1,178 research outputs found

    Constructing Cooking Ontology for Live Streams

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    We build a cooking domain knowledge by using an ontology schema that reflects natural language processing and enhances ontology instances with semantic query. Our research helps audiences to better understand live streaming, especially when they just switch to a show. The practical contribution of our research is to use cooking ontology, so we may map clips of cooking live stream video and instructions of recipes. The architecture of our study presents three sections: ontology construction, ontology enhancement, and mapping cooking video to cooking ontology. Also, our preliminary evaluations consist of three hierarchies—nodes, ordered-pairs, and 3-tuples—that we use to referee (1) ontology enhancement performance for our first experiment evaluation and (2) the accuracy ratio of mapping between video clips and cooking ontology for our second experiment evaluation. Our results indicate that ontology enhancement is effective and heightens accuracy ratios on matching pairs with cooking ontology and video clips

    Multimodal language learning environment of the Korean digital kitchen : a study on the impact of physicality and technological affordances on Korean vocabulary learning

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    PhD ThesisTask Based Language Learning and Teaching (TBLT) has been integrated with computer-assisted language learning (CALL), contributing to pedagogical developments in the field of foreign/second language teaching and learning (Thomas and Reinders, 2010). While the majority of studies have used the integrated pedagogy inside the classroom context, little attention has been paid to the area outside the classroom (Seedhouse et al., 2013; Seedhouse et al., 2014; Preston et al., 2015). This issue has recently been addressed by the European Digital Kitchen (EDK) project team (Seedhouse, 2017), which has successfully investigated the efficacy of digital technology on foreign language learning out of the classroom. However, as the EDK was designed as a holistic learning environment in which many different environmental factors would contribute to learning, there was a need to disaggregate some of these factors and discover which factors were more or less significant. In order to determine one of the environmental factors to learning, this study attempted to use the technological components of a previous project to create Korean pedagogical materials. This formed the Korean Digital Kitchen (KDK), a real-world environment of a kitchen where students can simultaneously learn Korean language and culture by carrying out the real-world task of cooking. Korean is one of the important global languages to be taught, according to an Ethnologue report (Lewis et al., 2016). Based on the literature on vocabulary learning, especially Nattinger’s (1988) claim that touching and manipulating real objects, as opposed to seeing them, increases learnability, this study explored whether kinesthetic mode adds extra value to foreign language learning processes. Would there be any significant difference between vocabulary learning which involves seeing the learning items only in a classroom and learning which also involves touching the items in the KDK? Thus, this study examined the power of physicality. Furthermore, the salience of real-world and pedagogical tasks has been investigated as factors to different level of vocabulary learning. To this end, a quasi-experimental design was employed for users to conduct two cooking sessions, one in a digital kitchen by using real objects and the other in a classroom by looking at pictures/photos in the textbook. Participants were 48 adults of both British and international origins, living in Newcastle, UK, coming from 20 different countries. To determine which environment between a digital kitchen and a classroom is more conducive to vocabulary learning, users needed to carry out two ii different recipes in the two locations in order to control a practice effect. Subjects went through the real-life cooking activities in three stages of TBLT in both settings using two different recipes with two different set of vocabularies. There were tests before and after cooking to compare their scores to examine the results of learning. Ten vocabulary noun items were targeted in this research. In addition to test score data, three more data sources were employed, namely questionnaires, semi-structured interviews and video-observations for triangulation, revealing the outcomes and processes of learning in two different learning environments. A series of data sets clearly demonstrated which of the two learning settings was more effective to learn foreign language vocabulary and culture in and what their attitudes towards a digitalized learning environment were. Findings suggest that physicality in the KDK makes students link the word and cultural aspects to their memory better than simply looking at photos of objects in the classroom. The learning differences reached statistical significance. Other environmental factors such as technology and its affordances may have contributed to different learning outcomes, playing a role in learners taking positive attitudes (Stricker et al., 2004). In contrast, users in the conventional setting demonstrated relatively less learning, due to fewer senses and its typical features such as the relationship with a teacher, less interaction with peers (Shen et al., 2008) and boredom. It is these differences that contributed to the different results and processes of learning in two settings. From these findings, it could be concluded that the digital kitchen can provide a motivating learning environment which is multi-modal, multi-sensory, multi-interactional, multi-experiential and multi-layered. It is physicality, meaningful tasks and computer technology that foster learning in vocabulary and cultural aspects. This project contributes to building up one more dimension of psycholinguistic factor in language learning, and supports the development of innovative ICT for foreign language learning across the world

