12,595 research outputs found
Multimedia information technology and the annotation of video
The state of the art in multimedia information technology has not progressed to the point where a single solution is available to meet all reasonable needs of documentalists and users of video archives. In general, we do not have an optimistic view of the usability of new technology in this domain, but digitization and digital power can be expected to cause a small revolution in the area of video archiving. The volume of data leads to two views of the future: on the pessimistic side, overload of data will cause lack of annotation capacity, and on the optimistic side, there will be enough data from which to learn selected concepts that can be deployed to support automatic annotation. At the threshold of this interesting era, we make an attempt to describe the state of the art in technology. We sample the progress in text, sound, and image processing, as well as in machine learning
A Proximity Indicator for e-Government: The Smallest Number of Clicks
In order to develop an indicator measuring the proximity of e-Government and its different generic functions, we analysed a set of studies that were conducted in the United States and in Europe. We defined 21 elements of measure grouped in six dimensions of proximity and we surveyed the official Websites of the French-speaking Swiss Cantons in 2002 and 2003. We observed that more technical aspects such as navigability were well developed, whereas more “socio-political” aspects (data protection, access for handicapped) and organisational issues were still in early stages. To conclude this work we give some hints for the application of a methodology based on proximity measurement.e-Government; portals; evaluation; proximity; 3-clicks rule; usability
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Experimental Methods in IIR: The Tension between Rigour and Ethics in Studies Involving Users with Dyslexia
Designing user studies in the interactive information retrieval (IIR) paradigm on people with impairments may sometimes require different methodological considerations than for other users. Consequently, there may be a tension between what the community regards as being a rigorous methodology against what researchers can do ethically with their users. This paper discusses issues to consider when designing IIR studies involving people with dyslexia, such as sampling, informed consent and data collection. The conclusion is that conducting user studies on participants with dyslexia requires special considerations at all stages of the experimental design. The purpose of this paper is to raise awareness and understanding in the research community about experimental methods involving users with dyslexia, and addresses researchers, as well as editors and reviewers. Several of the issues raised do not only apply to people with dyslexia, but have implications when researching other groups, for instance elderly people and users with learning, cognitive, sensory or motor impairments
Genetic Programming for Smart Phone Personalisation
Personalisation in smart phones requires adaptability to dynamic context
based on user mobility, application usage and sensor inputs. Current
personalisation approaches, which rely on static logic that is developed a
priori, do not provide sufficient adaptability to dynamic and unexpected
context. This paper proposes genetic programming (GP), which can evolve program
logic in realtime, as an online learning method to deal with the highly dynamic
context in smart phone personalisation. We introduce the concept of
collaborative smart phone personalisation through the GP Island Model, in order
to exploit shared context among co-located phone users and reduce convergence
time. We implement these concepts on real smartphones to demonstrate the
capability of personalisation through GP and to explore the benefits of the
Island Model. Our empirical evaluations on two example applications confirm
that the Island Model can reduce convergence time by up to two-thirds over
standalone GP personalisation.Comment: 43 pages, 11 figure
Editable User Profiles for Controllable Text Recommendation
Methods for making high-quality recommendations often rely on learning latent
representations from interaction data. These methods, while performant, do not
provide ready mechanisms for users to control the recommendation they receive.
Our work tackles this problem by proposing LACE, a novel concept value
bottleneck model for controllable text recommendations. LACE represents each
user with a succinct set of human-readable concepts through retrieval given
user-interacted documents and learns personalized representations of the
concepts based on user documents. This concept based user profile is then
leveraged to make recommendations. The design of our model affords control over
the recommendations through a number of intuitive interactions with a
transparent user profile. We first establish the quality of recommendations
obtained from LACE in an offline evaluation on three recommendation tasks
spanning six datasets in warm-start, cold-start, and zero-shot setups. Next, we
validate the controllability of LACE under simulated user interactions.
Finally, we implement LACE in an interactive controllable recommender system
and conduct a user study to demonstrate that users are able to improve the
quality of recommendations they receive through interactions with an editable
user profile.Comment: Accepted to SIGIR 2023; Pre-print, camera-ready to follo
Culture in the design of mHealth UI:An effort to increase acceptance among culturally specific groups
Purpose: Designers of mobile applications have long understood the importance of users’ preferences in making the user experience easier, convenient and therefore valuable. The cultural aspects of groups of users are among the key features of users’ design preferences, because each group’s preferences depend on various features that are culturally compatible. The process of integrating culture into the design of a system has always been an important ingredient for effective and interactive human computer interface. This study aims to investigate the design of a mobile health (mHealth) application user interface (UI) based on Arabic culture. It was argued that integrating certain cultural values of specific groups of users into the design of UI would increase their acceptance of the technology. Design/methodology/approach: A total of 135 users responded to an online survey about their acceptance of a culturally designed mHealth. Findings: The findings showed that culturally based language, colours, layout and images had a significant relationship with users’ behavioural intention to use the culturally based mHealth UI. Research limitations/implications: First, the sample and the data collected of this study were restricted to Arab users and Arab culture; therefore, the results cannot be generalized to other cultures and users. Second, the adapted unified theory of acceptance and use of technology model was used in this study instead of the new version, which may expose new perceptions. Third, the cultural aspects of UI design in this study were limited to the images, colours, language and layout. Practical implications: It encourages UI designers to implement the relevant cultural aspects while developing mobile applications. Originality/value: Embedding Arab cultural aspects in designing UI for mobile applications to satisfy Arab users and enhance their acceptance toward using mobile applications, which will reflect positively on their lives.</p
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