620 research outputs found

    Rights on news : expanding copyright on the internet

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    Defence date: 18 February 2020Examining Board: Prof. Giovanni Sartor, EUI (Supervisor); Prof. Pier Luigi Parcu, EUI; Prof. Lionel Bently, University of Cambridge; Prof. Christophe Geiger, University of StrasbourgThe internet and digital technologies have irreversibly changed the way we find and consume news. Legacy news organisations, publishers of newspapers, have moved to the internet. In the online news environment, however, they are no longer the exclusive suppliers of news. New digital intermediaries have emerged, search engines and news aggregators in particular. They select and display links and fragments of press publishers’ content as a part of their services, without seeking the news organisations’ prior consent. To shield themselves from exploitation by digital intermediaries, press publishers have begun to seek legal protection, and called for the introduction of a new right under the umbrella of copyright and related rights. Following these calls, the press publishers’ right was introduced into the EU copyright framework by the Directive on Copyright in the Digital Single Market in 2019

    Breaking Virtual Barriers : Investigating Virtual Reality for Enhanced Educational Engagement

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    Virtual reality (VR) is an innovative technology that has regained popularity in recent years. In the field of education, VR has been introduced as a tool to enhance learning experiences. This thesis presents an exploration of how VR is used from the context of educators and learners. The research employed a mixed-methods approach, including surveying and interviewing educators, and conducting empirical studies to examine engagement, usability, and user behaviour within VR. The results revealed educators are interested in using VR for a wide range of scenarios, including thought exercises, virtual field trips, and simulations. However, they face several barriers to incorporating VR into their practice, such as cost, lack of training, and technical challenges. A subsequent study found that virtual reality can no longer be assumed to be more engaging than desktop equivalents. This empirical study showed that engagement levels were similar in both VR and non-VR environments, suggesting that the novelty effect of VR may be less pronounced than previously assumed. A study against a VR mind mapping artifact, VERITAS, demonstrated that complex interactions are possible on low-cost VR devices, making VR accessible to educators and students. The analysis of user behaviour within this VR artifact showed that quantifiable strategies emerge, contributing to the understanding of how to design for collaborative VR experiences. This thesis provides insights into how the end-users in the education space perceive and use VR. The findings suggest that while educators are interested in using VR, they face barriers to adoption. The research highlights the need to design VR experiences, with understanding of existing pedagogy, that are engaging with careful thought applied to complex interactions, particularly for collaborative experiences. This research contributes to the understanding of the potential of VR in education and provides recommendations for educators and designers to enhance learning experiences using VR