    Designing Hybrid Interactions through an Understanding of the Affordances of Physical and Digital Technologies

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    Two recent technological advances have extended the diversity of domains and social contexts of Human-Computer Interaction: the embedding of computing capabilities into physical hand-held objects, and the emergence of large interactive surfaces, such as tabletops and wall boards. Both interactive surfaces and small computational devices usually allow for direct and space-multiplex input, i.e., for the spatial coincidence of physical action and digital output, in multiple points simultaneously. Such a powerful combination opens novel opportunities for the design of what are considered as hybrid interactions in this work. This thesis explores the affordances of physical interaction as resources for interface design of such hybrid interactions. The hybrid systems that are elaborated in this work are envisioned to support specific social and physical contexts, such as collaborative cooking in a domestic kitchen, or collaborative creativity in a design process. In particular, different aspects of physicality characteristic of those specific domains are explored, with the aim of promoting skill transfer across domains. irst, different approaches to the design of space-multiplex, function-specific interfaces are considered and investigated. Such design approaches build on related work on Graspable User Interfaces and extend the design space to direct touch interfaces such as touch-sensitive surfaces, in different sizes and orientations (i.e., tablets, interactive tabletops, and walls). These approaches are instantiated in the design of several experience prototypes: These are evaluated in different settings to assess the contextual implications of integrating aspects of physicality in the design of the interface. Such implications are observed both at the pragmatic level of interaction (i.e., patterns of users' behaviors on first contact with the interface), as well as on user' subjective response. The results indicate that the context of interaction affects the perception of the affordances of the system, and that some qualities of physicality such as the 3D space of manipulation and relative haptic feedback can affect the feeling of engagement and control. Building on these findings, two controlled studies are conducted to observe more systematically the implications of integrating some of the qualities of physical interaction into the design of hybrid ones. The results indicate that, despite the fact that several aspects of physical interaction are mimicked in the interface, the interaction with digital media is quite different and seems to reveal existing mental models and expectations resulting from previous experience with the WIMP paradigm on the desktop PC

    ISAR: Ein Autorensystem für Interaktive Tische

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    Developing augmented reality systems involves several challenges, that prevent end users and experts from non-technical domains, such as education, to experiment with this technology. In this research we introduce ISAR, an authoring system for augmented reality tabletops targeting users from non-technical domains. ISAR allows non-technical users to create their own interactive tabletop applications and experiment with the use of this technology in domains such as educations, industrial training, and medical rehabilitation.Die Entwicklung von Augmented-Reality-Systemen ist mit mehreren Herausforderungen verbunden, die Endbenutzer und Experten aus nicht-technischen Bereichen, wie z.B. dem Bildungswesen, daran hindern, mit dieser Technologie zu experimentieren. In dieser Forschung stellen wir ISAR vor, ein Autorensystem für Augmented-Reality-Tabletops, das sich an Benutzer aus nicht-technischen Bereichen richtet. ISAR ermöglicht es nicht-technischen Anwendern, ihre eigenen interaktiven Tabletop-Anwendungen zu erstellen und mit dem Einsatz dieser Technologie in Bereichen wie Bildung, industrieller Ausbildung und medizinischer Rehabilitation zu experimentieren

    Augmenting objects at home through programmable sensor tokens: A design journey

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    End-user development for the home has been gaining momentum in research. Previous works demonstrate feasibility and potential but there is a lack of analysis of the extent of technology needed and its impact on the diversity of activities that can be supported. We present a design exploration with a tangible end-user toolkit for programming smart tokens embedding different sensing technologies. Our system allows to augment physical objects with smart tags and use trigger-action programming with multiple triggers to define smart behaviors. We contribute through a field-oriented study that provided insights on (i) household's activities as emerging from people's lived experience in terms of high-level goals, their ephemerality or recurrence, and the types of triggers, actions and interactions with augmented objects, and (ii) the programmability needed for supporting desired behaviors. We conclude that, while trigger action covers most scenarios, more advanced programming and direct interaction with physical objects spur novel uses.This work was supported by the 2015 UC3M Mobility Grant, the Spanish Ministry of Economy and Competitivity (TIN2014-56534-R, CREAx) and by the Academy of Finland (286440, Evidence)

