660 research outputs found

    Web Mediators for Accessible Browsing

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    We present a highly accurate method for classifying web pages based on link percentage, which is the percentage of text characters that are parts of links normalized by the number of all text characters on a web page. K-means clustering is used to create unique thresholds to differentiate index pages and article pages on individual web sites. Index pages contain mostly links to articles and other indices, while article pages contain mostly text. We also present a novel link grouping algorithm using agglomerative hierarchical clustering that groups links in the same spatial neighborhood together while preserving link structure. Grouping allows users with severe disabilities to use a scan-based mechanism to tab through a web page and select items. In experiments, we saw up to a 40-fold reduction in the number of commands needed to click on a link with a scan-based interface, which shows that we can vastly improve the rate of communication for users with disabilities. We used web page classification and link grouping to alter web page display on an accessible web browser that we developed to make a usable browsing interface for users with disabilities. Our classification method consistently outperformed a baseline classifier even when using minimal data to generate article and index clusters, and achieved classification accuracy of 94.0% on web sites with well-formed or slightly malformed HTML, compared with 80.1% accuracy for the baseline classifier.National Science Foundation (IIS-0308213, IIS-039009, IIS-0093367, P200A01031, EIA-0202067

    Meta-Heuristic Optimization Techniques and Its Applications in Robotics

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    Navigation and wayfinding in learning spaces in 3D virtual worlds

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    There is a lack of published research on the design guidelines of learning spaces in virtual worlds. Therefore, when institutions aspire to create learning spaces in Second Life, there are few studies or guidelines to inform them except for individual case studies. The Design of Learning Spaces in 3D Virtual Environments (DELVE) project, funded by the Joint Information Systems Committee in the UK, was one of the first initiatives that identified through empirical investigations the usability problems associated with learning spaces in virtual worlds and the potential impact on student experience. The findings of the DELVE project revealed that applying architectural principles of real-world designs to virtual worlds may not be sufficient. In fact, design principles from urban planning, Human–Computer Interaction (HCI), web usability, geography, and psychology influence the design of learning spaces in virtual worlds. In DELVE, the researchers derived several usability guidelines: form should follow function, that is, that the shape of a building or object should be primarily based upon its intended function or purpose; use real-world metaphors such as mailboxes for students to leave messages, or search pods similar to real-world information kiosks; consider realism for familiarity and comfort; design for storytelling; or design to orient the user at the landing point, etc. However, the investigations in DELVE identified that the key usability problems experienced by users in 3D learning spaces are related to navigation and wayfinding. In this chapter, we report on the Navigation and Wayfinding (NAVY) project which builds on the findings of the DELVE project. As the most commonly used virtual world for education, Second Life was the logical choice for conducting the NAVY project research. Based upon empirical investigations of a number of islands in Second Life (an island is a space which is analogous to a website in a 2D environment) involving user-based studies, heuristic evaluations, and iterative reviews of the heuristics by usability experts, we have derived over 200 guidelines for the design of learning spaces in virtual worlds.

    eStorys: A visual storyboard system supporting back-channel communication for emergencies

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    This is the post-print version of the final paper published in Journal of Visual Languages & Computing. The published article is available from the link below. Changes resulting from the publishing process, such as peer review, editing, corrections, structural formatting, and other quality control mechanisms may not be reflected in this document. Changes may have been made to this work since it was submitted for publication. Copyright @ 2010 Elsevier B.V.In this paper we present a new web mashup system for helping people and professionals to retrieve information about emergencies and disasters. Today, the use of the web during emergencies, is confirmed by the employment of systems like Flickr, Twitter or Facebook as demonstrated in the cases of Hurricane Katrina, the July 7, 2005 London bombings, and the April 16, 2007 shootings at Virginia Polytechnic University. Many pieces of information are currently available on the web that can be useful for emergency purposes and range from messages on forums and blogs to georeferenced photos. We present here a system that, by mixing information available on the web, is able to help both people and emergency professionals in rapidly obtaining data on emergency situations by using multiple web channels. In this paper we introduce a visual system, providing a combination of tools that demonstrated to be effective in such emergency situations, such as spatio/temporal search features, recommendation and filtering tools, and storyboards. We demonstrated the efficacy of our system by means of an analytic evaluation (comparing it with others available on the web), an usability evaluation made by expert users (students adequately trained) and an experimental evaluation with 34 participants.Spanish Ministry of Science and Innovation and Universidad Carlos III de Madrid and Banco Santander

    Beyond Playing to Win: Diversifying Heuristics for GVGAI

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    VAS (Visual Analysis System): An information visualization engine to interpret World Wide Web structure

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    People increasingly encounter problems of interpreting and filtering mass quantities of information. The enormous growth of information systems on the World Wide Web has demonstrated that we need systems to filter, interpret, organize and present information in ways that allow users to use these large quantities of information. People need to be able to extract knowledge from this sometimes meaningful but sometimes useless mass of data in order to make informed decisions. Web users need to have some kind of information about the sort of page they might visit, such as, is it a rarely referenced or often-referenced page? This master\u27s thesis presents a method to address these problems using data mining and information visualization techniques

    Real-Time Storytelling with Events in Virtual Worlds

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    We present an accessible interactive narrative tool for creating stories among a virtual populace inhabiting a fully-realized 3D virtual world. Our system supports two modalities: assisted authoring where a human storyteller designs stories using a storyboard-like interface called CANVAS, and exploratory authoring where a human author experiences a story as it happens in real-time and makes on-the-fly narrative trajectory changes using a tool called Storycraft. In both cases, our system analyzes the semantic content of the world and the narrative being composed, and provides automated assistance such as completing partially-specified stories with causally complete sequences of intermediate actions. At its core, our system revolves around events -â?? pre-authored multi-actor task sequences describing interactions between groups of actors and props. These events integrate complex animation and interaction tasks with precision control and expose them as atoms of narrative significance to the story direction systems. Events are an accessible tool and conceptual metaphor for assembling narrative arcs, providing a tightly-coupled solution to the problem of converting author intent to real-time animation synthesis. Our system allows simple and straightforward macro- and microscopic control over large numbers of virtual characters with diverse and sophisticated behavior capabilities, and reduces the complicated action space of an interactive narrative by providing analysis and user assistance in the form of semi-automation and recommendation services
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