300 research outputs found

    Personalizing the web: A tool for empowering end-users to customize the web through browser-side modification

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    167 p.Web applications delegate to the browser the final rendering of their pages. Thispermits browser-based transcoding (a.k.a. Web Augmentation) that can be ultimately singularized for eachbrowser installation. This creates an opportunity for Web consumers to customize their Web experiences.This vision requires provisioning adequate tooling that makes Web Augmentation affordable to laymen.We consider this a special class of End-User Development, integrating Web Augmentation paradigms.The dominant paradigm in End-User Development is scripting languages through visual languages.This thesis advocates for a Google Chrome browser extension for Web Augmentation. This is carried outthrough WebMakeup, a visual DSL programming tool for end-users to customize their own websites.WebMakeup removes, moves and adds web nodes from different web pages in order to avoid tabswitching, scrolling, the number of clicks and cutting and pasting. Moreover, Web Augmentationextensions has difficulties in finding web elements after a website updating. As a consequence, browserextensions give up working and users might stop using these extensions. This is why two differentlocators have been implemented with the aim of improving web locator robustness

    Concurrent Speech Synthesis to Improve Document First Glance for the Blind

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    International audienceSkimming and scanning are two well-known reading processes, which are combined to access the document content as quickly and efficiently as possible. While both are available in visual reading mode, it is rather difficult to use them in non visual environments because they mainly rely on typographical and layout properties. In this article, we introduce the concept of tag thunder as a way (1) to achieve the oral transposition of the web 2.0 concept of tag cloud and (2) to produce an innovative interactive stimulus to observe the emergence of self-adapted strategies for non-visual skimming of written texts. We first present our general and theoretical approach to the problem of both fast, global and non-visual access to web browsing; then we detail the progress of development and evaluation of the various components that make up our software architecture. We start from the hypothesis that the semantics of the visual architecture of web pages can be transposed into new sensory modalities thanks to three main steps (web page segmentation, keywords extraction and sound spatialization). We note the difficulty of simultaneously (1) evaluating a modular system as a whole at the end of the processing chain and (2) identifying at the level of each software brick the exact origin of its limits; despite this issue, the results of the first evaluation campaign seem promising

    Personalizing the web: A tool for empowering end-users to customize the web through browser-side modification

    Get PDF
    167 p.Web applications delegate to the browser the final rendering of their pages. Thispermits browser-based transcoding (a.k.a. Web Augmentation) that can be ultimately singularized for eachbrowser installation. This creates an opportunity for Web consumers to customize their Web experiences.This vision requires provisioning adequate tooling that makes Web Augmentation affordable to laymen.We consider this a special class of End-User Development, integrating Web Augmentation paradigms.The dominant paradigm in End-User Development is scripting languages through visual languages.This thesis advocates for a Google Chrome browser extension for Web Augmentation. This is carried outthrough WebMakeup, a visual DSL programming tool for end-users to customize their own websites.WebMakeup removes, moves and adds web nodes from different web pages in order to avoid tabswitching, scrolling, the number of clicks and cutting and pasting. Moreover, Web Augmentationextensions has difficulties in finding web elements after a website updating. As a consequence, browserextensions give up working and users might stop using these extensions. This is why two differentlocators have been implemented with the aim of improving web locator robustness

    Accessing movies' emotional information

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    Emotional information is being used in several systems as a way to understand users while interacting with computers or as a way to explore content classification. Movies are a medium emotionally empowered and technological developments and trends for media convergence are turning video into a dominant and pervasive medium, and online video is becoming a growing entertainment activity on the web. In this paper we present a user interface for movies' emotion exploration based on a previous usability study. Felt - is an application for movie and users' emotions exploration as a way to access movies by its emotional properties or as a way of recommending movies by the analysis of users emotional profiles. In this paper we also propose novel interactive mechanisms for movie's emotions exploration.info:eu-repo/semantics/publishedVersio

    A serious games platform for cognitive rehabilitation with preliminary evaluation

