154,416 research outputs found

    Interactive television or enhanced televisiion? : the Dutch users interest in applications of ITV via set-top boxes

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    This paper is both an analysis of the phenomenon of interactive television with background concepts of interactivity and television and a report of an empirical investigation among Dutch users of set-top-box ITV. In the analytic part a distinction is made between levels of interactivity in the applications of ITV. Activities labelled as selection, customisation, transaction and reaction reveal low levels of interactivity. They may be called ‘enhanced television’. They are extensions of existing television programmes that keep their linear character. Activities called production and conversation have the potential of higher interactivity. They may lead to ‘real’ interactive television as the user input makes a difference to programmes. It is suggested that so-called hybrid ITV– TV combined with telephone and email reply channels- and (broadband) Internet ITV offer better opportunities for high interactivity than set-top-box ITV. \ud The empirical investigation shows that the demand of subscribers to set-top-box ITV in the Netherlands matches supply. They favour the less interactive applications of selection and reaction. Other striking results are that young subscribers appreciate interactive applications more than the older ones and that those with a low level of education prefer these applications more than high educated subscribers. No significant gender differences were found

    Documentary film

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    Short history of the development of the film documentar

    Custom-designed motion-based games for older adults: a review of literature in human-computer interaction

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    Many older adults, particularly persons living in senior residences and care homes, lead sedentary lifestyles, which reduces their life expectancy. Motion-based video games encourage physical activity and might be an opportunity for these adults to remain active and engaged; however, research efforts in the field have frequently focused on younger audiences and little is known about the requirements and benefits of motion-based games for elderly players. In this paper, we present an overview of motion-based video games and other interactive technologies for older adults. First, we summarize existing approaches towards the definition of motion-based video games – often referred to as exergames – and suggest a categorization of motion-based applications into active video games, exergames, and augmented sports. Second, we use this scheme to classify case studies addressing design efforts particularly directed towards older adults. Third, we analyze these case studies with a focus on potential target audiences, benefits, challenges in their deployment, and future design opportunities to investigate whether motion-based video games can be applied to encourage physical activity among older adults. In this context, special attention is paid to evaluation routines and their implications regarding the deployment of such games in the daily lives of older adults. The results show that many case studies examine isolated aspects of motion-based game design for older adults, and despite the broad range of issues in motion-based interaction for older adults covered by the sum of all research projects, there appears to be a disconnect between laboratory-based research and the deployment of motion-based video games in the daily lives of senior citizens. Our literature review suggests that despite research results suggesting various benefits of motion-based play for older adults, most work in the field of game design for senior citizens has focused on the implementation of accessible user interfaces, and that little is known about the long-term deployment of video games for this audience, which is a crucial step if these games are to be implemented in activity programs of senior residences, care homes, or in therapy

    Removal and mixing of the coronal gas from satellites in galaxy groups: cooling the intragoup gas

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    The existence of an extended hot gaseous corona surrounding clusters, groups and massive galaxies is well established by observational evidence and predicted by current theories of galaxy formation. When a small galaxy collides with a larger one, their coronae are the first to interact, producing disturbances that remove gas from the smaller system and settle it into the corona of the larger one. For a Milky-Way-size galaxy merging into a low-mass group, ram pressure stripping and the Kelvin-Helmholtz instability are the most relevant of these disturbances. We argue that the turbulence generated by the latter mixes the material of both coronae in the wake of the orbiting satellite creating a "warm phase" mixture with a cooling time a factor of several shorter than that of the ambient intragroup gas. We reach this conclusion using analytic estimates, as well as adiabatic and dissipative high resolution numerical simulations of a spherical corona subject to the ablation process of a constant velocity wind with uniform density and temperature. Although this is a preliminary analysis, our results are promising and we speculate that the mixture could potentially trigger in situ star formation and/or be accreted into the central galaxy as a cold gas flow resulting in a new mode of star formation in galaxy groups and clusters.Comment: 15 pages, 5 figures, accepted for publication in MNRA

    The Future of the Internet

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    Presents findings from a survey of technology leaders, scholars, industry officials, and analysts. Evaluates the network infrastructure's vulnerability to attack, and the Internet's impact on various institutions and activities in the coming decade

    What is India speaking: The "Hinglish" invasion

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    While language competition models of diachronic language shift are increasingly sophisticated, drawing on sociolinguistic components like variable language prestige, distance from language centers and intermediate bilingual transitionary populations, in one significant way they fall short. They fail to consider contact-based outcomes resulting in mixed language practices, e.g. outcome scenarios such as creoles or unmarked code switching as an emergent communicative norm. On these lines something very interesting is uncovered in India, where traditionally there have been monolingual Hindi speakers and Hindi/English bilinguals, but virtually no monolingual English speakers. While the Indian census data reports a sharp increase in the proportion of Hindi/English bilinguals, we argue that the number of Hindi/English bilinguals in India is inaccurate, given a new class of urban individuals speaking a mixed lect of Hindi and English, popularly known as "Hinglish". Based on predator-prey, sociolinguistic theories, salient local ecological factors and the rural-urban divide in India, we propose a new mathematical model of interacting monolingual Hindi speakers, Hindi/English bilinguals and Hinglish speakers. The model yields globally asymptotic stable states of coexistence, as well as bilingual extinction. To validate our model, sociolinguistic data from different Indian classes are contrasted with census reports: We see that purported urban Hindi/English bilinguals are unable to maintain fluent Hindi speech and instead produce Hinglish, whereas rural speakers evidence monolingual Hindi. Thus we present evidence for the first time where an unrecognized mixed lect involving English but not "English", has possibly taken over a sizeable faction of a large global population.Comment: This paper has been withdrawan as the model has now been modified and the existing model has some error

    On the interaction of adaptive timescales on networks

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    The dynamics of real-world systems often involve multiple processes that influence system state. The timescales that these processes operate on may be separated by orders of magnitude or may coincide closely. Where timescales are not separable, the way that they relate to each other will be important for understanding system dynamics. In this paper, we present a short overview of how modellers have dealt with multiple timescales and introduce a definition to formalise conditions under which timescales are separable. We investigate timescale separation in a simple model, consisting of a network of nodes on which two processes act. The first process updates the values taken by the network’s nodes, tending to move a node’s value towards that of its neighbours. The second process influences the topology of the network, by rewiring edges such that they tend to more often lie between similar individuals. We show that the behaviour of the system when timescales are separated is very different from the case where they are mixed. When the timescales of the two processes are mixed, the ratio of the rates of the two processes determines the systems equilibrium state. We go on to explore the impact of heterogeneity in the system’s timescales, i.e., where some nodes may update their value and/or neighbourhood faster than others, demonstrating that it can have a significant impact on the equilibrium behaviour of the model

    Bringing tabletop technologies to kindergarten children

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    Taking computer technology away from the desktop and into a more physical, manipulative space, is known that provide many benefits and is generally considered to result in a system that is easier to learn and more natural to use. This paper describes a design solution that allows kindergarten children to take the benefits of the new pedagogical possibilities that tangible interaction and tabletop technologies offer for manipulative learning. After analysis of children's cognitive and psychomotor skills, we have designed and tuned a prototype game that is suitable for children aged 3 to 4 years old. Our prototype uniquely combines low cost tangible interaction and tabletop technology with tutored learning. The design has been based on the observation of children using the technology, letting them freely play with the application during three play sessions. These observational sessions informed the design decisions for the game whilst also confirming the children's enjoyment of the prototype
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