20,383 research outputs found
Meetings and Meeting Modeling in Smart Environments
In this paper we survey our research on smart meeting rooms and its relevance for augmented reality meeting support and virtual reality generation of meetings in real time or off-line. The research reported here forms part of the European 5th and 6th framework programme projects multi-modal meeting manager (M4) and augmented multi-party interaction (AMI). Both projects aim at building a smart meeting environment that is able to collect multimodal captures of the activities and discussions in a meeting room, with the aim to use this information as input to tools that allow real-time support, browsing, retrieval and summarization of meetings. Our aim is to research (semantic) representations of what takes place during meetings in order to allow generation, e.g. in virtual reality, of meeting activities (discussions, presentations, voting, etc.). Being able to do so also allows us to look at tools that provide support during a meeting and at tools that allow those not able to be physically present during a meeting to take part in a virtual way. This may lead to situations where the differences between real meeting participants, human-controlled virtual participants and (semi-) autonomous virtual participants disappear
User oriented access to secure biomedical resources through the grid
The life science domain is typified by heterogeneous data sets that are evolving at an exponential rate. Numerous post-genomic databases and areas of post-genomic life science research have been established and are being actively explored. Whilst many of these databases are public and freely accessible, it is often the case that researchers have data that is not so freely available and access to this data needs to be strictly controlled when distributed collaborative research is undertaken. Grid technologies provide one mechanism by which access to and integration of federated data sets is possible. Combining such data access and integration technologies with fine grained security infrastructures facilitates the establishment of virtual organisations (VO). However experience has shown that the general research (non-Grid) community are not comfortable with the Grid and its associated security models based upon public key infrastructures (PKIs). The Internet2 Shibboleth technology helps to overcome this through users only having to log in to their home site to gain access to resources across a VO â or in Shibboleth terminology a federation. In this paper we outline how we have applied the combination of Grid technologies, advanced security infrastructures and the Internet2 Shibboleth technology in several biomedical projects to provide a user-oriented model for secure access to and usage of Grid resources. We believe that this model may well become the de facto mechanism for undertaking e-Research on the Grid across numerous domains including the life sciences
User-oriented security supporting inter-disciplinary life science research across the grid
Understanding potential genetic factors in disease or development of personalised e-Health solutions require scientists to access a multitude of data and compute resources across the Internet from functional genomics resources through to epidemiological studies. The Grid paradigm provides a compelling model whereby seamless access to these resources can be achieved. However, the acceptance of Grid technologies in this domain by researchers and resource owners must satisfy particular constraints from this community - two of the most critical of these constraints being advanced security and usability. In this paper we show how the Internet2 Shibboleth technology combined with advanced authorisation infrastructures can help address these constraints. We demonstrate the viability of this approach through a selection of case studies across the complete life science spectrum
Best practices for deploying digital games for personal empowerment and social inclusion
Digital games are being increasingly used in initiatives to promote personal empowerment and social inclusion (PESI) of disadvantaged groups through learning and participation. There is a lack of knowledge regarding best practices, however. The literature on game-based learning insufficiently addresses the process and context of game-based practice and the diversity of contexts and intermediaries involved in PESI work. This paper takes an important step in addressing this knowledge gap using literature review, case studies, and expert consultation. Based on our findings, we formulate a set of best practices for different stakeholders who wish to set up a project using digital games for PESI. The seven cases in point are projects that represent various application domains of empowerment and inclusion. Case studies were conducted using documentation and interviews, covering background and business case, game format/technology, user groups, usage context, and impact assessment. They provide insight into each caseâs strengths and weaknesses, allowing a meta-analysis of the important features and challenges of using digital games for PESI. This analysis was extended and validated through discussion at two expert workshops. Our study shows that a substantial challenge lies in selecting or designing a digital game that strikes a balance between enjoyment, learning and usability for the given use context. The particular needs of the target group and those that help implement the digital game require a highly specific approach. Projects benefit from letting both intermediaries and target groups contribute to the game design and use context. Furthermore, there is a need for multi-dimensional support to facilitate the use and development of game-based practice. Integrating game use in the operation of formal and informal intermediary support organiszations increases the chances at reaching, teaching and empowering those at risk of exclusion. The teachers, caregivers and counsellors involved in the implementation of a game-based approach, in turn can be helped through documentation and training, in combination with structural support
Combating e-discrimination in the North West - final report
The Combating eDiscimination in the North West project examined over 100 websites advertising job opportunities both regionally and nationally, and found the vast majority to be largely inaccessible. Professional standards, such as using valid W3C code and adhering to the W3C Web Content Accessibility Guidelines, were largely not followed. The project also conducted interviews with both public and private sector web professionals, and focus groups of disabled computer users, to draw a broader picture of the accessibility of jobs websites. Interviews with leading web development companies in the Greater Manchester region, showed that there is a view there should not be any additional cost in making websites accessible, as the expertise to create a site professionally should be in place from the start, and that accessibility will follow from applying professional standards. However, through the process of trying to create a website for the project, with such a company, it was found that following professional standards is not sufficient to catch all the potential problems, and that user testing is an essential adjunct to professional practice.
The main findings of the project are, thus, that:
âą Most websites in the job opportunities sector are not following professional standards of web development, and are largely inaccessible
âą Professional standards of web development need to be augmented with user testing to ensure proper accessibility
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Capturing and representing deliberation in participatory planning practices
In this paper we argue for the importance of capturing and representing deliberation in participatory planning practices. We discuss the concept of deliberation in planning theory, and argue for a paradigm that puts deliberation at the centre of public participation to planning decision. We argue that in order to enable effective participation, the normally ephemeral delib- eration process needs to be captured and represented so that the information and knowledge gathered during deliberation is visible for all, can be effectively traced, reused, and can actively influence planning decisions. To scaffold this we describe the integration of three technologies to create a collective project memory structured against five dimensions of participatory plan- ning processes: dialogical, social, spatial, temporal and causal. Based on several authentic par- ticipatory planning cases, we report that this supported deliberation across planning tasks, communication modes, time and environments. The coupled use of online and offline group- ware technologies created a more expressive and transparent participatory knowledge base than is possible with conventional media, and enhanced participatory planning by: supporting the effective capture and representation of deliberation processes and products; providing a rich picture of the social setting in which planning decision develops and supporting reflection in and on planning actions
The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification
The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ
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