10.1086/448619Caquard, S. (2013). Mapping narrative cartography. Progress in Human Geography, 37(1), 135-144.https://doi.org/10.1177/0309132511423796Caspani, S., Brumana, R., Oreni, D., Previtali, M. (2017). Virtual museums as digital storytellers for dissemination of built environment: possible narratives and outlooks for appealing and rich encounters with the past. The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, XLII-2/W5, 113-119.https://doi.org/10.5194/isprs-archives-XLII-2-W5-113-2017Castells, M. (2000). The construction of European Identity. Retrieved October25, 2017, fromhttps://www.chet.org.za/files/CASTELLS%202004%20European%20Identity.pdfCouncil of Europe. (2000). European Landscape Convention. Retrieved October25, 2017, from https://rm.coe.int/1680080621Cuca, B., Brumana, R., Scaioni, M., & Oreni, D. (2011). Spatial Data Management of Temporal Map Series for Cultural and Environmental Heritage. International Journal of Spatial Data Infrastructures Research, 6, 97-125.https.//doi.org/10.2902/1725-0463.2011.06.art5Cuca, B., Previtali, M., Barazzetti, L., & Brumana, R. (2017). Benefits of using Open Geo-spatial Data for valorization of Cultural Heritage: GeoPan app. In 19th EGU General Assembly (p. 19101). Wien, Austria. Retrieved June 20, 2018, from https://meetingorganizer.copernicus.org/EGU2017/EGU2017-19101.pdfGiaccardi, E., & Fogli, D. (2008). Affective geographies: toward a richer cartographic semantics for the geospatial web. In AVI 8 Proceedings of the working conference on Advanced visual interfaces (pp. 173-180). Napoli, Italy. https://doi.org/10.1145/1385569.1385598Hooper-Greenhill, E. (2005). I musei e la formazione del sapere: le radici storiche, le pratiche del presente. Milan: Il Saggiatore.ICOMOS. (1996). The Declaration of San Antonio. Retrieved April 1, 2018, from https://www.icomos.org/en/charters-and-texts/179-articles-en-francais/ressources/charters-and-standards/188-the-declaration-of-san-antonioICOMOS. (2008a). Charter on cultural routes. Retrieved April 1, 2018, from https://www.icomos.org/images/DOCUMENTS/Charters/culturalroutes_e.pdfICOMOS. (2008b). Quebèc Declaration on the preservation of the spirit of place. Retrieved April 1, 2018, from https://www.icomos.org/quebec2008/quebec_declaration/pdf/GA16_Quebec_Declaration_Final_EN.pdfICOMOS. (2014). The Florence Declaration on Heritage and Landscapes as Human Values. Retrieved April 1, 2018, from https://www.icomos.org/images/DOCUMENTS/Secretariat/2015/GA_2014_results/GA2014_Symposium_FlorenceDeclaration_EN_final_20150318.pdfMacdonald, S. (2013) .Memorylands: Heritage and Identity in Europe Today. London: Routledge.Monti, C., Achille, C., Brumana, R., Musumeci, S., Oreni, D., & Signori, M. (2009). Perspectives on the 3-D analysis through the cadastral map series (XVIII -XX sec.) and the first geodetic large scale map of Milan realized by the 'Astronomidi Brera' (Astronomers of Brera): toward an advanced portal. E-PERIMETRON, 4(2), 86-100.Nativi, S., Craglia, M., & Pearlman, J. (2013). Earth science infrastructures interoperability: the brokering approach. IEEE Journal of Selected Topics. Applied Earth Observations and Remote Sensing, 6(3), 1118-1129. https://doi.org/10.1109/JSTARS.2013.2243113Pierdicca, R., Malinverni, E., Frontoni, E., Colosi, F., & Orazi, R. (2016). 3D visualization tools to explore ancient architectures in South America. Virtual Archaeology Review, 7(15), 44-53.https://doi.org/10.4995/var.2016.5904Pini, L. (2003). Tremezzo il paese dove fioriscono I limoni. Tremezzo: Silvana Editoriale.Previtali, M. (2017). Geopan atl@s: A brokering based gateway to georeferenced historical maps for risk analysis. 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    Photo filter apps: understanding analogue nostalgia in the new media ecology

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    As digital media have become more pervasive and entrenched in our daily routines, a nostalgic countertrend has increasingly valued the physical and tactile nature of the analogue image. In the past few years, technologically obsolete devices, such as lo-fi cameras and vinyl records, have not faded out of sight completely but are instead experiencing a comeback. At the same time, digital media capitalise on the nostalgia for the analogue and fetishise the retro aesthetics of old technologies. This article explores the emergence of photo filter and effect applications which allow users to modify digital photos, adding signifiers of age such as washed-out colours, scratches and torn borders. It is argued that these new technologies, with programs such as Instagram, Hipstamatic and Camera 360, bring back the illusory physicality of picture-taking through digital skeuomorphism. Drawing on media archaeology practice, this article interrogates the limits of the retro sensibility and the fetishisation of the past in the context of digital media, in particular by focusing on the case study of the start-up Instagram. This photo filter application neither merely stresses the twilight nature of photography nor represents the straightforward digital evolution of previous analogue features. Rather, it responds to the necessity to feel connected to the past by clear and valued signs of age, mimicking a perceived sense of loss. Faced with the persistent hipster culture and the newness of digital media, photo filter apps create comfortable memories, ageing pictures and adding personal value. As such, it will be argued that this phenomenon of nostalgia for analogue photography can be linked to the concepts of ritual and totem. By providing a critical history of Instagram as a photo-sharing social network, this article aims to explain new directions in the rapidly changing system of connective media
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