    Blending the Material and Digital World for Hybrid Interfaces

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    The development of digital technologies in the 21st century is progressing continuously and new device classes such as tablets, smartphones or smartwatches are finding their way into our everyday lives. However, this development also poses problems, as these prevailing touch and gestural interfaces often lack tangibility, take little account of haptic qualities and therefore require full attention from their users. Compared to traditional tools and analog interfaces, the human skills to experience and manipulate material in its natural environment and context remain unexploited. To combine the best of both, a key question is how it is possible to blend the material world and digital world to design and realize novel hybrid interfaces in a meaningful way. Research on Tangible User Interfaces (TUIs) investigates the coupling between physical objects and virtual data. In contrast, hybrid interfaces, which specifically aim to digitally enrich analog artifacts of everyday work, have not yet been sufficiently researched and systematically discussed. Therefore, this doctoral thesis rethinks how user interfaces can provide useful digital functionality while maintaining their physical properties and familiar patterns of use in the real world. However, the development of such hybrid interfaces raises overarching research questions about the design: Which kind of physical interfaces are worth exploring? What type of digital enhancement will improve existing interfaces? How can hybrid interfaces retain their physical properties while enabling new digital functions? What are suitable methods to explore different design? And how to support technology-enthusiast users in prototyping? For a systematic investigation, the thesis builds on a design-oriented, exploratory and iterative development process using digital fabrication methods and novel materials. As a main contribution, four specific research projects are presented that apply and discuss different visual and interactive augmentation principles along real-world applications. The applications range from digitally-enhanced paper, interactive cords over visual watch strap extensions to novel prototyping tools for smart garments. While almost all of them integrate visual feedback and haptic input, none of them are built on rigid, rectangular pixel screens or use standard input modalities, as they all aim to reveal new design approaches. The dissertation shows how valuable it can be to rethink familiar, analog applications while thoughtfully extending them digitally. Finally, this thesis’ extensive work of engineering versatile research platforms is accompanied by overarching conceptual work, user evaluations and technical experiments, as well as literature reviews.Die Durchdringung digitaler Technologien im 21. Jahrhundert schreitet stetig voran und neue Geräteklassen wie Tablets, Smartphones oder Smartwatches erobern unseren Alltag. Diese Entwicklung birgt aber auch Probleme, denn die vorherrschenden berührungsempfindlichen Oberflächen berücksichtigen kaum haptische Qualitäten und erfordern daher die volle Aufmerksamkeit ihrer Nutzer:innen. Im Vergleich zu traditionellen Werkzeugen und analogen Schnittstellen bleiben die menschlichen Fähigkeiten ungenutzt, die Umwelt mit allen Sinnen zu begreifen und wahrzunehmen. Um das Beste aus beiden Welten zu vereinen, stellt sich daher die Frage, wie neuartige hybride Schnittstellen sinnvoll gestaltet und realisiert werden können, um die materielle und die digitale Welt zu verschmelzen. In der Forschung zu Tangible User Interfaces (TUIs) wird die Verbindung zwischen physischen Objekten und virtuellen Daten untersucht. Noch nicht ausreichend erforscht wurden hingegen hybride Schnittstellen, die speziell darauf abzielen, physische Gegenstände des Alltags digital zu erweitern und anhand geeigneter Designparameter und Entwurfsräume systematisch zu untersuchen. In dieser Dissertation wird daher untersucht, wie Materialität und Digitalität nahtlos ineinander übergehen können. Es soll erforscht werden, wie künftige Benutzungsschnittstellen nützliche digitale Funktionen bereitstellen können, ohne ihre physischen Eigenschaften und vertrauten Nutzungsmuster in der realen Welt zu verlieren. Die Entwicklung solcher hybriden Ansätze wirft jedoch übergreifende Forschungsfragen zum Design auf: Welche Arten von physischen Schnittstellen sind es wert, betrachtet zu werden? Welche Art von digitaler Erweiterung verbessert das Bestehende? Wie können hybride Konzepte ihre physischen Eigenschaften beibehalten und gleichzeitig neue digitale Funktionen ermöglichen? Was sind geeignete Methoden, um verschiedene Designs zu erforschen? Wie kann man Technologiebegeisterte bei der Erstellung von Prototypen unterstützen? Für eine systematische Untersuchung stützt sich die Arbeit auf einen designorientierten, explorativen und iterativen Entwicklungsprozess unter Verwendung digitaler Fabrikationsmethoden und neuartiger Materialien. Im Hauptteil werden vier Forschungsprojekte vorgestellt, die verschiedene visuelle und interaktive Prinzipien entlang realer Anwendungen diskutieren. Die Szenarien reichen von digital angereichertem Papier, interaktiven Kordeln über visuelle Erweiterungen von Uhrarmbändern bis hin zu neuartigen Prototyping-Tools für intelligente Kleidungsstücke. Um neue Designansätze aufzuzeigen, integrieren nahezu alle visuelles Feedback und haptische Eingaben, um Alternativen zu Standard-Eingabemodalitäten auf starren Pixelbildschirmen zu schaffen. Die Dissertation hat gezeigt, wie wertvoll es sein kann, bekannte, analoge Anwendungen zu überdenken und sie dabei gleichzeitig mit Bedacht digital zu erweitern. Dabei umfasst die vorliegende Arbeit sowohl realisierte technische Forschungsplattformen als auch übergreifende konzeptionelle Arbeiten, Nutzerstudien und technische Experimente sowie die Analyse existierender Forschungsarbeiten

    The Digital Transformation Roadmap

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    Compute-proximal Energy Harvesting for Mobile Environments: Fundamentals, Applications, and Tools

