220 research outputs found

    Model-Driven Development of Interactive Multimedia Applications

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    The development of highly interactive multimedia applications is still a challenging and complex task. In addition to the application logic, multimedia applications typically provide a sophisticated user interface with integrated media objects. As a consequence, the development process involves different experts for software design, user interface design, and media design. There is still a lack of concepts for a systematic development which integrates these aspects. This thesis provides a model-driven development approach addressing this problem. Therefore it introduces the Multimedia Modeling Language (MML), a visual modeling language supporting a design phase in multimedia application development. The language is oriented on well-established software engineering concepts, like UML 2, and integrates concepts from the areas of multimedia development and model-based user interface development. MML allows the generation of code skeletons from the models. Thereby, the core idea is to generate code skeletons which can be directly processed in multimedia authoring tools. In this way, the strengths of both are combined: Authoring tools are used to perform the creative development tasks while models are used to design the overall application structure and to enable a well-coordinated development process. This is demonstrated using the professional authoring tool Adobe Flash. MML is supported by modeling and code generation tools which have been used to validate the approach over several years in various student projects and teaching courses. Additional prototypes have been developed to demonstrate, e.g., the ability to generate code for different target platforms. Finally, it is discussed how models can contribute in general to a better integration of well-structured software development and creative visual design

    Classificação de pacientes para adaptação de cadeira de rodas inteligente

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    Doutoramento em Engenharia InformáticaA importância e preocupação dedicadas à autonomia e independência das pessoas idosas e dos pacientes que sofrem de algum tipo de deficiência tem vindo a aumentar significativamente ao longo das últimas décadas. As cadeiras de rodas inteligentes (CRI) são tecnologias que podem ajudar este tipo de população a aumentar a sua autonomia, sendo atualmente uma área de investigação bastante ativa. Contudo, a adaptação das CRIs a pacientes específicos e a realização de experiências com utilizadores reais são assuntos de estudo ainda muito pouco aprofundados. A cadeira de rodas inteligente, desenvolvida no âmbito do Projeto IntellWheels, é controlada a alto nível utilizando uma interface multimodal flexível, recorrendo a comandos de voz, expressões faciais, movimentos de cabeça e através de joystick. Este trabalho teve como finalidade a adaptação automática da CRI atendendo às características dos potenciais utilizadores. Foi desenvolvida uma metodologia capaz de criar um modelo do utilizador. A investigação foi baseada num sistema de recolha de dados que permite obter e armazenar dados de voz, expressões faciais, movimentos de cabeça e do corpo dos pacientes. A utilização da CRI pode ser efetuada em diferentes situações em ambiente real e simulado e um jogo sério foi desenvolvido permitindo especificar um conjunto de tarefas a ser realizado pelos utilizadores. Os dados foram analisados recorrendo a métodos de extração de conhecimento, de modo a obter o modelo dos utilizadores. Usando os resultados obtidos pelo sistema de classificação, foi criada uma metodologia que permite selecionar a melhor interface e linguagem de comando da cadeira para cada utilizador. A avaliação para validação da abordagem foi realizada no âmbito do Projeto FCT/RIPD/ADA/109636/2009 - "IntellWheels - Intelligent Wheelchair with Flexible Multimodal Interface". As experiências envolveram um vasto conjunto de indivíduos que sofrem de diversos níveis de deficiência, em estreita colaboração com a Escola Superior de Tecnologia de Saúde do Porto e a Associação do Porto de Paralisia Cerebral. Os dados recolhidos através das experiências de navegação na CRI foram acompanhados por questionários preenchidos pelos utilizadores. Estes dados foram analisados estatisticamente, a fim de provar a eficácia e usabilidade na adequação da interface da CRI ao utilizador. Os resultados mostraram, em ambiente simulado, um valor de usabilidade do sistema de 67, baseado na opinião de uma amostra de pacientes que apresentam os graus IV e V (os mais severos) de Paralisia Cerebral. Foi também demonstrado estatisticamente que a interface atribuída automaticamente pela ferramenta tem uma avaliação superior à sugerida pelos técnicos de Terapia Ocupacional, mostrando a possibilidade de atribuir automaticamente uma linguagem de comando adaptada a cada utilizador. Experiências realizadas com distintos modos de controlo revelaram a preferência dos utilizadores por um controlo compartilhado com um nível de ajuda associado ao nível de constrangimento do paciente. Em conclusão, este trabalho demonstra que é possível adaptar automaticamente uma CRI ao utilizador com claros benefícios a nível de usabilidade e segurança.The importance and concern given to the autonomy and independence of elderly people and patients suffering from some kind of disability has been growing significantly in the last few decades. Intelligent wheelchairs (IW) are technologies that can increase the autonomy and independence of this kind of population and are nowadays a very active research area. However, the adaptations to users’ specificities and experiments with real users are topics that lack deeper studies. The intelligent wheelchair, developed in the context of the IntellWheels project, is controlled at a high-level through a flexible multimodal interface, using voice commands, facial expressions, head movements and joystick as its main input modalities. This work intended to develop a system enabling the automatic adaptation, to the user characteristics, of the previously developed intelligent wheelchair. A methodology was created enabling the creation of a user model. The research was based on the development of a data gathering system, enabling the collection and storage of data from voice commands, facial expressions, head and body movements from several patients with distinct disabilities such as Cerebral Palsy. The wheelchair can be used in different situations in real and simulated environments and a serious game was developed where different tasks may be performed by users. Data was analysed using knowledge discovery methods in order to create an automatic patient classification system. Based on the classification system, a methodology was developed enabling to select the best wheelchair interface and command language for each patient. Evaluation was performed in the context of Project FCT/RIPD/ADA/109636/ 2009 – “IntellWheels – Intelligent Wheelchair with Flexible Multimodal Interface”. Experiments were conducted, using a large set of patients suffering from severe physical constraints in close collaboration with Escola Superior de Tecnologia de Saúde do Porto and Associação do Porto de Paralisia Cerebral. The experiments using the intelligent wheelchair were followed by user questionnaires. The results were statistically analysed in order to prove the effectiveness and usability of the adaptation of the Intelligent Wheelchair multimodal interface to the user characteristics. The results obtained in a simulated environment showed a 67 score on the system usability scale based in the opinion of a sample of cerebral palsy patients with the most severe cases IV and V of the Gross Motor Function Scale. It was also statistically demonstrated that the data analysis system advised the use of an adapted interface with higher evaluation than the one suggested by the occupational therapists, showing the usefulness of defining a command language adapted to each user. Experiments conducted with distinct control modes revealed the users' preference for a shared control with an aid level taking into account the level of constraint of the patient. In conclusion, this work demonstrates that it is possible to adapt an intelligent wheelchair to the user with clear usability and safety benefits

