4,392 research outputs found

    Direct combination: a new user interaction principle for mobile and ubiquitous HCI

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    Direct Combination (DC) is a recently introduced user interaction principle. The principle (previously applied to desktop computing) can greatly reduce the degree of search, time, and attention required to operate user interfaces. We argue that Direct Combination applies particularly aptly to mobile computing devices, given appropriate interaction techniques, examples of which are presented here. The reduction in search afforded to users can be applied to address several issues in mobile and ubiquitous user interaction including: limited feedback bandwidth; minimal attention situations; and the need for ad-hoc spontaneous interoperation and dynamic reconfiguration of multiple devices. When Direct Combination is extended and adapted to fit the demands of mobile and ubiquitous HCI, we refer to it as Ambient Combination (AC) . Direct Combination allows the user to exploit objects in the environment to narrow down the range of interactions that need be considered (by system and user). When the DC technique of pairwise or n-fold combination is applicable, it can greatly lessen the demands on users for memorisation and interface navigation. Direct Combination also appears to offers a new way of applying context-aware information. In this paper, we present Direct Combination as applied ambiently through a series of interaction scenarios, using an implemented prototype system

    System support for object replication in distributed systems

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    Distributed systems are composed of a collection of cooperating but failure prone system components. The number of components in such systems is often large and, despite low probabilities of any particular component failing, the likelihood that there will be at least a small number of failures within the system at a given time is high. Therefore, distributed systems must be able to withstand partial failures. By being resilient to partial failures, a distributed system becomes more able to offer a dependable service and therefore more useful. Replication is a well known technique used to mask partial failures and increase reliability in distributed computer systems. However, replication management requires sophisticated distributed control algorithms, and is therefore a labour intensive and error prone task. Furthermore, replication is in most cases employed due to applications' non-functional requirements for reliability, as dependability is generally an orthogonal issue to the problem domain of the application. If system level support for replication is provided, the application developer can devote more effort to application specific issues. Distributed systems are inherently more complex than centralised systems. Encapsulation and abstraction of components and services can be of paramount importance in managing their complexity. The use of object oriented techniques and languages, providing support for encapsulation and abstraction, has made development of distributed systems more manageable. In systems where applications are being developed using object-oriented techniques, system support mechanisms must recognise this, and provide support for the object-oriented approach. The architecture presented exploits object-oriented techniques to improve transparency and to reduce the application programmer involvement required to use the replication mechanisms. This dissertation describes an approach to implementing system support for object replication, which is distinct from other approaches such as replicated objects in that objects are not specially designed for replication. Additionally, object replication, in contrast to data replication, is a function-shipping approach and deals with the replication of both operations and data. Object replication is complicated by objects' encapsulation of local state and the arbitrary interaction patterns that may exist among objects. Although fully transparent object replication has not been achieved, my thesis is that partial system support for replication of program-level objects is practicable and assists the development of certain classes of reliable distributed applications. I demonstrate the usefulness of this approach by describing a prototype implementation and showing how it supports the development of an example toy application. To increase their flexibility, the system support mechanisms described are tailorable. The approach adopted in this work is to provide partial support for object replication, relying on some assistance from the application developer to supply application dependent functionality within particular collators for dealing with processing of results from object replicas. Care is taken to make the programming model as simple and concise as possible

    MolabIS - An integrated information system for storing and managing molecular genetics data

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    BACKGROUND: Long-term sample storage, tracing of data flow and data export for subsequent analyses are of great importance in genetics studies. Therefore, molecular labs do need a proper information system to handle an increasing amount of data from different projects. RESULTS: We have developed a molecular labs information management system (MolabIS). It was implemented as a web-based system allowing the users to capture original data at each step of their workflow. MolabIS provides essential functionality for managing information on individuals, tracking samples and storage locations, capturing raw files, importing final data from external files, searching results, accessing and modifying data. Further important features are options to generate ready-to-print reports and convert sequence and microsatellite data into various data formats, which can be used as input files in subsequent analyses. Moreover, MolabIS also provides a tool for data migration. CONCLUSIONS: MolabIS is designed for small-to-medium sized labs conducting Sanger sequencing and microsatellite genotyping to store and efficiently handle a relative large amount of data. MolabIS not only helps to avoid time consuming tasks but also ensures the availability of data for further analyses. The software is packaged as a virtual appliance which can run on different platforms (e.g. Linux, Windows). MolabIS can be distributed to a wide range of molecular genetics labs since it was developed according to a general data model. Released under GPL, MolabIS is freely available at http://www.molabis.org