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    Over the past two decades, we have witnessed remarkable achievements in computing, sensing, actuating, and communications capabilities of ubiquitous computing applications. However, due to the limitations in stable energy supply, it is difficult to make the applications ubiquitous. Batteries have been considered a promising technology for this problem, but their low energy density and sluggish innovation have constrained the utility and expansion of ubiquitous computing. Two key techniques—energy harvesting and power management—have been studied as alternatives to overcome the battery limitations. Compared to static environments such as homes or buildings, there are more energy harvesting opportunities in mobile environments since ubiquitous systems can generate various forms of energy as they move. Most of the previous studies in this regard have been focused on human movements for wearable computing, while other mobile environments (e.g., cars, motorcycles, and bikes) have received limited attention. In this thesis, I present a class of energy harvesting approaches called compute-proximal energy harvesting, which allows us to develop energy harvesting technology where computing, sensing, and actuating are needed in vehicles. Computing includes sensing phenomena, executing instructions, actuating components, storing information, and communication. Proximal considers the harvesting of energy available around the specific location where computation is needed, reducing the need for excessive wiring. A primary goal of this new approach is to mitigate the effort associated with the installation and field deployment of self-sustained computing and lower the entry barriers to developing self-sustainable systems for vehicles. In this thesis, I first select an automobile as a promising case study and discuss the opportunities, challenges, and design guidelines of compute-proximal energy harvesting with practical yet advanced examples in the automotive domain. Second, I present research in the design of small-scale wind energy harvesters and the implementation and evaluation of two advanced safety sensing systems—a blind spot monitoring system and a lane detection system—with the harvested power from wind. Finally, I conduct a study to democratize the lessons learned from the automotive case studies for makers and people with no prior experience in energy harvesting technology. In this study, I seek to understand what problems they have encountered and what possible solutions they have considered while dealing with energy harvesting technology. Based on the findings, I develop a comprehensive energy harvesting toolkit and examine its utility, usability, and creativity through a series of workshops.Ph.D

    Moving usable security research out of the lab: evaluating the use of VR studies for real-world authentication research

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    Empirical evaluations of real-world research artefacts that derive results from observations and experiments are a core aspect of usable security research. Expert interviews as part of this thesis revealed that the costs associated with developing and maintaining physical research artefacts often amplify human-centred usability and security research challenges. On top of that, ethical and legal barriers often make usability and security research in the field infeasible. Researchers have begun simulating real-life conditions in the lab to contribute to ecological validity. However, studies of this type are still restricted to what can be replicated in physical laboratory settings. Furthermore, historically, user study subjects were mainly recruited from local areas only when evaluating hardware prototypes. The human-centred research communities have recognised and partially addressed these challenges using online studies such as surveys that allow for the recruitment of large and diverse samples as well as learning about user behaviour. However, human-centred security research involving hardware prototypes is often concerned with human factors and their impact on the prototypes’ usability and security, which cannot be studied using traditional online surveys. To work towards addressing the current challenges and facilitating research in this space, this thesis explores if – and how – virtual reality (VR) studies can be used for real-world usability and security research. It first validates the feasibility and then demonstrates the use of VR studies for human-centred usability and security research through six empirical studies, including remote and lab VR studies as well as video prototypes as part of online surveys. It was found that VR-based usability and security evaluations of authentication prototypes, where users provide touch, mid-air, and eye-gaze input, greatly match the findings from the original real-world evaluations. This thesis further investigated the effectiveness of VR studies by exploring three core topics in the authentication domain: First, the challenges around in-the-wild shoulder surfing studies were addressed. Two novel VR shoulder surfing methods were implemented to contribute towards realistic shoulder surfing research and explore the use of VR studies for security evaluations. This was found to allow researchers to provide a bridge over the methodological gap between lab and field studies. Second, the ethical and legal barriers when conducting in situ usability research on authentication systems were addressed. It was found that VR studies can represent plausible authentication environments and that a prototype’s in situ usability evaluation results deviate from traditional lab evaluations. Finally, this thesis contributes a novel evaluation method to remotely study interactive VR replicas of real-world prototypes, allowing researchers to move experiments that involve hardware prototypes out of physical laboratories and potentially increase a sample’s diversity and size. The thesis concludes by discussing the implications of using VR studies for prototype usability and security evaluations. It lays the foundation for establishing VR studies as a powerful, well-evaluated research method and unfolds its methodological advantages and disadvantages