    Reusing UI elements with Model-Based User Interface Development

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    This paper introduces the potential for reusing UI elements in the context of Model-Based UI Development (MBUID) and provides guidance for future MBUID systems with enhanced reutilization capabilities. Our study is based upon the development of six inter-related projects with a specific MBUID environment which supports standard techniques for reuse such as parametrization and sub-specification, inclusion or shared repositories. We analyze our experience and discuss the benefits and limitations of each technique supported by our MBUID environment. The system architecture, the structure and composition of UI elements and the models specification languages have a decisive impact on reusability. In our case, more than 40% of the elements defined in the UI specifications were reused, resulting in a reduction of 55% of the specification size. Inclusion, parametrization and sub-specification have facilitated modularity and internal reuse of UI specifications at development time, whereas the reuse of UI elements between applications has greatly benefited from sharing repositories of UI elements at run time.Ministerio de Ciencia e Innovación DPI2010-19154Junta de Andalucía TIC-633

    Automated specification-based testing of graphical user interfaces

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    Tese de doutoramento. Engenharia Electrónica e de Computadores. 2006. Faculdade de Engenharia. Universidade do Porto, Departamento de Informática, Escola de Engenharia. Universidade do Minh

    Haptics Rendering and Applications

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    There has been significant progress in haptic technologies but the incorporation of haptics into virtual environments is still in its infancy. A wide range of the new society's human activities including communication, education, art, entertainment, commerce and science would forever change if we learned how to capture, manipulate and reproduce haptic sensory stimuli that are nearly indistinguishable from reality. For the field to move forward, many commercial and technological barriers need to be overcome. By rendering how objects feel through haptic technology, we communicate information that might reflect a desire to speak a physically- based language that has never been explored before. Due to constant improvement in haptics technology and increasing levels of research into and development of haptics-related algorithms, protocols and devices, there is a belief that haptics technology has a promising future

