8 research outputs found

    Data-Driven Approach to Human-Engaged Computing

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    This paper presents an overview of the research landscape of datadriven human-engaged computing in the Human-Computer Interaction Initiative at the Hong Kong University of Science and Technology

    AI, You're Fired! Artwork

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    The paper is text-based artwork, which is representing the initial conceptualization or contemplative phase of the media art and contemporary art performance and installation.The objective of the long term art project is to further examine the potential of engagement of the advanced technology within the context of artistic research and contemporary art practice, with the specific postulate that the potential product of the artwork is expected to be imperceptible. The artistic research is referring to the philosophical and metaphysics idea that the alleged real reality cannot be perceived or defined via some concept. The question is, if it is so, than, is the art or the artist capable to successfully illustrate the undetectable real reality, even with the most advanced technological instruments employed. The text-based contemporary artwork is partly referring to another segment, which can be also observed within the context of the contemporary art – text based computer adventure games. More specifically, the method implemented for establishing the artwork’s concept uses some aspects similar to those used in early text-based computer games.There are several stages in which the long-term artwork will progress. The initial form is designed in such a manner which would confirm that this segment of artwork not only does serve as a fundament for the other parts to unfold, but is also autonomous and is already completed in terms of contemporary art. This stand is applicable to all the consecutive stages – each segment is both independent and contextual.The following stages would include the interactivity between the author, art audience, but also with the devices applied for the producing the artwork, like advanced technology instruments e.g. augmented reality (AR), virtual reality (VR), mixed reality (MR) devices, then interactive 3D technology, artificial intelligence (AI), plus the interactivity with the no-reality (reality in spiritual and philosophical contexts)

    Cultural Heritage Visualization: Using Interactive Multimedia in Museum Environments

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    Storytelling in museum environments can be ‘materialized’ using print and visual media formats. The use of graphical visualization techniques improves the interpretation in a narrative context, hence helps to convey information and deliver a better understanding of a story. This research was prompted by the rising use of interactive visualization techniques for  ‘storytelling’ in museum environments

    Analysis of EZproxy server logs to visualise research activity in Curtin’s online library

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    © 2019, Emerald Publishing Limited. Purpose: The purpose of this paper is to develop data visualisation proof of concept prototypes that will enable the Curtin University Library team to explore its users’ information-seeking behaviour and collection use online by analysing the library’s EZproxy logs. Design/methodology/approach: Curtin Library’s EZproxy log file data from 2013 to 2017 is used to develop the data visualisation prototypes using Unity3D software. Findings: Two visualisation prototypes from the EZproxy data set are developed. The first, “Global Visualisation of Curtin Research Activity”, uses a geographical map of the world as a platform to show where each research request comes from, the time each is made and the file size of the request. The second prototype, “Database Usage Visualisation”, shows the use of the library’s various subscription databases by staff and students daily, over a month in April 2017. Research limitations/implications: The paper has following limitations: working to a tight timeline of ten weeks; time taken to cleanse noise data; and requirements for storing and hosting the voluminous data sets. Practical implications: The prototypes provide visual evidence of the use of Curtin Library’s digital resources at any time and from anywhere by its users, demonstrating the demand for the library’s online service offerings. These prototype evidence-based data visualisations empower the library to communicate in a compelling and interesting way how its services and subscriptions support Curtin University’s missions. Originality/value: The paper provides innovative approaches to create immersive 3D data visualisation prototypes to make sense of complex EZproxy data sets

    Cultural visualisation of a cultural photographic collection in 3D environments - Development of ‘PAV 3D’ (Photographic archive visualisation)

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    This demonstration illustrates the possibilities of new 3D technologies in conveying large scale historical photographic databases in interactive 3D virtual environments. We illustrate the visualization of the State Library of Western Australia (SLWA)’s photographic collection containing over 1 million photographs dating back to the 1850s utilizing Curtin’s Hub for Immersive Visualization and eResearch (HIVE). Our application was intended to explore the possibilities in visualizing cultural data sets on the HIVE’s Cylinder, a 3 m high, eight-meter diameter, and 180° cylindrical projection surface. Our demonstration illustrated the potentials of virtual environments in creating interactive information designs for photographic imagery, which can be explored according location, time-period, creator, and subject

    Proceedings of the 8th Workshop on Semantic Ambient Media Experiences (SAME 2016): Smart Cities for Better Living with HCI and UX - SEACHI Extended Papers

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    Digital and interactive technologies are becoming increasingly embedded in everyday lives of people around the world. Application of technologies such as real-time, context-aware, and interactive technologies; augmented and immersive realities; social media; and location-based services has been particularly evident in urban environments where technological and sociocultural infrastructures enable easier deployment and adoption as compared to non-urban areas. There has been growing consumer demand for new forms of experiences and services enabled through these emerging technologies. We call this ambient media, as the media is embedded in the natural human living environment. The 8th Semantic Ambient Media Workshop Experience (SAME) Proceedings where based on a collaboration between the SEACHI Workshop Smart Cities for Better Living with HCI and UX, which has been organized by UX Indonesia and was held in conjunction with Computers and Human-Computer Interaction (CHI) 2016 in San Jose, CA USA. The extended versions of the workshop papers are freely available through http://www.ambientmediaassociation.org/Journal under open access by the International Ambient Media Association (iAMEA). iAMEA is hosting the international open access journal entitled “International Journal on Information Systems and Management in Creative eMediaâ€, and the international open access series “International Series on Information Systems and Management in Creative eMedia†(see http://www.ambientmediaassociation.org). The International Ambient Media Association (AMEA) organizes the Semantic Ambient Media (SAME) workshop series, which took place in 2008 in conjunction with ACM Multimedia 2008 in Vancouver, Canada; in 2009 in conjunction with AmI 2009 in Salzburg, Austria; in 2010 in conjunction with AmI 2010 in Malaga, Spain; in 2011 in conjunction with Communities and Technologies 2011 in Brisbane, Australia; in 2012 in conjunction with Pervasive 2012 in Newcastle, UK; and in 2013 in conjunction with C&T 2013 in Munich, Germany; and in 2014 in conjunction with NordCHI 2014 in Helsinki, Finland. The workshop organizers present you a fascinating crossover of latest cutting edge views on the topic of ambient media, and hope you will be enjoying the reading. We also would like to thank all the contributors, as only with their enthusiasm the workshop can become a success. At least we would like to thank the lovely organizing team of CHI 2016, the SEACHI 2016 organisers, and our programme committee members
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