43,015 research outputs found
Emergent Capabilities for Collaborative Teams in the Evolving Web Environment
This paper reports on our investigation of the latest advances for the Social Web, Web 2.0 and the Linked Data Web. These advances are discussed in terms of the latest capabilities that are available (or being made available) on the Web at the time of writing this paper. Such capabilities can be of significant benefit to teams, especially those comprised of multinational, geographically-dispersed team members. The specific context of coalition members in a rapidly formed diverse military context such as disaster relief or humanitarian aid is considered, where close working between non-government organisations and non-military teams will help to achieve results as quickly and efficiently as possible. The heterogeneity one finds in such teams, coupled with a lack of dedicated private network infrastructure, poses a number of challenges for collaboration, and the current paper represents an attempt to assess whether nascent Web-based capabilities can support such teams in terms of both their collaborative activities and their access to (and sharing of) information resources
An Architectural Solution of Assistance e-Services for Diabetes Diet
The aim of this paper is to outline the requirements and main architecture for a useful tool for determining the nutrition facts of food for people having Type 2 Diabetes. This diabetes is used only to establish the target audience, a ââŹĹmass of peopleâ⏠having, maybe, to less in common regarding the computer usage skills. The characteristics of the target audience (huge number, diversity of habits and behaviors, computer usage skills) requires a solution based on web services delivered at least partly as a standalone/ portable application, build from Web services and provided with means for domain knowledge dissemination and usage.Software Architecture, Knowledge Management, SIK, Business Rules, Type 2 Diabetes
A reflective characterisation of occasional user
This work revisits established user classifications and aims to characterise a historically unspecified user category, the Occasional User (OU). Three user categories, novice, intermediate and expert, have dominated the work of user interface (UI) designers, researchers and educators for decades. These categories were created to conceptualise user's needs, strategies and goals around the 80s. Since then, UI paradigm shifts, such as direct manipulation and touch, along with other advances in technology, gave new access to people with little computer knowledge. This fact produced a diversification of the existing user categories not observed in the literature review of traditional classification of users. The findings of this work include a new characterisation of the occasional user, distinguished by user's uncertainty of repetitive use of an interface and little knowledge about its functioning. In addition, the specification of the OU, together with principles and recommendations will help UI community to informatively design for users without requiring a prospective use and previous knowledge of the UI. The OU is an essential type of user to apply user-centred design approach to understand the interaction with technology as universal, accessible and transparent for the user, independently of accumulated experience and technological era that users live in
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Dialogue Games for Crosslingual Communication
We describe a novel approach to crosslingual dialogue that supports highly accurate communication of semantically complex content between people who do not speak the same language. The approach is introduced through an implemented application that covers the same ground as the chapter of a conventional phrase book for food shopping. We position the approach with respect to dialogue systems and Machine Translation-based approaches to crosslingual dialogue. The current work is offered as a first step towards the innovative use of dialogue theories for the enhancement of humanâhuman dialogue
Low-fi skin vision: A case study in rapid prototyping a sensory substitution system
We describe the design process we have used to develop a minimal, twenty vibration motor Tactile Vision Sensory Substitution (TVSS) system which enables blind-folded subjects to successfully track and bat a rolling ball and thereby experience 'skin vision'. We have employed a low-fi rapid prototyping approach to build this system and argue that this methodology is particularly effective for building embedded interactive systems. We support this argument in two ways. First, by drawing on theoretical insights from robotics, a discipline that also has to deal with the challenge of building complex embedded systems that interact with their environments; second, by using the development of our TVSS as a case study: describing the series of prototypes that led to our successful design and highlighting what we learnt at each stage
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