    Human-Computer Interaction

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    In this book the reader will find a collection of 31 papers presenting different facets of Human Computer Interaction, the result of research projects and experiments as well as new approaches to design user interfaces. The book is organized according to the following main topics in a sequential order: new interaction paradigms, multimodality, usability studies on several interaction mechanisms, human factors, universal design and development methodologies and tools

    A Survey of Practical Formal Methods for Security

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    In today's world, critical infrastructure is often controlled by computing systems. This introduces new risks for cyber attacks, which can compromise the security and disrupt the functionality of these systems. It is therefore necessary to build such systems with strong guarantees of resiliency against cyber attacks. One way to achieve this level of assurance is using formal verification, which provides proofs of system compliance with desired cyber security properties. The use of Formal Methods (FM) in aspects of cyber security and safety-critical systems are reviewed in this article. We split FM into the three main classes: theorem proving, model checking, and lightweight FM. To allow the different uses of FM to be compared, we define a common set of terms. We further develop categories based on the type of computing system FM are applied in. Solutions in each class and category are presented, discussed, compared, and summarised. We describe historical highlights and developments and present a state-of-the-art review in the area of FM in cyber security. This review is presented from the point of view of FM practitioners and researchers, commenting on the trends in each of the classes and categories. This is achieved by considering all types of FM, several types of security and safety-critical systems, and by structuring the taxonomy accordingly. The article hence provides a comprehensive overview of FM and techniques available to system designers of security-critical systems, simplifying the process of choosing the right tool for the task. The article concludes by summarising the discussion of the review, focusing on best practices, challenges, general future trends, and directions of research within this field

    Design and evaluation of adaptive multimoldal systems

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    Tese de doutoramento em Informática (Engenharia Informática), presentada à Universidade de Lisboa através da Faculdade de Ciências, 2008This thesis focuses on the design and evaluation of adaptive multi-modal systems. The design of such systems is approached from an integrated perspective, with the goal of obtaining a solution where aspects related to both adaptive and multimodal systems are considered. The result is FAME, a model based framework for the design and development of adaptive multimodal systems, where adaptive capabilities impact directly over the process of multimodal fusion and fission operations. FAME over views the design of systems capable of adapting to a diversified context, including variations in users,execution platform, and environment. FAME represents an evolution from previous frameworks by incorporating aspects specific to multimodal interfaces directly in the development of an adaptive platform. One of FAME's components is the Behavioral Matrix, a multi purpose instrument, used during the design phase to represent the adaptation rules. In addition, the Behavioral Matrix is also the component responsible for bridging the gap between design and evaluation stages. Departing from an analogy between transitionnet works for representing interaction with a system, and behavioral spaces, the Behavioral Matrix makes possible the application of behavioral complexity metrics to general adaptive systems. Moreover,this evaluation is possible during the design stages,which translates into a reduction of there sources required for evaluation of adaptive systems.The Behavior al Matrix allows a designer to emulate the behavior of anon-adaptiveversionoftheadaptivesystem,allowing for comparison of the versions, one of the most used approaches to adaptive systems evaluation. In addition, the designer may also emulate the behavior of different user profiles and compare their complexity measures. The feasibility of FAME was demonstrated with the development of an adaptive multimodal Digital Book Player. The process was successful, as demonstrated by usability evaluations. Besides these evaluations, behavioral complexity metrics, computed in accordance with the proposed methodology, were able to discern between adaptive and non-adaptive versions of the player. When applied to user profiles of different perceived complexity, the metrics were also able to detect the different interaction complexity.FCT - IPSOM (POSI/PLP/34252/2000) e RiCoBA (POSC/EIA/61042/2004

    Storytelling and Visualization: An Extended Survey

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    Throughout history, storytelling has been an effective way of conveying information and knowledge. In the field of visualization, storytelling is rapidly gaining momentum and evolving cutting-edge techniques that enhance understanding. Many communities have commented on the importance of storytelling in data visualization. Storytellers tend to be integrating complex visualizations into their narratives in growing numbers. In this paper, we present a survey of storytelling literature in visualization and present an overview of the common and important elements in storytelling visualization. We also describe the challenges in this field as well as a novel classification of the literature on storytelling in visualization. Our classification scheme highlights the open and unsolved problems in this field as well as the more mature storytelling sub-fields. The benefits offer a concise overview and a starting point into this rapidly evolving research trend and provide a deeper understanding of this topic
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