    Automatic Creation of Cooking Highlight Videos for Contents in Social Media

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    We present a method for creating a highlight video of cooking as social media. If we can easily prepare cooking videos, it is expected to be used for communication. However, it is difficult to extract entertaining scenes to make highlight video of your cooking because cooking videos also contain so many scenes which are not contain factors which attract viewers. We use two videos which captured different angles as input. At first, our system extract entertaing scenes using image similarity and two evaluate functions defined by us: frame score, which is defined as the standard distribution of the optical flow in each frame divided by the mean of the optical flow, and scene score which defined by several video frames. We focus on the difference of scene scores and image similarity between two continuous scenes to extract scenes for highlight. Next, our system applies color correction by applying gamma correction. Finally, our system combines two extracted scenes of each input video. Experimental results show our method can create cooking highlight videos which can provide positive impressions compared to previous method

    Exploring Natural User Abstractions For Shared Perceptual Manipulator Task Modeling & Recovery

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    State-of-the-art domestic robot assistants are essentially autonomous mobile manipulators capable of exerting human-scale precision grasps. To maximize utility and economy, non-technical end-users would need to be nearly as efficient as trained roboticists in control and collaboration of manipulation task behaviors. However, it remains a significant challenge given that many WIMP-style tools require superficial proficiency in robotics, 3D graphics, and computer science for rapid task modeling and recovery. But research on robot-centric collaboration has garnered momentum in recent years; robots are now planning in partially observable environments that maintain geometries and semantic maps, presenting opportunities for non-experts to cooperatively control task behavior with autonomous-planning agents exploiting the knowledge. However, as autonomous systems are not immune to errors under perceptual difficulty, a human-in-the-loop is needed to bias autonomous-planning towards recovery conditions that resume the task and avoid similar errors. In this work, we explore interactive techniques allowing non-technical users to model task behaviors and perceive cooperatively with a service robot under robot-centric collaboration. We evaluate stylus and touch modalities that users can intuitively and effectively convey natural abstractions of high-level tasks, semantic revisions, and geometries about the world. Experiments are conducted with \u27pick-and-place\u27 tasks in an ideal \u27Blocks World\u27 environment using a Kinova JACO six degree-of-freedom manipulator. Possibilities for the architecture and interface are demonstrated with the following features; (1) Semantic \u27Object\u27 and \u27Location\u27 grounding that describe function and ambiguous geometries (2) Task specification with an unordered list of goal predicates, and (3) Guiding task recovery with implied scene geometries and trajectory via symmetry cues and configuration space abstraction. Empirical results from four user studies show our interface was much preferred than the control condition, demonstrating high learnability and ease-of-use that enable our non-technical participants to model complex tasks, provide effective recovery assistance, and teleoperative control

    Exploration of programming by demonstration approaches for smart environments

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    The number of smart electronic devices like smartphones, tablet computers and embedded sensors/actuators in our domestic and work environment is constantly growing. Some of them work as a stand along devices while others already collaborate with each other. It is apparent that once a common layer for device intercommunication between major consumer device manufactures has been agreed upon, a new class of networked smart applications will rise. These applications will dynamically utilise required sensors and actuators of a smart environment to optimally achieve tasks for us human users. Inhabitants of such environments are already interacting with dozens of computers per day. A lot of research has addressed many issues in hardware and software for the future smart environments But few have focused on the users. An important research topic lies in finding simple, intuitive yet powerful enough approaches to allow end-users to create and modify the behaviour of smart environments in which they live and work according to their needs. I believe that for the ubiquitous computing environments to reach its full potential, enabling end-user programming is one of the important criteria. This thesis describes the exploration of various approaches for "Do It Yourself" philosophy in smart environment applications by providing inhabitants with the appropriate tools which empower them to build their environments in accordance to their needs and with enough room for personal creativity. To this end, I choose speech as the main input by the end users along with demonstration of certain parts of over all approach in building applications for smart environments. The resulting application is built on top of the meSchup platform developed during meSchup FP7 EU project at the VIS institute in Stuttgart which provides a middleware for seamlessly interconnecting heterogeneous devices. The resulting web application is called "Speechweaver" which combines speech, programming by demonstration and automatic code generation into usable and intuitive approach for creating and modifying the rule based behaviour of smart environments in place

