2,987 research outputs found

    Money & Trust in Digital Society, Bitcoin and Stablecoins in ML enabled Metaverse Telecollaboration

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    We present a state of the art and positioning book, about Digital society tools, namely; Web3, Bitcoin, Metaverse, AI/ML, accessibility, safeguarding and telecollaboration. A high level overview of Web3 technologies leads to a description of blockchain, and the Bitcoin network is specifically selected for detailed examination. Suitable components of the extended Bitcoin ecosystem are described in more depth. Other mechanisms for native digital value transfer are described, with a focus on `money'. Metaverse technology is over-viewed, primarily from the perspective of Bitcoin and extended reality. Bitcoin is selected as the best contender for value transfer in metaverses because of it's free and open source nature, and network effect. Challenges and risks of this approach are identified. A cloud deployable virtual machine based technology stack deployment guide with a focus on cybersecurity best practice can be downloaded from GitHub to experiment with the technologies. This deployable lab is designed to inform development of secure value transaction, for small and medium sized companies

    Gesture and Speech in Interaction - 4th edition (GESPIN 4)

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    International audienceThe fourth edition of Gesture and Speech in Interaction (GESPIN) was held in Nantes, France. With more than 40 papers, these proceedings show just what a flourishing field of enquiry gesture studies continues to be. The keynote speeches of the conference addressed three different aspects of multimodal interaction:gesture and grammar, gesture acquisition, and gesture and social interaction. In a talk entitled Qualitiesof event construal in speech and gesture: Aspect and tense, Alan Cienki presented an ongoing researchproject on narratives in French, German and Russian, a project that focuses especially on the verbal andgestural expression of grammatical tense and aspect in narratives in the three languages. Jean-MarcColletta's talk, entitled Gesture and Language Development: towards a unified theoretical framework,described the joint acquisition and development of speech and early conventional and representationalgestures. In Grammar, deixis, and multimodality between code-manifestation and code-integration or whyKendon's Continuum should be transformed into a gestural circle, Ellen Fricke proposed a revisitedgrammar of noun phrases that integrates gestures as part of the semiotic and typological codes of individuallanguages. From a pragmatic and cognitive perspective, Judith Holler explored the use ofgaze and hand gestures as means of organizing turns at talk as well as establishing common ground in apresentation entitled On the pragmatics of multi-modal face-to-face communication: Gesture, speech andgaze in the coordination of mental states and social interaction.Among the talks and posters presented at the conference, the vast majority of topics related, quitenaturally, to gesture and speech in interaction - understood both in terms of mapping of units in differentsemiotic modes and of the use of gesture and speech in social interaction. Several presentations explored the effects of impairments(such as diseases or the natural ageing process) on gesture and speech. The communicative relevance ofgesture and speech and audience-design in natural interactions, as well as in more controlled settings liketelevision debates and reports, was another topic addressed during the conference. Some participantsalso presented research on first and second language learning, while others discussed the relationshipbetween gesture and intonation. While most participants presented research on gesture and speech froman observer's perspective, be it in semiotics or pragmatics, some nevertheless focused on another importantaspect: the cognitive processes involved in language production and perception. Last but not least,participants also presented talks and posters on the computational analysis of gestures, whether involvingexternal devices (e.g. mocap, kinect) or concerning the use of specially-designed computer software forthe post-treatment of gestural data. Importantly, new links were made between semiotics and mocap data

    Image-Enabled Discourse: Investigating the Creation of Visual Information as Communicative Practice

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    Anyone who has clarified a thought or prompted a response during a conversation by drawing a picture has exploited the potential of image making as an interactive tool for conveying information. Images are increasingly ubiquitous in daily communication, in large part due to advances in visually enabled information and communication technologies (ICT), such as information visualization applications, image retrieval systems and visually enabled collaborative work tools. Human abilities to use images to communicate are however far more sophisticated and nuanced than these technologies currently support. In order to learn more about the practice of image making as a specialized form of information and communication behavior, this study examined face-to-face conversations involving the creation of ad hoc visualizations (i.e., napkin drawings ). A model of image-enabled discourse is introduced, which positions image making as a specialized form of communicative practice. Multimodal analysis of video-recorded conversations focused on identifying image-enabled communicative activities in terms of interactional sociolinguistic concepts of conversational involvement and coordination, specifically framing, footing and stance. The study shows that when drawing occurs in the context of an ongoing dialogue, the activity of visual representation performs key communicative tasks. Visualization is a form of social interaction that contributes to the maintenance of conversational involvement in ways that are not often evident in the image artifact. For example, drawing enables us to coordinate with each other, to introduce alternative perspectives into a conversation and even to temporarily suspend the primary thread of a discussion in order to explore a tangential thought. The study compares attributes of the image artifact with those of the activity of image making, described as a series of contrasting affordances. Visual information in complex systems is generally represented and managed based on the affordances of the artifact, neglecting to account for all that is communicated through the situated action of creating. These finding have heuristic and best-practice implications for a range of areas related to the design and evaluation of virtual collaboration environments, visual information extraction and retrieval systems, and data visualization tools

