5,333 research outputs found

    Space time pixels

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    This paper reports the design of a networked system, the aim of which is to provide an intermediate virtual space that will establish a connection and support interaction between multiple participants in two distant physical spaces. The intention of the project is to explore the potential of the digital space to generate original social relationships between people that their current (spatial or social) position can difficultly allow the establishment of innovative connections. Furthermore, to explore if digital space can sustain, in time, low-level connections like these, by balancing between the two contradicting needs of communication and anonymity. The generated intermediate digital space is a dynamic reactive environment where time and space information of two physical places is superimposed to create a complex common ground where interaction can take place. It is a system that provides awareness of activity in a distant space through an abstract mutable virtual environment, which can be perceived in several different ways ā€“ varying from a simple dynamic background image to a common public space in the junction of two private spaces or to a fully opened window to the other space ā€“ according to the participants will. The thesis is that the creation of an intermediary environment that operates as an activity abstraction filter between several users, and selectively communicates information, could give significance to the ambient data that people unconsciously transmit to others when co-existing. It can therefore generate a new layer of connections and original interactivity patterns; in contrary to a straight-forward direct real video and sound system, that although it is functionally more feasible, it preserves the existing social constraints that limit interaction into predefined patterns

    Machine Understanding of Human Behavior

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    A widely accepted prediction is that computing will move to the background, weaving itself into the fabric of our everyday living spaces and projecting the human user into the foreground. If this prediction is to come true, then next generation computing, which we will call human computing, should be about anticipatory user interfaces that should be human-centered, built for humans based on human models. They should transcend the traditional keyboard and mouse to include natural, human-like interactive functions including understanding and emulating certain human behaviors such as affective and social signaling. This article discusses a number of components of human behavior, how they might be integrated into computers, and how far we are from realizing the front end of human computing, that is, how far are we from enabling computers to understand human behavior

    LeviSense: a platform for the multisensory integration in levitating food and insights into its effect on flavour perception

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    Eating is one of the most multisensory experiences in everyday life. All of our five senses (i.e. taste, smell, vision, hearing and touch) are involved, even if we are not aware of it. However, while multisensory integration has been well studied in psychology, there is not a single platform for testing systematically the effects of different stimuli. This lack of platform results in unresolved design challenges for the design of taste-based immersive experiences. Here, we present LeviSense: the first system designed for multisensory integration in gustatory experiences based on levitated food. Our system enables the systematic exploration of different sensory effects on eating experiences. It also opens up new opportunities for other professionals (e.g., molecular gastronomy chefs) looking for innovative taste-delivery platforms. We describe the design process behind LeviSense and conduct two experiments to test a subset of the crossmodal combinations (i.e., taste and vision, taste and smell). Our results show how different lighting and smell conditions affect the perceived taste intensity, pleasantness, and satisfaction. We discuss how LeviSense creates a new technical, creative, and expressive possibilities in a series of emerging design spaces within Human-Food Interaction

    From Sensor to Observation Web with Environmental Enablers in the Future Internet

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    This paper outlines the grand challenges in global sustainability research and the objectives of the FP7 Future Internet PPP program within the Digital Agenda for Europe. Large user communities are generating significant amounts of valuable environmental observations at local and regional scales using the devices and services of the Future Internet. These communitiesā€™ environmental observations represent a wealth of information which is currently hardly used or used only in isolation and therefore in need of integration with other information sources. Indeed, this very integration will lead to a paradigm shift from a mere Sensor Web to an Observation Web with semantically enriched content emanating from sensors, environmental simulations and citizens. The paper also describes the research challenges to realize the Observation Web and the associated environmental enablers for the Future Internet. Such an environmental enabler could for instance be an electronic sensing device, a web-service application, or even a social networking group affording or facilitating the capability of the Future Internet applications to consume, produce, and use environmental observations in cross-domain applications. The term ?envirofied? Future Internet is coined to describe this overall target that forms a cornerstone of work in the Environmental Usage Area within the Future Internet PPP program. Relevant trends described in the paper are the usage of ubiquitous sensors (anywhere), the provision and generation of information by citizens, and the convergence of real and virtual realities to convey understanding of environmental observations. The paper addresses the technical challenges in the Environmental Usage Area and the need for designing multi-style service oriented architecture. Key topics are the mapping of requirements to capabilities, providing scalability and robustness with implementing context aware information retrieval. Another essential research topic is handling data fusion and model based computation, and the related propagation of information uncertainty. Approaches to security, standardization and harmonization, all essential for sustainable solutions, are summarized from the perspective of the Environmental Usage Area. The paper concludes with an overview of emerging, high impact applications in the environmental areas concerning land ecosystems (biodiversity), air quality (atmospheric conditions) and water ecosystems (marine asset management)

    User Interface Plasticity: Model Driven Engineering to the Limit!

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    Keynote paper.International audienceTen years ago, I introduced the notion of user interface plasticity to denote the capacity of user interfaces to adapt, or to be adapted, to the context of use while preserving usability. The Model Driven Engineering (MDE) approach, which was used for user interface generation since the early eighties in HCI, has recently been revived to address this complex problem. Although MDE has resulted in interesting and convincing results for conventional WIMP user interfaces, it has not fully demonstrated its theoretical promises yet. In this paper, we discuss how to push MDE to the limit in order to reconcile high-level modeling techniques with low-level programming in order to go beyond WIMP user interfaces

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
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