31,736 research outputs found

    Implementation and analysis of several keyframe-based browsing interfaces to digital video

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    In this paper we present a variety of browsing interfaces for digital video information. The six interfaces are implemented on top of Físchlár, an operational recording, indexing, browsing and playback system for broadcast TV programmes. In developing the six browsing interfaces, we have been informed by the various dimensions which can be used to distinguish one interface from another. For this we include layeredness (the number of “layers” of abstraction which can be used in browsing a programme), the provision or omission of temporal information (varying from full timestamp information to nothing at all on time) and visualisation of spatial vs. temporal aspects of the video. After introducing and defining these dimensions we then locate some common browsing interfaces from the literature in this 3-dimensional “space” and then we locate our own six interfaces in this same space. We then present an outline of the interfaces and include some user feedback

    Balancing the power of multimedia information retrieval and usability in designing interactive TV

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    Steady progress in the field of multimedia information retrieval (MMIR) promises a useful set of tools that could provide new usage scenarios and features to enhance the user experience in today s digital media applications. In the interactive TV domain, the simplicity of interaction is more crucial than in any other digital media domain and ultimately determines the success or otherwise of any new applications. Thus when integrating emerging tools like MMIR into interactive TV, the increase in interface complexity and sophistication resulting from these features can easily reduce its actual usability. In this paper we describe a design strategy we developed as a result of our e®ort in balancing the power of emerging multimedia information retrieval techniques and maintaining the simplicity of the interface in interactive TV. By providing multiple levels of interface sophistication in increasing order as a viewer repeatedly presses the same button on their remote control, we provide a layered interface that can accommodate viewers requiring varying degrees of power and simplicity. A series of screen shots from the system we have actually developed and built illustrates how this is achieved

    Human computer interaction and theories

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    Using Augmented Reality as a Medium to Assist Teaching in Higher Education

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    In this paper we describe the use of a high-level augmented reality (AR) interface for the construction of collaborative educational applications that can be used in practice to enhance current teaching methods. A combination of multimedia information including spatial three-dimensional models, images, textual information, video, animations and sound, can be superimposed in a student-friendly manner into the learning environment. In several case studies different learning scenarios have been carefully designed based on human-computer interaction principles so that meaningful virtual information is presented in an interactive and compelling way. Collaboration between the participants is achieved through use of a tangible AR interface that uses marker cards as well as an immersive AR environment which is based on software user interfaces (UIs) and hardware devices. The interactive AR interface has been piloted in the classroom at two UK universities in departments of Informatics and Information Science

    Distributed multimedia systems

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    Multimedia systems will allow professionals worldwide to collaborate more effectively and to travel substantially less. But for multimedia systems to be effective, a good systems infrastructure is essential. In particular, support is needed for global and consistent sharing of information, for long-distance, high-bandwidth multimedia interpersonal communication, greatly enhanced reliability and availability, and security. These systems will also need to be easily usable by lay computer users. \ud In this paper we explore the operating system support that these multimedia systems must have in order to do the job properly

    Systems for the Nineties - Distributed Multimedia Systems

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    We live at the dawn of the information age. The capabilities of computers to store and look up information are only just beginning to be exploited. As little as ten years ago, practically all the information stored in computers was entered and retrieved in the form of text. Today, we are just starting to use other means of communicating information between people and machines -- computers can now scan images, they can record sound, they can produce synthesized speech, and they can show two- and three-dimensional images of spatial data. The realization that we are still at the beginning of the information age comes when we notice the vast difference between the way in which people interact with each other and the way in which people can interact with (or through) machines. When people communicate, they tend to use speech, gestures, touch, even smell; they draw pictures on the white board, they use text, pictures, photos, graphs, sometimes even video presentations. nterpersonal communication is truly multimedia communication in that it makes use of all our senses

    Culture and E-Learning: Automatic Detection of a Users’ Culture from Survey Data

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    Knowledge about the culture of a user is especially important for the design of e-learning applications. In the experiment reported here, questionnaire data was used to build machine learning models to automatically predict the culture of a user. This work can be applied to automatic culture detection and subsequently to the adaptation of user interfaces in e-learning

    Setting the stage – embodied and spatial dimensions in emerging programming practices.

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    In the design of interactive systems, developers sometimes need to engage in various ways of physical performance in order to communicate ideas and to test out properties of the system to be realised. External resources such as sketches, as well as bodily action, often play important parts in such processes, and several methods and tools that explicitly address such aspects of interaction design have recently been developed. This combined with the growing range of pervasive, ubiquitous, and tangible technologies add up to a complex web of physicality within the practice of designing interactive systems. We illustrate this dimension of systems development through three cases which in different ways address the design of systems where embodied performance is important. The first case shows how building a physical sport simulator emphasises a shift in activity between programming and debugging. The second case shows a build-once run-once scenario, where the fine-tuning and control of the run-time activity gets turned into an act of in situ performance by the programmers. The third example illustrates the explorative and experiential nature of programming and debugging systems for specialised and autonomous interaction devices. This multitude in approaches in existing programming settings reveals an expanded perspective of what practices of interaction design consist of, emphasising the interlinking between design, programming, and performance with the system that is being developed

    User-centred design of flexible hypermedia for a mobile guide: Reflections on the hyperaudio experience

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    A user-centred design approach involves end-users from the very beginning. Considering users at the early stages compels designers to think in terms of utility and usability and helps develop the system on what is actually needed. This paper discusses the case of HyperAudio, a context-sensitive adaptive and mobile guide to museums developed in the late 90s. User requirements were collected via a survey to understand visitors’ profiles and visit styles in Natural Science museums. The knowledge acquired supported the specification of system requirements, helping defining user model, data structure and adaptive behaviour of the system. User requirements guided the design decisions on what could be implemented by using simple adaptable triggers and what instead needed more sophisticated adaptive techniques, a fundamental choice when all the computation must be done on a PDA. Graphical and interactive environments for developing and testing complex adaptive systems are discussed as a further step towards an iterative design that considers the user interaction a central point. The paper discusses how such an environment allows designers and developers to experiment with different system’s behaviours and to widely test it under realistic conditions by simulation of the actual context evolving over time. The understanding gained in HyperAudio is then considered in the perspective of the developments that followed that first experience: our findings seem still valid despite the passed time
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