    The mad manifesto

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    The “mad manifesto” project is a multidisciplinary mediated investigation into the circumstances by which mad (mentally ill, neurodivergent) or disabled (disclosed, undisclosed) students faced far more precarious circumstances with inadequate support models while attending North American universities during the pandemic teaching era (2020-2023). Using a combination of “emergency remote teaching” archival materials such as national student datasets, universal design for learning (UDL) training models, digital classroom teaching experiments, university budgetary releases, educational technology coursewares, and lived experience expertise, this dissertation carefully retells the story of “accessibility” as it transpired in disabling classroom containers trapped within intentionally underprepared crisis superstructures. Using rhetorical models derived from critical disability studies, mad studies, social work practice, and health humanities, it then suggests radically collaborative UDL teaching practices that may better pre-empt the dynamic needs of dis/abled students whose needs remain direly underserviced. The manifesto leaves the reader with discrete calls to action that foster more critical performances of intersectionally inclusive UDL classrooms for North American mad students, which it calls “mad-positive” facilitation techniques: 1. Seek to untie the bond that regards the digital divide and access as synonyms. 2. UDL practice requires an environment shift that prioritizes change potential. 3. Advocate against the usage of UDL as a for-all keystone of accessibility. 4. Refuse or reduce the use of technologies whose primary mandate is dataveillance. 5. Remind students and allies that university space is a non-neutral affective container. 6. Operationalize the tracking of student suicides on your home campus. 7. Seek out physical & affectual ways that your campus is harming social capital potential. 8. Revise policies and practices that are ability-adjacent imaginings of access. 9. Eliminate sanist and neuroscientific languaging from how you speak about students. 10. Vigilantly interrogate how “normal” and “belong” are socially constructed. 11. Treat lived experience expertise as a gift, not a resource to mine and to spend. 12. Create non-psychiatric routes of receiving accommodation requests in your classroom. 13. Seek out uncomfortable stories of mad exclusion and consider carceral logic’s role in it. 14. Center madness in inclusive methodologies designed to explicitly resist carceral logics. 15. Create counteraffectual classrooms that anticipate and interrupt kairotic spatial power. 16. Strive to refuse comfort and immediate intelligibility as mandatory classroom presences. 17. Create pathways that empower cozy space understandings of classroom practice. 18. Vector students wherever possible as dynamic ability constellations in assessment

    User mobility analysis in mobile communication systems

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    Η παρούσα διπλωματική εργασία επικεντρώνεται κυρίως στη χρήση της ανάλυσης δεδομένων για την εξαγωγή πληροφοριών από τηλεπικοινωνιακά δεδομένα, και συγκεκριμένα με τη χρήση δεδομένων από την εκδήλωση Telecom Italia Big Data Challenge. Στα δεδομένα εφαρμόζεται χρονική και χωρική ανάλυση για την καλύτερη κατανόηση των μοτίβων χρήσης του δικτύου από τους χρήστες. Επιπλέον, η παρούσα εργασία χρησιμοποιεί διεργασίες Gauss και πίνακες συσχέτισης ως εργαλεία ανάλυσης δεδομένων. Αυτές οι μέθοδοι χρησιμοποιούνται για την πρόβλεψη των αναγκών χρήσης του δικτύου και η εργασία περιλαμβάνει μια ενδελεχή εξέταση αυτών των εργαλείων και της εφαρμογής τους στα δεδομένα. Η διπλωματική εργασία περιλαμβάνει επίσης ανάλυση δεδομένων GPS της κυκλοφορίας οχημάτων στις ίδιες περιοχές, προκειμένου να συγκριθεί η τηλεπικοινωνιακή και αυτοκινητιστική κίνηση και να διερευνηθούν τυχόν συσχετίσεις μεταξύ τους. Τα ευρήματα αυτής της έρευνας μπορούν να φανούν χρήσιμα για τον προσδιορισμό των αναγκών ‘handovers’ στο δίκτυο σε συγκεκριμένες περιοχές και τη βελτιστοποίηση της κάλυψης του δικτύου. Αναπτύσσονται μεγάλα κομμάτια κώδικα για κάθε μέρος της ανάλυσης, με την ταυτόχρονη εξέταση πολλαπλών παραδειγμάτων και με στόχο την εξαγωγή συμπερασμάτων σχετικά με την απόδοση των μεθόδων αυτών. Ο γενικός στόχος είναι η χρήση της ανάλυσης δεδομένων για την εξαγωγή αξιοποιήσιμων γνώσεων και τη βελτίωση της απόδοσης του δικτύου στα τηλεπικοινωνιακά συστήματα.The main focus of this thesis is on using data analytics to extract information from telecommunication data, specifically using data from the Telecom Italia Big Data Challenge. Time and spatial analysis is applied to the data to gain a better understanding of user patterns of network usage. In addition to that, this thesis also employs Gaussian processes and correlation matrices as data analytics tools. These methods are used to predict network usage needs and the thesis includes a thorough examination of these tools and their application on the data. The thesis also includes an analysis of GPS data of vehicle traffic in the same areas in order to compare telecommunication and car traffic and investigate any correlations between them. The findings from this research can be useful in determining network handover needs in specific areas and optimizing network coverage. Sequences of scripts are developed for each part of the analysis, with multiple examples provided and with the aim of drawing conclusions about the performance of these methods. The overall goal is to use data analytics to extract actionable insights and improve network performance in telecommunication systems
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