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Pictures in Your Mind: Using Interactive Gesture-Controlled Reliefs to Explore Art
Tactile reliefs offer many benefits over the more classic raised line drawings or tactile diagrams, as depth, 3D shape, and surface textures are directly perceivable. Although often created for blind and visually impaired (BVI) people, a wider range of people may benefit from such multimodal material. However, some reliefs are still difficult to understand without proper guidance or accompanying verbal descriptions, hindering autonomous exploration.
In this work, we present a gesture-controlled interactive audio guide (IAG) based on recent low-cost depth cameras that can be operated directly with the hands on relief surfaces during tactile exploration. The interactively explorable, location-dependent verbal and captioned descriptions promise rapid tactile accessibility to 2.5D spatial information in a home or education setting, to online resources, or as a kiosk installation at public places.
We present a working prototype, discuss design decisions, and present the results of two evaluation studies: the first with 13 BVI test users and the second follow-up study with 14 test users across a wide range of people with differences and difficulties associated with perception, memory, cognition, and communication. The participant-led research method of this latter study prompted new, significant and innovative developments
Analysis domain model for shared virtual environments
The field of shared virtual environments, which also
encompasses online games and social 3D environments, has a
system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model
Law Learning in Action: An Action Learning Project to Evaluate Processes and Outcomes of using Law E-learning Objects in Social Work Education
This document reports on a research project funded by the Social Care Institute for Excellence to evaluate the processes and outcomes (for social work students and educators) of using a suite of e-learning objects within law teaching on social work degree programmes. The e-learning objects in question were published by SCIE in 2007, and those involved in their development
were keen to explore how they were being used, and what their impact might be. The research, which started in 2008 and reached completion in 2010, has tracked a group of educators in 6 universities as they have engaged in a process of collaborative capacity building, through participation in a learning set designed to support their own engagement with e-learning and to develop skills in evaluating their outcomes for students. A full list of the SCIE law e-learning objects and their associated learning outcomes is given at Appendix 1
The Data Processing Pipeline for the Herschel-HIFI Instrument
The HIFI data processing pipeline was developed to systematically process
diagnostic, calibration and astronomical observations taken with the HIFI
science instrumentas part of the Herschel mission. The HIFI pipeline processed
data from all HIFI observing modes within the Herschel automated processing
environment, as well as, within an interactive environment. A common software
framework was developed to best support the use cases required by the
instrument teams and by the general astronomers. The HIFI pipeline was built on
top of that and was designed with a high degree of modularity. This modular
design provided the necessary flexibility and extensibility to deal with the
complexity of batch-processing eighteen different observing modes, to support
the astronomers in the interactive analysis and to cope with adjustments
necessary to improve the pipeline and the quality of the end-products. This
approach to the software development and data processing effort was arrived at
by coalescing the lessons learned from similar research based projects with the
understanding that a degree of foresight was required given the overall length
of the project. In this article, both the successes and challenges of the HIFI
software development process are presented. To support future similar projects
and retain experience gained lessons learned are extracted.Comment: 18 pages, 5 figure
The TREC-2002 video track report
TREC-2002 saw the second running of the Video Track, the goal of which was to promote progress in content-based retrieval from digital video via open, metrics-based evaluation. The track used 73.3 hours of publicly available digital video (in MPEG-1/VCD format) downloaded by the participants directly from the Internet Archive (Prelinger Archives) (internetarchive, 2002) and some from the Open
Video Project (Marchionini, 2001). The material comprised advertising, educational, industrial, and amateur films produced between the 1930's and the 1970's by corporations, nonprofit organizations, trade associations, community and interest groups, educational institutions, and individuals. 17 teams representing 5 companies and 12 universities - 4 from Asia, 9 from Europe, and 4 from the US - participated in one or more of three tasks in the 2001 video track: shot boundary determination, feature extraction, and search (manual or interactive). Results were scored by NIST using manually created truth data for shot boundary determination and manual assessment of feature extraction and search results. This paper is an introduction to, and an overview
of, the track framework - the tasks, data, and measures - the approaches taken by the participating groups, the results, and issues regrading the evaluation. For detailed information about the approaches and results, the reader should see the various site reports in the final workshop proceedings
Evaluation Strategy for the Re-Development of the Displays and Visitor Facilities at the Museum and Art Gallery, Kelvingrove
No abstract available
Tangible user interfaces : past, present and future directions
In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this ïŹeld. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research
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