72 research outputs found

    Irish Machine Vision and Image Processing Conference Proceedings 2017

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    Designing Digital Art and Communication Tools Inspired by Traditional Craft

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    Ph.DDOCTOR OF PHILOSOPH

    Multimedia Development of English Vocabulary Learning in Primary School

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    In this paper, we describe a prototype of web-based intelligent handwriting education system for autonomous learning of Bengali characters. Bengali language is used by more than 211 million people of India and Bangladesh. Due to the socio-economical limitation, all of the population does not have the chance to go to school. This research project was aimed to develop an intelligent Bengali handwriting education system. As an intelligent tutor, the system can automatically check the handwriting errors, such as stroke production errors, stroke sequence errors, stroke relationship errors and immediately provide a feedback to the students to correct themselves. Our proposed system can be accessed from smartphone or iPhone that allows students to do practice their Bengali handwriting at anytime and anywhere. Bengali is a multi-stroke input characters with extremely long cursive shaped where it has stroke order variability and stroke direction variability. Due to this structural limitation, recognition speed is a crucial issue to apply traditional online handwriting recognition algorithm for Bengali language learning. In this work, we have adopted hierarchical recognition approach to improve the recognition speed that makes our system adaptable for web-based language learning. We applied writing speed free recognition methodology together with hierarchical recognition algorithm. It ensured the learning of all aged population, especially for children and older national. The experimental results showed that our proposed hierarchical recognition algorithm can provide higher accuracy than traditional multi-stroke recognition algorithm with more writing variability

    Cruiser and PhoTable: Exploring Tabletop User Interface Software for Digital Photograph Sharing and Story Capture

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    Digital photography has not only changed the nature of photography and the photographic process, but also the manner in which we share photographs and tell stories about them. Some traditional methods, such as the family photo album or passing around piles of recently developed snapshots, are lost to us without requiring the digital photos to be printed. The current, purely digital, methods of sharing do not provide the same experience as printed photographs, and they do not provide effective face-to-face social interaction around photographs, as experienced during storytelling. Research has found that people are often dissatisfied with sharing photographs in digital form. The recent emergence of the tabletop interface as a viable multi-user direct-touch interactive large horizontal display has provided the hardware that has the potential to improve our collocated activities such as digital photograph sharing. However, while some software to communicate with various tabletop hardware technologies exists, software aspects of tabletop user interfaces are still at an early stage and require careful consideration in order to provide an effective, multi-user immersive interface that arbitrates the social interaction between users, without the necessary computer-human interaction interfering with the social dialogue. This thesis presents PhoTable, a social interface allowing people to effectively share, and tell stories about, recently taken, unsorted digital photographs around an interactive tabletop. In addition, the computer-arbitrated digital interaction allows PhoTable to capture the stories told, and associate them as audio metadata to the appropriate photographs. By leveraging the tabletop interface and providing a highly usable and natural interaction we can enable users to become immersed in their social interaction, telling stories about their photographs, and allow the computer interaction to occur as a side-effect of the social interaction. Correlating the computer interaction with the corresponding audio allows PhoTable to annotate an automatically created digital photo album with audible stories, which may then be archived. These stories remain useful for future sharing -- both collocated sharing and remote (e.g. via the Internet) -- and also provide a personal memento both of the event depicted in the photograph (e.g. as a reminder) and of the enjoyable photo sharing experience at the tabletop. To provide the necessary software to realise an interface such as PhoTable, this thesis explored the development of Cruiser: an efficient, extensible and reusable software framework for developing tabletop applications. Cruiser contributes a set of programming libraries and the necessary application framework to facilitate the rapid and highly flexible development of new tabletop applications. It uses a plugin architecture that encourages code reuse, stability and easy experimentation, and leverages the dedicated computer graphics hardware and multi-core processors of modern consumer-level systems to provide a responsive and immersive interactive tabletop user interface that is agnostic to the tabletop hardware and operating platform, using efficient, native cross-platform code. Cruiser's flexibility has allowed a variety of novel interactive tabletop applications to be explored by other researchers using the framework, in addition to PhoTable. To evaluate Cruiser and PhoTable, this thesis follows recommended practices for systems evaluation. The design rationale is framed within the above scenario and vision which we explore further, and the resulting design is critically analysed based on user studies, heuristic evaluation and a reflection on how it evolved over time. The effectiveness of Cruiser was evaluated in terms of its ability to realise PhoTable, use of it by others to explore many new tabletop applications, and an analysis of performance and resource usage. Usability, learnability and effectiveness of PhoTable was assessed on three levels: careful usability evaluations of elements of the interface; informal observations of usability when Cruiser was available to the public in several exhibitions and demonstrations; and a final evaluation of PhoTable in use for storytelling, where this had the side effect of creating a digital photo album, consisting of the photographs users interacted with on the table and associated audio annotations which PhoTable automatically extracted from the interaction. We conclude that our approach to design has resulted in an effective framework for creating new tabletop interfaces. The parallel goal of exploring the potential for tabletop interaction as a new way to share digital photographs was realised in PhoTable. It is able to support the envisaged goal of an effective interface for telling stories about one's photos. As a serendipitous side-effect, PhoTable was effective in the automatic capture of the stories about individual photographs for future reminiscence and sharing. This work provides foundations for future work in creating new ways to interact at a tabletop and to the ways to capture personal stories around digital photographs for sharing and long-term preservation