    Situated Displays in Telecommunication

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    In face to face conversation, numerous cues of attention, eye contact, and gaze direction provide important channels of information. These channels create cues that include turn taking, establish a sense of engagement, and indicate the focus of conversation. However, some subtleties of gaze can be lost in common videoconferencing systems, because the single perspective view of the camera doesn't preserve the spatial characteristics of the face to face situation. In particular, in group conferencing, the `Mona Lisa effect' makes all observers feel that they are looked at when the remote participant looks at the camera. In this thesis, we present designs and evaluations of four novel situated teleconferencing systems, which aim to improve the teleconferencing experience. Firstly, we demonstrate the effectiveness of a spherical video telepresence system in that it allows a single observer at multiple viewpoints to accurately judge where the remote user is placing their gaze. Secondly, we demonstrate the gaze-preserving capability of a cylindrical video telepresence system, but for multiple observers at multiple viewpoints. Thirdly, we demonstrated the further improvement of a random hole autostereoscopic multiview telepresence system in conveying gaze by adding stereoscopic cues. Lastly, we investigate the influence of display type and viewing angle on how people place their trust during avatar-mediated interaction. The results show the spherical avatar telepresence system has the ability to be viewed qualitatively similarly from all angles and demonstrate how trust can be altered depending on how one views the avatar. Together these demonstrations motivate the further study of novel display configurations and suggest parameters for the design of future teleconferencing systems

    Because I am Not Here, Selected Second Life-Based Art Case Studies. Subjectivity, Autoempathy and Virtual World Aesthetics

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    Second Life is a virtual world accessible through the Internet in which users create objects and spaces, and interact socially through 3D avatars. Certain artists use the platform as a medium for art creation, using the aesthetic, spatial, temporal and technological features of SL as raw material. Code and scripts applied to animate and manipulate objects, avatars and spaces are important in this sense. These artists, their avatars and artwork in SL are at the centre of my research questions: what does virtual existence mean and what is its purpose when stemming from aesthetic exchange in SL? Through a qualitative research method mixing distribute aesthetics, digital art and media theories, the goal is to examine aesthetic exchange in the virtual: subjectivity and identity and their possible shifting patterns as reflected in avatar-artists. A theoretical and methodological emphasis from a media studies perspective is applied to digital media and networks, contributing to the reshaping of our epistemologies of these media, in contrast to the traditional emphasis on communicational aspects. Four case studies, discourse and text analysis, as well as interviews in-world and via email, plus observation while immersed in SL, are used in the collection of data, experiences, objects and narratives from avatars Eva and Franco Mattes, Gazira Babeli, Bryn Oh and China Tracy. The findings confirm the role that aesthetic exchange in virtual worlds has in the rearrangement of ideas and epistemologies on the virtual and networked self. This is reflected by the fact that the artists examined—whether in SL or AL—create and embody avatars from a liminal (ambiguous) modality of identity, subjectivity and interaction. Mythopoeia (narrative creation) and experiencing oneself as ‘another’ through multiplied identity and subjectivity are the outcomes of code performance and machinima (films created in-world). They constitute a modus operandi (syntax) in which episteme, techne and embodiment work in symbiosis with those of the machine, affected by the synthetic nature of code and liminality in SL. The combined perspective from media studies and distribute aesthetics proves to be an effective method for studying these subjects, contributing to the discussion of contemporary virtual worlds and art theories

    Social Intelligence Design 2007. Proceedings Sixth Workshop on Social Intelligence Design

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    Exploring the multimodal communication and agency of children in an autism classroom.

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    This study explores the communication and agency of five children between 6-8 years old attending a special school in England. The children have all received a diagnosis of Autism Spectrum Disorder and demonstrate limited or no verbal speech. The study analyses how the children communicate with staff and peers in the classroom, how the diverse communicative contexts arising from the school day shape their communicative behaviours, and the nature of the relationship between their communication opportunities and the agency they exercise in the classroom. The study draws on a wide range of data including classroom video recordings, fieldnotes, the author’s reflexive research journal, interviews with classroom staff and with the children’s parents and the collection of photographs and documents. It adopts a hybridized methodological framework drawing upon ethnography of communication, Conversation Analysis and Multimodal Interaction Analysis. This framework is used to enable fine-grained analysis of communication and to subsequently locate such microanalysis within a broader ethnographic context. The children in this study communicate using a range of strategies including the use of Picture Exchange Communication System (PECS®) and Makaton® signing, embodied communication and Intensive Interaction. Some individual variation between children is noted in terms of their preferred modes, speech topics, functions and interactional partners. Communication mediated by Makaton and PECS is often associated with requesting objects or help from adults as well as social convention such as please and thank-you, and appears to be outstripped in range and complexity by the children’s embodied multimodal communication. Some forms of communication are found to be highly associated with certain classroom communicative contexts. Whilst all the children show at least some orientation towards peer interaction, the nature of a specialist setting with high staff to student ratios, small classes, an absence of non-disabled peers and AAC provision which orients towards object requesting together tend to mitigate against interactions with other children. Implications arising from the study include the need to think critically about facilitating peer interaction in specialist settings, to reflect on how and why some vocabulary and speech functions are provided with PECS and Makaton to the exclusion of others, and to consider the very complex relationships between classroom activities, vocabulary, mode, speech function and interactional partners. It is suggested that the concept of childhood ‘agency’ might support practitioners and policy makers in reflecting on how communication support for disabled children might enhance their lives both present and future
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