    Analysis and design of multifunctional agricultural landscapes : a graph theoretic approach

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    This thesis deals with the development of quantitative methodologies for the evaluation of landscape functions and their interactions in multifunctional agricultural landscapes. It focuses on the spatial coherence of hedgerow networks for ecological functions and landscape character for perception of landscape identity, and on their integration in a multifunctional and multiscale trade-off analysis. Graph theory provided the basis for new methodologies that are applied in this research

    Designing virtual spaces: redefining radio art through digital control

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    Radio Art is a composition practice that is constantly evolving. Artists share a commonality to redefine, reinvent, and repurpose analogue radio. It is an art that often bends to the will of antiqued technology, celebrating a wide pallet of found sounds. This research extends the boundaries of the art form by exploring Radio Art through sonic-centric lens and establishing a consistent and reproducible compositional framework. By shifting radio from a found object to an instrument, I have deconstructed its sonic aesthetics into two parallel materials for composition, gestural noise and broadcast signal. When tuning an analogue radio to a signal, relationships between these materials unfold. Contrast is a term found throughout my research. Contrast is embodied throughout radio and its history; radio is used as both a scientific communication device and for artistic expression. it is a symbol of democracy and oppression. Radio produces broadcast noise and signal, creating poetic reception, such as control and chaos, anxiety and ecstasy, distance and closeness. This research explores the characteristics of these forces and materials as a symbiotic relationship of unfolding radiophonic behaviours. A major focus of this research is the control of analogue radio through deconstruction and composition. I embarked on a twenty-four-month development period to build a Digital Audio Workstation called Radiophonic Environmental Designer, (RED). RED enables composers to create virtual radiophonic environments that are navigated by rotating the dial. Material is positioned along a horizon, and tuning behaviours sculpted. There is also a physical interface embedded into an analogue radio shell to control the virtual tuning, namely, Broadcast Link-up Environment, (BLUE). BLUE is an ad-on program offering an online digital platform for the diffusion of Radio Art. Using an internet connection and gyroscope technology that is built into most smart phones, a radiophonic environment is interacted through a purpose-built website. In my creative practice, analogue radio has been redesigned by adopting digital technological practices to control, edit and model it’s unique sound. In doing so, I reflect upon relationships between analogue and digital design principles through an extensive study on virtual analogue software and interfaces

    Machinic Eyes: New and Post-Digital Aesthetics, Surveillance, and Resistance

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    This work concerns the rise of the New Aesthetic, an art project developed by James Bridle in 2012. The New Aesthetic, as envisioned by Bridle, was chiefly concerned with the overlapping of physical and digital realities through both the artifacts produced by this overlapping and the systems involved therein. I introduce the advent of the New Aesthetic and present the major criticisms: the lack of a robust theoretical and scholarly framework, the lack of a historical framework, the privileging of artifacts over systems as new Aesthetic, and the fragmented scholarly outlook on the New Aesthetic. Upon further examination, I discovered that the New Aesthetic is less of an art project but a metaphor for a global surveillance apparatus that is the result of clandestine partnerships between multinational technology corporations and intelligence agencies associated the Five Eyes consortium. In this dissertation, I critique the New Aesthetic from a scholarly viewpoint, offer a historical precedent of how the New Aesthetic came to be from cultural and technological perspectives, examine the rise of the global surveillance apparatus within the New Aesthetic, and offer ideas of how to resist surveillance as a result of our reliance upon computational technologies

