7 research outputs found

    Providing effective memory retrieval cues through automatic structuring and augmentation of a lifelog of images

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    Lifelogging is an area of research which is concerned with the capture of many aspects of an individual's life digitally, and within this rapidly emerging field is the significant challenge of managing images passively captured by an individual of their daily life. Possible applications vary from helping those with neurodegenerative conditions recall events from memory, to the maintenance and augmentation of extensive image collections of a tourist's trips. However, a large lifelog of images can quickly amass, with an average of 700,000 images captured each year, using a device such as the SenseCam. We address the problem of managing this vast collection of personal images by investigating automatic techniques that: 1. Identify distinct events within a full day of lifelog images (which typically consists of 2,000 images) e.g. breakfast, working on PC, meeting, etc. 2. Find similar events to a given event in a person's lifelog e.g. "show me other events where I was in the park" 3. Determine those events that are more important or unusual to the user and also select a relevant keyframe image for visual display of an event e.g. a "meeting" is more interesting to review than "working on PC" 4. Augment the images from a wearable camera with higher quality images from external "Web 2.0" sources e.g. find me pictures taken by others of the U2 concert in Croke Park In this dissertation we discuss novel techniques to realise each of these facets and how effective they are. The significance of this work is not only of benefit to the lifelogging community, but also to cognitive psychology researchers studying the potential benefits of lifelogging devices to those with neurodegenerative diseases

    Cruiser and PhoTable: Exploring Tabletop User Interface Software for Digital Photograph Sharing and Story Capture

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    Digital photography has not only changed the nature of photography and the photographic process, but also the manner in which we share photographs and tell stories about them. Some traditional methods, such as the family photo album or passing around piles of recently developed snapshots, are lost to us without requiring the digital photos to be printed. The current, purely digital, methods of sharing do not provide the same experience as printed photographs, and they do not provide effective face-to-face social interaction around photographs, as experienced during storytelling. Research has found that people are often dissatisfied with sharing photographs in digital form. The recent emergence of the tabletop interface as a viable multi-user direct-touch interactive large horizontal display has provided the hardware that has the potential to improve our collocated activities such as digital photograph sharing. However, while some software to communicate with various tabletop hardware technologies exists, software aspects of tabletop user interfaces are still at an early stage and require careful consideration in order to provide an effective, multi-user immersive interface that arbitrates the social interaction between users, without the necessary computer-human interaction interfering with the social dialogue. This thesis presents PhoTable, a social interface allowing people to effectively share, and tell stories about, recently taken, unsorted digital photographs around an interactive tabletop. In addition, the computer-arbitrated digital interaction allows PhoTable to capture the stories told, and associate them as audio metadata to the appropriate photographs. By leveraging the tabletop interface and providing a highly usable and natural interaction we can enable users to become immersed in their social interaction, telling stories about their photographs, and allow the computer interaction to occur as a side-effect of the social interaction. Correlating the computer interaction with the corresponding audio allows PhoTable to annotate an automatically created digital photo album with audible stories, which may then be archived. These stories remain useful for future sharing -- both collocated sharing and remote (e.g. via the Internet) -- and also provide a personal memento both of the event depicted in the photograph (e.g. as a reminder) and of the enjoyable photo sharing experience at the tabletop. To provide the necessary software to realise an interface such as PhoTable, this thesis explored the development of Cruiser: an efficient, extensible and reusable software framework for developing tabletop applications. Cruiser contributes a set of programming libraries and the necessary application framework to facilitate the rapid and highly flexible development of new tabletop applications. It uses a plugin architecture that encourages code reuse, stability and easy experimentation, and leverages the dedicated computer graphics hardware and multi-core processors of modern consumer-level systems to provide a responsive and immersive interactive tabletop user interface that is agnostic to the tabletop hardware and operating platform, using efficient, native cross-platform code. Cruiser's flexibility has allowed a variety of novel interactive tabletop applications to be explored by other researchers using the framework, in addition to PhoTable. To evaluate Cruiser and PhoTable, this thesis follows recommended practices for systems evaluation. The design rationale is framed within the above scenario and vision which we explore further, and the resulting design is critically analysed based on user studies, heuristic evaluation and a reflection on how it evolved over time. The effectiveness of Cruiser was evaluated in terms of its ability to realise PhoTable, use of it by others to explore many new tabletop applications, and an analysis of performance and resource usage. Usability, learnability and effectiveness of PhoTable was assessed on three levels: careful usability evaluations of elements of the interface; informal observations of usability when Cruiser was available to the public in several exhibitions and demonstrations; and a final evaluation of PhoTable in use for storytelling, where this had the side effect of creating a digital photo album, consisting of the photographs users interacted with on the table and associated audio annotations which PhoTable automatically extracted from the interaction. We conclude that our approach to design has resulted in an effective framework for creating new tabletop interfaces. The parallel goal of exploring the potential for tabletop interaction as a new way to share digital photographs was realised in PhoTable. It is able to support the envisaged goal of an effective interface for telling stories about one's photos. As a serendipitous side-effect, PhoTable was effective in the automatic capture of the stories about individual photographs for future reminiscence and sharing. This work provides foundations for future work in creating new ways to interact at a tabletop and to the ways to capture personal stories around digital photographs for sharing and long-term preservation

    The Lifecycle of a Whiteboard Photo: Post-meeting Usage of Whiteboard Content Captured with Mobile Devices