    Tiger Daily: March 4, 2019

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    ANNOUNCEMENTS · Employment Opportunity – Senior Administrative Assistant for Financial Aid Application · On-Site Biometric Screening & Health Coach Available · Tiger Card Pricing Change · Get Your Glitter Ash on Campus · Forsyth Library Presents a Century of Little Blue Books · Free Community Meal · May 2019 Steam Shutdown Two Weeks for Construction · Memorial Union Space Reservation Change · Women’s History Month Fact: Women’s Suffrage · Email Policy · VIP Ambassador Program Seeking Candidates – Deadline to Apply is March 7 · Tigers in Service Alternative Weekend Advisor Needed! · Student Organization Award Nomination Packets Are Now Available! · Join the FHSU Human Resource Office Team – HR Specialist Position · Water Conservation & Water Quality Poster Contest · Applications Open for Mortar Board Selection · Registration for the Black and Gold Academy is Now Open! · Academic Advising Certificates · ROAR Magazine Ad Space Available · TILT Tip: Uncovering Student Device Preferences for Online Course Access and Multimedia Learning · FHSU Hispanic College Institute EVENTS THIS WEEK/WEEKEND · Center for Civic Leadership March Events – TOMORROW; 9:15am to 1:00pm (Future Dates & Times Below) · Tiger Teacher Nation Employment and Education Virtual Fair – TOMORROW; 11:00am to 5:00pm · Academic Advising Webinars – TOMORROW; 1:00pm to 2:00pm (Future Dates & Times Below) · Encore Series Presents: Rock of Ages – TOMORROW; 7:30pm · Hispanic Dance Session – March 6; 6:30pm to 9:00pm · Presenting Like a Pro: Presenting With Confidence – March 7; 3:00pm · Speech-Language Pathology Career Fair - March 8; 1:30pm to 3:00pm FUTURE EVENTS Tiger Daily Mon 3/4/2019 10:49 AM To:Tiger Daily ; · Spring Break STEM at Cheyenne Bottoms - Dates & Times Listed Below · Science Café Presents: “The Bare Bones About Dinosaur Growth” – March 18; 7:00pm · MakerSpace – March 20; 5:00pm to 6:00pm · Getting Started with SoftChalk – March 21; 1:00pm · Entrepreneur Direct: Special Guest Speaker Jim Brull – March 28; 12:00pm to 1:15pm · MDC Workshop – CliftonStrengths Essentials – March 29; 9:00am to 4:00pm · The Faulkner Challenge: 10,000 in Cash Awards – March 30; 9:00am to 1:30pm · SBDC Tax Workshops – Dates & Times Listed Below SHARE WITH STUDENTS · Applications Now Open for the 500 Lynn Haggard Undergraduate Library Research Award · IDS 333 VA & VB Expl in the Humanities · Black and Gold Academy Registration NOW OPEN! · POLS 675 VB: Latino Politics – An 8-Week Course Beginning March 18 · NEW! Certificate in Writing STUDENT ABSENCES · Criminal Justice Club · Study Abroa

    Decision problem structuring for selection of fixed firefighting systems

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    Active fire protection systems are an essential fire safety management tool, particularly in potentially high financial and risk consequence scenarios. In the UK and Europe over recent decades regulatory changes have been successful in creating an environment in which more innovation can take place. Increased numbers of fixed firefighting system types are now available to the user. However, not all systems offered are equal in terms of; suitability, cost, maturity of supporting knowledge, and overall performance or in-service reliability. Understanding of the systems performance and its limitations and how to match this to the assessed fire risk is incomplete among users. Experts are observing increasing numbers of what they consider to be poor fixed firefighting system choices leading to weaker fire safety designs, which is a cause of concern. Therefore the research aim is to verify that these concerns are founded and, that being the case, to develop a decision support system and related supporting resources to further this aspect of fire safety education and enable users to make better informed system selections. Thus, the focus of this research has been to develop a fixed firefighting system selection tool to complement existing legislation, which incorporates logic, rules and fire safety educational resources in a variety of formats to aid the fire safety design process. A variety of largely heuristic techniques have been used to aggregate data to form knowledge to underpin fixed firefighting system selection tool. In this form, the tool has been validated by experts as being a useful resource. The developed tool also provides ample opportunity for useful ongoing future development. The work recognises that cost and benefit are critical in the selection process. Supporting resources have been incorporated into the tool to assist users in evaluating the levels of reliability they might expect from a system in their circumstances. This tool has now been exposed to a wider audience of experts as part of an evaluation process. Findings include: that the tool is an innovative approach to promoting good fire safety designs, the tool efficiently provides useful fire safety education to users and the developed supporting resources which consider firefighting system reliability are helpful. This thesis and reference papers summarise the key stages of this research and tool development. The thesis concludes by outlining the progress achieved by this work and recommendations arising
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