    Meeting the Standards in Primary ICT

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    This practical guide to using ICT in the primary classroom addresses all the concerns of student teachers and provides plenty of ideas and advice on how to incorporate ICT into classroom practice on a daily basis. The authors bring together theory and practice to help prospective and new teachers acquire and develop the skills required for using ICT effectively. Meeting the Standards in Primary ICT is split into three sections which will: help assess the readers' ICT skills, knowledge and understanding discuss ways of incorporating ICT for teaching across the primary curriculum help the reader to think about ICT and their own professional learning and development. This book will be an invaluable resource for all student teachers on primary training courses, lecturers and mentors supporting trainees on these courses and newly qualified teachers (NQTs)

    PAPIERCRAFT: A PAPER-BASED INTERFACE TO SUPPORT INTERACTION WITH DIGITAL DOCUMENTS

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    Many researchers extensively interact with documents using both computers and paper printouts, which provide an opposite set of supports. Paper is comfortable to read from and write on, and it is flexible to be arranged in space; computers provide an efficient way to archive, transfer, search, and edit information. However, due to the gap between the two media, it is difficult to seamlessly integrate them together to optimize the user's experience of document interaction. Existing solutions either sacrifice inherent paper flexibility or support very limited digital functionality on paper. In response, we have proposed PapierCraft, a novel paper-based interface that supports rich digital facilities on paper without sacrificing paper's flexibility. By employing the emerging digital pen technique and multimodal pen-top feedback, PapierCraft allows people to use a digital pen to draw gesture marks on a printout, which are captured, interpreted, and applied to the corresponding digital copy. Conceptually, the pen and the paper form a paper-based computer, able to interact with other paper sheets and computing devices for operations like copy/paste, hyperlinking, and web searches. Furthermore, it retains the full range of paper advantages through the light-weighted, pen-paper-only interface. By combining the advantages of paper and digital media and by supporting the smooth transition between them, PapierCraft bridges the paper-computer gap. The contributions of this dissertation focus on four respects. First, to accommodate the static nature of paper, we proposed a pen-gesture command system that does not rely on screen-rendered feedback, but rather on the self-explanatory pen ink left on the paper. Second, for more interactive tasks, such as searching for keywords on paper, we explored pen-top multimodal (e.g. auditory, visual, and tactile) feedback that enhances the command system without sacrificing the inherent paper flexibility. Third, we designed and implemented a multi-tier distributed infrastructure to map pen-paper interactions to digital operations and to unify document interaction on paper and on computers. Finally, we systematically evaluated PapierCraft through three lab experiments and two application deployments in the areas of field biology and e-learning. Our research has demonstrated the feasibility, usability, and potential applications of the paper-based interface, shedding light on the design of the future interface for digital document interaction. More generally, our research also contributes to ubiquitous computing, mobile interfaces, and pen-computing

    Understanding User Cognition: From Spatial Ability to Code Writing and Review

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    Understanding how developers carry out different computer science activities with objective measures can help to improve productivity and guide the use and development of supporting tools in software engineering. In this thesis, we present three research components using three different objective measures including neuroimaging (functional magnetic resonance imaging (fMRI) and functional near-infrared spectroscopy (fNIRS)) and eye tracking. We evaluate on over 140 human subjects to explore multiple computing activities, including data structure manipulations, code writing and code review. This thesis presents a systematic framework and shows that it is possible to conduct studies that acquire objective data in a natural setting to provide an understanding of users' underlying cognitive processes in software engineering tasks. We also provide basic principles and guidelines to adapt multiple psycho-physiological measures to software engineering.PHDComputer Science & EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/169678/1/yhhy_1.pd
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