3,904 research outputs found

    Machine Analysis of Facial Expressions

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    Kaleidoscope JEIRP on Learning Patterns for the Design and Deployment of Mathematical Games: Final Report

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    Project deliverable (D40.05.01-F)Over the last few years have witnessed a growing recognition of the educational potential of computer games. However, it is generally agreed that the process of designing and deploying TEL resources generally and games for mathematical learning specifically is a difficult task. The Kaleidoscope project, "Learning patterns for the design and deployment of mathematical games", aims to investigate this problem. We work from the premise that designing and deploying games for mathematical learning requires the assimilation and integration of deep knowledge from diverse domains of expertise including mathematics, games development, software engineering, learning and teaching. We promote the use of a design patterns approach to address this problem. This deliverable reports on the project by presenting both a connected account of the prior deliverables and also a detailed description of the methodology involved in producing those deliverables. In terms of conducting the future work which this report envisages, the setting out of our methodology is seen by us as very significant. The central deliverable includes reference to a large set of learning patterns for use by educators, researchers, practitioners, designers and software developers when designing and deploying TEL-based mathematical games. Our pattern language is suggested as an enabling tool for good practice, by facilitating pattern-specific communication and knowledge sharing between participants. We provide a set of trails as a "way-in" to using the learning pattern language. We report in this methodology how the project has enabled the synergistic collaboration of what started out as two distinct strands: design and deployment, even to the extent that it is now difficult to identify those strands within the processes and deliverables of the project. The tools and outcomes from the project can be found at: http://lp.noe-kaleidoscope.org

    A Web-based multimedia collaboratory. Empirical work studies in film archives

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    This report represents the latest study in the activity on Ecological Information Systems conducted in the Center for Human Machine Interaction situated at Ris National Laboratory and the University of Aarhus. The purpose of this activity is to give a description of the characteristics of work domains that will serve to outline the general context of concern to design of collaboratories. In addition, a set of preliminary implications for the design of a collaboratory are derived from the cognitive work analysis. To anticipate, further research on this approach to the design of collaboratories will show how the preceding analysis is likely to lead to a novel theoretical framework, called Ecological Collaborative Information Systems (ECIS), required for the design of collaboratories. The intention is to illustrate how the general principles of ECIS can be instantiated to develop a concrete design product: A crossdisciplinary and cross-cultural collaboratory to support customer service and professional research in archives. A web based Collaboratory Numerous valuable historic and cultural films and their sources are scattered in various national archives. Knowledge and usage of the multinational film material are severely impeded by access problems. To fully exploit the cultural film heritage internationally, a high degree of cross-disciplinary and international collaboration among professionals working with the film media is required. The Collaboratory for Annotation, Indexing and Retrieval of Digitized Historical Archive Material (Collate) is intended to foster and support collaboration on research, cultural mediation and preservation of films through a distributed multimedia repository. The collaboratory will provide webbased tools and interfac..

    Unleashing the Power of Edge-Cloud Generative AI in Mobile Networks: A Survey of AIGC Services

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    Artificial Intelligence-Generated Content (AIGC) is an automated method for generating, manipulating, and modifying valuable and diverse data using AI algorithms creatively. This survey paper focuses on the deployment of AIGC applications, e.g., ChatGPT and Dall-E, at mobile edge networks, namely mobile AIGC networks, that provide personalized and customized AIGC services in real time while maintaining user privacy. We begin by introducing the background and fundamentals of generative models and the lifecycle of AIGC services at mobile AIGC networks, which includes data collection, training, finetuning, inference, and product management. We then discuss the collaborative cloud-edge-mobile infrastructure and technologies required to support AIGC services and enable users to access AIGC at mobile edge networks. Furthermore, we explore AIGCdriven creative applications and use cases for mobile AIGC networks. Additionally, we discuss the implementation, security, and privacy challenges of deploying mobile AIGC networks. Finally, we highlight some future research directions and open issues for the full realization of mobile AIGC networks

    Located Lexicon: a project that explores how user generated content describes place

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    This extended conference paper explores the use and potential of location data in social media contexts. The research involved a series of experiments undertaken to assess the extent to which location information is present in exchanges, directly or indirectly. A prototype application was designed to exploit the insight obtained from the data-gathering experiments. This enabled us to develop a method and toolkit for searching, extracting and visualising mass-generated data for open source use. Ultimately, we were able to generate insights into data quality and ‘scale of query’ for emerging pedagogical research in learning swarms and distributed learners

    Development, Usability Engineering and Testing of the Video on Demand Service Filmrommet.no

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    Master's thesis in Multimedia and Educational Technology MM500 - University of Agder 2016This thesis describes the design outcomes and user evaluation of the redesigned Filmrommetservice, from a human-centred point of view. Research into several interdisciplinary fields, including interaction design, design principles, usability testing and usage of movies in schools have been assessed in order to design an interface that is easy to use, engages the user and presents meaningful content. Prior to starting designing the new interface, a questionnaire survey comprised of feedback from 116 Filmrommet users was conducted. The qualitative and quantitative data from the survey covering user characteristics, user behaviour, user satisfaction and user needs, was then analysed and put to use in subsequent design activities. Human-centred design activities are described and presented as well as a usability study conducted on 6 teachers and librarians. Digital prototyping and testing was done through the use of Adobe XD and InVision, and a design solution is presented based on the feedback acquired from testing. The concluding redesign of Filmrommet gives suggestions for further development. Findings emphasise the importance of implementing a well-functioning search featureXX50

    Digital Image Access & Retrieval

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    The 33th Annual Clinic on Library Applications of Data Processing, held at the University of Illinois at Urbana-Champaign in March of 1996, addressed the theme of "Digital Image Access & Retrieval." The papers from this conference cover a wide range of topics concerning digital imaging technology for visual resource collections. Papers covered three general areas: (1) systems, planning, and implementation; (2) automatic and semi-automatic indexing; and (3) preservation with the bulk of the conference focusing on indexing and retrieval.published or submitted for publicatio
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