65,000 research outputs found
Collaborative searching for video using the Físchlár system and a DiamondTouch table
Fischlar DT is one of a family of systems which support interactive searching and browsing through an archive of digital video information. Previous Fischlar systems have used a conventional screen, keyboard and mouse interface, but Fischlar-DT operates with using a horizontal, multiuser, touch sensitive tabletop known as a DiamondTouch. We present the Fischlar-DT system partly from a systems perspective, but mostly in terms of how its design and functionality supports collaborative searching. The contribution of the paper is thus the introduction of Fischlar-DT and a description of how design concerns for supporting collaborative search can be realised on a tabletop interface
Establishing the design knowledge for emerging interaction platforms
While awaiting a variety of innovative interactive products and services to appear in the market in the near future such as interactive tabletops, interactive TVs, public multi-touch walls, and other embedded appliances, this paper calls for preparation for the arrival of such interactive platforms based on their interactivity. We advocate studying, understanding and establishing the foundation for interaction characteristics and affordances and design implications for these platforms which we know will soon emerge and penetrate our everyday lives. We review some of the archetypal interaction platform categories of the future and highlight the current status of the design knowledge-base accumulated to date and the current rate of growth for each of these. We use example designs illustrating design issues and considerations based on the authors’ 12-year experience in pioneering novel applications in various forms and styles
Collaborative video searching on a tabletop
Almost all system and application design for multimedia systems is based around a single user working in isolation to perform some task yet much of the work for which we use computers to help us, is based on working collaboratively with colleagues. Groupware systems do support user collaboration but typically this is supported through software and users still physically work independently. Tabletop systems, such as the DiamondTouch from MERL, are interface devices which support direct user collaboration on a tabletop. When a tabletop is used as the interface for a multimedia system, such as a video search system, then this kind of direct collaboration raises many questions for system design. In this paper we present a tabletop system for supporting a pair of users in a video search task and we evaluate the system not only in terms of search performance but also in terms of user–user interaction and how different user personalities within each pair of searchers impacts search performance and user interaction. Incorporating the user into the system evaluation as we have done here reveals several interesting results and has important ramifications for the design of a multimedia search system
Interaction platform-orientated perspective in designing novel applications
The lack of HCI offerings in the invention of novel software applications and the bias of design knowledge towards desktop GUI make it difficult for us to design for novel scenarios and applications that leverage emerging computational technologies. These include new media platforms such as mobiles, interactive TV, tabletops and large multi-touch walls on which many of our future applications will operate. We argue that novel application design should come not from user-centred requirements engineering as in developing a conventional application, but from understanding the interaction characteristics of the new platforms. Ensuring general usability for a particular interaction platform without rigorously specifying envisaged usage contexts helps us to design an artifact that does not restrict the possible application contexts and yet is usable enough to help brainstorm its more exact place for future exploitation
Mobile, ubiquitous information seeking, as a group: the iBingo collaborative video retrieval system
iBingo features two or more users performing collaborative information seeking tasks, using mobile devices, Apple iPod iTouch in our case. The novelty in our work is that the system, called iBingo, mediates the collaborative searches among the users and performs a realtime division of labour among co-searchers so users are presented with documents which are both unique and tailored to the individual. This enables each user to explore unique subsets of the retrieved information space. We demonstrate iBingo mobile collabo-rative search on a video collection from TRECVid 2007
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Out there and in here: design for blended scientific inquiry learning
One of the benefits of mobile technologies is to combine ‘the digital’ (e.g., data, information, photos) with ‘field’ experiences in novel ways that are contextualized by people’s current located activities. However, often cost, mobility disabilities and time exclude students from engaging in such peripatetic experiences. The Out There and In Here project, is exploring a combination of mobile and tabletop technologies in support for collaborative learning. A system is being developed for synchronous collaboration between geology students in the field and peers at an indoor location. The overarching goal of this research is to develop technologies that support people working together in a suitable manner for their locations. There are two OTIH project research threads. The first deals with disabled learner access issues: these complex issues are being reviewed in subsequent evaluations and publications. This paper will deal with issues of technology supported learning design for remote and co-located science learners. Several stakeholder evaluations and two field trials have reviewed two research questions:
1. What will enhance the learning experience for those in the field and laboratory?
2. How can learning trajectories and appropriate technologies be designed to support equitable co-located and remote learning collaboration?
This paper focuses on describing the iterative linked development of technologies and scientific inquiry pedagogy. Two stages within the research project are presented. The 1st stage details several pilot studies over 3 years with 21 student participants in synchronous collaborations with traditional technology and pedagogical models. Findings revealed that this was an engaging and useful experience although issues of equity in collaboration needed further research. The 2nd stage, in this project, has been to evaluate data from over 25 stakeholders (academics, learning and technology designers) to develop pervasive ambient technological solutions supporting orchestration of mixed levels of pedagogy (i.e. abstract synthesis to specific investigation). Middleware between tabletop ‘surface’ technologies and mobile devices are being designed with Microsoft and OOKL (a mobile software company) to support these developments. Initial findings reveal issues around equity, ownership and professional identity
Físchlár-DiamondTouch: collaborative video searching on a table
In this paper we present the system we have developed for our participation in the annual TRECVid benchmarking activity, specically the system we have developed, Físchlár-DT, for participation in the interactive search
task of TRECVid 2005. Our back-end search engine uses a combination of a text search which operates over the automatic speech recognised text, and an image search which uses low-level image features matched against video keyframes. The two novel aspects of our work are the fact that we are evaluating collaborative, team-based search among groups of users working together, and that we are using a novel touch-sensitive tabletop interface and interaction device known as the DiamondTouch to support this collaborative search. The paper summarises the backend search systems as well as presenting the interface we have developed, in detail
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Temporal hybridity: Mixing live video footage with instant replay in real time
Copyright @ 2010 ACMIn this paper we explore the production of streaming media that involves live and recorded content. To examine this, we report on how the production practices and process are conducted through an empirical study of the production of live television, involving the use of live and non-live media under highly time critical conditions. In explaining how this process is managed both as an individual and collective activity, we develop the concept of temporal hybridity to
explain the properties of these kinds of production system and show how temporally separated media are used, understood and coordinated. Our analysis is examined in
the light of recent developments in computing technology and we present some design implications to support amateur video production.The research was partly made possible by a grant from the Swedish Governmental Agency for Innovation Systems to the Mobile Life VinnExcellence Center, in partnership with
SonyEricsson, Ericsson, Microsoft Research, Nokia Research, TeliaSonera and the City of Stockholm
Human-Robot Collaboration as a new paradigm in circular economy for WEEE management
E-waste is a priority waste stream as identified by the European Commission due to fast technological changes and eagerness of consumers to acquire new products. The value chain of the Waste on Electric and Electronic Equipment (WEEE) has to face several challenges: the EU directives requesting collection targets for 2019–2022, the costs of disassembly processes which is highly dependent on the applied technology and type of discarded device, and the sale of the obtained components and/or raw materials, with market prices varying according to uncontrolled variables at world level. This paper presents a human-robot collaboration for a recycling process where tasks are opportunistically assigned to either a human-being or a robot depending on the condition of the discarded electronic device. This solution presents some important advantages; i.e. tedious and dangerous tasks are assigned to robots whereas more value-added tasks are allocated to humans, thus preserving jobs and increasing job satisfaction. Furthermore, first results from a prototype show greater productivity and profitable projected investment
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