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    The traditional dry-erase whiteboard is a ubiquitous tool in the workplace, particularly in meeting spaces where they are a key collaboration tool. Although research on whiteboard use and the development of whiteboard systems have been a staple in the Human-Computer Interaction (HCI) literature, there is a lack of how whiteboard content is used to direct actions outside the meeting. In today’s mobile-centric world, knowledge workers capture whiteboard content after a meeting by taking photos of them with mobile devices such as cellphones. This thesis empirically investigated post-meeting practices with whiteboard photos to explore how these practices might be better supported by technology. In particular, this thesis investigated the main post-meeting activities that whiteboard photos support, how people value whiteboard photos, and how they manage them. Nineteen knowledge workers from a variety of professions, companies, and industries across North America who were regular users of whiteboards were interviewed using a semi-structured protocol. A Thematic Analysis of the data revealed that whiteboard photos were primarily used to create superseding documents and were sometimes used as evidence of agreement. Whiteboard photos were used mostly in the short-term, and their value was transient. Also, an analysis of the minute detailed actions that interviewees reported taking with one or two recent whiteboard photos revealed that the typical lifecycle of those whiteboard photos involved a seven-stage lifecycle. Moreover, a memory recall task with six of the interviewees about previous meetings where a whiteboard was used revealed that general characteristics of those meetings were well remembered while characteristics about the whiteboard content were not well remembered. The findings suggested a set of unmet design needs for the development of improved mobile-centric whiteboard capture systems. The suggested design implications include the need for a mobile application that supports quick capture and the effortless transfer of whiteboard photos to productivity-oriented devices, and the need for a desktop application that supports the extraction of whiteboard content to aid users in creating superseding documents

    Cruiser and PhoTable: Exploring Tabletop User Interface Software for Digital Photograph Sharing and Story Capture

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    Digital photography has not only changed the nature of photography and the photographic process, but also the manner in which we share photographs and tell stories about them. Some traditional methods, such as the family photo album or passing around piles of recently developed snapshots, are lost to us without requiring the digital photos to be printed. The current, purely digital, methods of sharing do not provide the same experience as printed photographs, and they do not provide effective face-to-face social interaction around photographs, as experienced during storytelling. Research has found that people are often dissatisfied with sharing photographs in digital form. The recent emergence of the tabletop interface as a viable multi-user direct-touch interactive large horizontal display has provided the hardware that has the potential to improve our collocated activities such as digital photograph sharing. However, while some software to communicate with various tabletop hardware technologies exists, software aspects of tabletop user interfaces are still at an early stage and require careful consideration in order to provide an effective, multi-user immersive interface that arbitrates the social interaction between users, without the necessary computer-human interaction interfering with the social dialogue. This thesis presents PhoTable, a social interface allowing people to effectively share, and tell stories about, recently taken, unsorted digital photographs around an interactive tabletop. In addition, the computer-arbitrated digital interaction allows PhoTable to capture the stories told, and associate them as audio metadata to the appropriate photographs. By leveraging the tabletop interface and providing a highly usable and natural interaction we can enable users to become immersed in their social interaction, telling stories about their photographs, and allow the computer interaction to occur as a side-effect of the social interaction. Correlating the computer interaction with the corresponding audio allows PhoTable to annotate an automatically created digital photo album with audible stories, which may then be archived. These stories remain useful for future sharing -- both collocated sharing and remote (e.g. via the Internet) -- and also provide a personal memento both of the event depicted in the photograph (e.g. as a reminder) and of the enjoyable photo sharing experience at the tabletop. To provide the necessary software to realise an interface such as PhoTable, this thesis explored the development of Cruiser: an efficient, extensible and reusable software framework for developing tabletop applications. Cruiser contributes a set of programming libraries and the necessary application framework to facilitate the rapid and highly flexible development of new tabletop applications. It uses a plugin architecture that encourages code reuse, stability and easy experimentation, and leverages the dedicated computer graphics hardware and multi-core processors of modern consumer-level systems to provide a responsive and immersive interactive tabletop user interface that is agnostic to the tabletop hardware and operating platform, using efficient, native cross-platform code. Cruiser's flexibility has allowed a variety of novel interactive tabletop applications to be explored by other researchers using the framework, in addition to PhoTable. To evaluate Cruiser and PhoTable, this thesis follows recommended practices for systems evaluation. The design rationale is framed within the above scenario and vision which we explore further, and the resulting design is critically analysed based on user studies, heuristic evaluation and a reflection on how it evolved over time. The effectiveness of Cruiser was evaluated in terms of its ability to realise PhoTable, use of it by others to explore many new tabletop applications, and an analysis of performance and resource usage. Usability, learnability and effectiveness of PhoTable was assessed on three levels: careful usability evaluations of elements of the interface; informal observations of usability when Cruiser was available to the public in several exhibitions and demonstrations; and a final evaluation of PhoTable in use for storytelling, where this had the side effect of creating a digital photo album, consisting of the photographs users interacted with on the table and associated audio annotations which PhoTable automatically extracted from the interaction. We conclude that our approach to design has resulted in an effective framework for creating new tabletop interfaces. The parallel goal of exploring the potential for tabletop interaction as a new way to share digital photographs was realised in PhoTable. It is able to support the envisaged goal of an effective interface for telling stories about one's photos. As a serendipitous side-effect, PhoTable was effective in the automatic capture of the stories about individual photographs for future reminiscence and sharing. This work provides foundations for future work in creating new ways to interact at a tabletop and to the ways to capture personal stories around digital photographs for sharing and long-term preservation

    Spring 2015 Vol. 14 No. 1

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    Spring 2015 Vol. 14 No. 1

    Get PDF
    https://surface.syr.edu/ischool_news/1018/thumbnail.jp
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