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    In recent years Serious Games have evolved substantially, solving problems in diverse areas. In particular, in Cognitive Rehabilitation, Serious Games assume a relevant role. Traditional cognitive therapies are often considered repetitive and discouraging for patients and Serious Games can be used to create more dynamic rehabilitation processes, holding patients' attention throughout the process and motivating them during their road to recovery. This paper reviews Serious Games and user interfaces in rehabilitation area and details a Serious Games platform for Cognitive Rehabilitation that includes a set of features such as: natural and multimodal user interfaces and social features (competition, collaboration, and handicapping) which can contribute to augment the motivation of patients during the rehabilitation process. The web platform was tested with healthy subjects. Results of this preliminary evaluation show the motivation and the interest of the participants by playing the games.- This work has been supported by FCT - Fundacao para a Ciencia e Tecnologia in the scope of the projects: PEst-UID/CEC/00319/2015 and PEst-UID/CEC/00027/2015. The authors would like to thank also all the volunteers that participated in the study

    SINAIS from Fanal: design and evaluation of an art-inspired eco-feedback system

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    In this paper we present the challenges exposed during the designing, implementing and assessment of a novel eco feedback system resulting from the intersection of human computer interaction (HCI), and Digital Art. We explore how a digital art mode of inquiry can contribute to expose existing challenges in eco-feedback technology. Our new art inspired eco-feedback visualization, maps electricity consumption to effects on natural elements of the local natural landscape. The feedback was piloted with eight local families for four weeks. Reactions of the users were assessed through interviews and quantitative measures. Our findings showed that users found the mapping of the eco feedback to artistic representations of elements of the natural environment somehow compelling, despite lacking of clear quantitative information. In conclusion, the conducted study provide useful findings and insights into future deployment of eco-feedback using artistic visualizations, information visualization and motivating behavior change.info:eu-repo/semantics/publishedVersio

    Internet of Things. Information Processing in an Increasingly Connected World

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    This open access book constitutes the refereed post-conference proceedings of the First IFIP International Cross-Domain Conference on Internet of Things, IFIPIoT 2018, held at the 24th IFIP World Computer Congress, WCC 2018, in Poznan, Poland, in September 2018. The 12 full papers presented were carefully reviewed and selected from 24 submissions. Also included in this volume are 4 WCC 2018 plenary contributions, an invited talk and a position paper from the IFIP domain committee on IoT. The papers cover a wide range of topics from a technology to a business perspective and include among others hardware, software and management aspects, process innovation, privacy, power consumption, architecture, applications

    An environment to support negotiation and contracting in collaborative networks

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    During the last years, manufacturing and service industries faced a global change in the production paradigm. They have to continuously adapt their operating principles in reaction to new business or collaboration opportunities, where a natural reaction is a shift to a new business paradigm with the creation of strategic alliances for product or services development, but also for innovative and emergent business services design. On one hand, the process of creating such alliances can be rather simple if organizations share the same geographical and cultural context. But on the other hand, considering different conditions, there might be a low success rate in the creation of successful consortia. One known reason for such low rate are the delays resulting from negotiations in the establishment of collaboration commitments, represented by contracts or agreements, which are crucial in the creation of such alliances. The collaborative networks discipline covers the study of networks of organizations specially when supported by computer networks. This thesis contributes with research in this field describing the creation process of virtual organizations, and proposing a negotiation support environment to help participants in the negotiation of the consortia creation process and in the co-design of new business services. A negotiation support environment is therefore proposed and described with its main requirements, adopted negotiation protocol, conceptual architecture, models, and software environment. To demonstrate the feasibility of the implementation of the proposed systems, a proof-ofconcept software prototype was implemented and tested using some specific scenarios. This thesis work has been validated adopting a methodology that includes: (i) validation in the research community; (ii) validation in a solar industry network; and (iii) validation by comparison analysis

    Generating Cross-domain Knowledge about Connecting Work Analysis and Interaction Design

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    Proceedings of Workshop at INTERACT 2013 – 14th IFIP TC13 Conference on Human-Computer Interaction, Cape Town, South Africa, September 201
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