    A planetary nervous system for social mining and collective awareness

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    We present a research roadmap of a Planetary Nervous System (PNS), capable of sensing and mining the digital breadcrumbs of human activities and unveiling the knowledge hidden in the big data for addressing the big questions about social complexity. We envision the PNS as a globally distributed, self-organizing, techno-social system for answering analytical questions about the status of world-wide society, based on three pillars: social sensing, social mining and the idea of trust networks and privacy-aware social mining. We discuss the ingredients of a science and a technology necessary to build the PNS upon the three mentioned pillars, beyond the limitations of their respective state-of-art. Social sensing is aimed at developing better methods for harvesting the big data from the techno-social ecosystem and make them available for mining, learning and analysis at a properly high abstraction level. Social mining is the problem of discovering patterns and models of human behaviour from the sensed data across the various social dimensions by data mining, machine learning and social network analysis. Trusted networks and privacy-aware social mining is aimed at creating a new deal around the questions of privacy and data ownership empowering individual persons with full awareness and control on own personal data, so that users may allow access and use of their data for their own good and the common good. The PNS will provide a goal-oriented knowledge discovery framework, made of technology and people, able to configure itself to the aim of answering questions about the pulse of global society. Given an analytical request, the PNS activates a process composed by a variety of interconnected tasks exploiting the social sensing and mining methods within the transparent ecosystem provided by the trusted network. The PNS we foresee is the key tool for individual and collective awareness for the knowledge society. We need such a tool for everyone to become fully aware of how powerful is the knowledge of our society we can achieve by leveraging our wisdom as a crowd, and how important is that everybody participates both as a consumer and as a producer of the social knowledge, for it to become a trustable, accessible, safe and useful public good.Seventh Framework Programme (European Commission) (grant agreement No. 284709

    CONTRACTUAL GOVERNANCE OF ONLINE COMMUNITIES – (PROPERTY) RIGHTS DISPUTES IN VIRTUAL WORLDS

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    Considering law’s difficult ride on the coattails of societal and technological progress, this thesis discusses property rights disputes in virtual worlds, the origin and foundation of (property) rights in characters, objects and items (virtual assets), and the possibility of contractual governance. Investing considerable time, effort and money to create, develop and accumulate virtual assets to gain prestige or competitive advantage, or simply to have more fun playing, users often build strong emotional connections to their characters and place a high value on accumulated operator, third user and user-generated content. But the user’s experience of virtual assets as property, contrasts starkly with most in-world property models where first property rights belong to the operator, subsequent rights are delineated by contract, and emerging property rights are transferred to the operator or waived by the user. Noting the ‘technologically inaccurate portrayal of software’ in legislation, jurisprudence and legal debate, that ignores its ‘physical properties of mass and volume’, and the influence of client/server system architecture on the allocation of personal property rights, this thesis shows that physical and intellectual rights cannot resolve the newly emerging property rights disputes in virtual worlds. Instead of making another helpless attempt to justify a new virtual property right that still cannot overcome an enforceable transfer/waiver of (future) (property) rights clause in the contract, this author questions common concepts of property and proposes a new quasi-property right. Originated in the contractual obligation of the operator to grant the user a right to use, to exclude other users from and to transfer virtual assets, the rules of conduct included in the multiple-separate user contract complete its quasi-absolute effect. This quasi-property right does not only complement the quasi-tort, quasi-criminal and quasi-constitutional system already established by the (virtual social) contract but supports the identification of the contract (terms) as new default legal rules for VWs and similar online communities

    Connections in Music

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    PhDThis work is copyright (c) 2010 Kurt Jacobson, and is licensed under the Creative Commons Attribution-Share Alike 3.0 Unported Licence. To view a copy of this licence, visit http://creativecommons.org/licenses/by-sa/3.0/ or send a letter to Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.Connections between music artists or songs provide a context and lineage for music and form the basis for recommendation, playlist generation, and general navigation of the musical universe. We examine the structure of the connections between music artists found on the web. It is shown that different methods of finding associations between artists yeild different net- work structures - the details of associations and how these associations are discovered impact the global structure of the artist network. This realization informs our associations framework - based on seman- tic web technologies and centered around a small RDF/OWL ontology that emphasizes the provenance and transparency of association statements. We develop the MuSim Similarity Ontology and show how, combined with the concepts of linked data, it can be used to create a distributed web-scale ecosystem for music similarity. The Similarity Ontology is evaluated against psychological models for similarity and shown to be flexible enough to accommodate each model examined. Several applications are developed based on the visualization of music artist network structures and the utilization of our associations framework along with other music-related linked data
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