1,766 research outputs found

    Sensing and visualizing spatial relations of mobile devices

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    Location information can be used to enhance interaction with mobile devices. While many location systems require instrumentation of the environment, we present a system that allows devices to measure their spatial relations in a true peer-to-peer fashion. The system is based on custom sensor hardware implemented as USB dongle, and computes spatial relations in real-time. In extension of this system we propose a set of spatialized widgets for incorporation of spatial relations in the user interface. The use of these widgets is illustrated in a number of applications, showing how spatial relations can be employed to support and streamline interaction with mobile devices

    Supporting Device Discovery and Spontaneous Interaction with Spatial References

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    The RELATE interaction model is designed to support spontaneous interaction of mobile users with devices and services in their environment. The model is based on spatial references that capture the spatial relationship of a user’s device with other co-located devices. Spatial references are obtained by relative position sensing and integrated in the mobile user interface to spatially visualize the arrangement of discovered devices, and to provide direct access for interaction across devices. In this paper we discuss two prototype systems demonstrating the utility of the model in collaborative and mobile settings, and present a study on usability of spatial list and map representations for device selection

    A Framework for collaborative writing with recording and post-meeting retrieval capabilities

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    From a HCI perspective, elucidating and supporting the context in which collaboration takes place is key to implementing successful collaborative systems. Synchronous collaborative writing usually takes place in contexts involving a “meeting” of some sort. Collaborative writing meetings can be face-to-face or, increasingly, remote Internet-based meetings. The latter presents software developers with the possibility of incorporating multimedia recording and information retrieval capabilities into the collaborative environment. The collaborative writing that ensues can be seen as an activity encompassing asynchronous as well as synchronous aspects. In order for revisions, information retrieval and other forms of post-meeting, asynchronous work to be effectively supported, the synchronous collaborative editor must be able to appropriately detect and record meeting metadata. This paper presents a collaborative editor that supports recording of user actions and explicit metadata production. Design and technical implications of introducing such capabilities are discussed with respect to document segmentation, consistency control, and awareness mechanisms

    Juice: An SVG Rendering Peer for Java Swing

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    SVG—a W3C XML standard—is a relatively new language for describing low-level vector drawings. Due to its cross-platform capabilities and support for events, SVG may potentially be used in interactive GUIs/graphical front-ends. However, a complete and full-featured widget set for SVG does not exist at the time of this writing. I have researched and implemented a framework which retargets a complete and mature raster- based widget library—the JFC Swing GUI library—into a vector-based display substrate: SVG. My framework provides SVG with a full-featured widget set, as well as augmenting Swing’s platform coverage. Furthermore, by using bytecode instrumentation techniques, my Swing to SVG bridging framework is transparent to the developers— allowing them to implement their user interfaces in pure Swing

    Horizon Report 2009

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    El informe anual Horizon investiga, identifica y clasifica las tecnologías emergentes que los expertos que lo elaboran prevén tendrån un impacto en la enseñanza aprendizaje, la investigación y la producción creativa en el contexto educativo de la enseñanza superior. También estudia las tendencias clave que permiten prever el uso que se harå de las mismas y los retos que ellos suponen para las aulas. Cada edición identifica seis tecnologías o pråcticas. Dos cuyo uso se prevé emergerå en un futuro inmediato (un año o menos) dos que emergerån a medio plazo (en dos o tres años) y dos previstas a mås largo plazo (5 años)

    Microservices suite for smart city applications

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    Smart Cities are approaching the Internet of Things (IoT) World. Most of the first-generation Smart City solutions are based on Extract Transform Load (ETL); processes and languages that mainly support pull protocols for data gathering. IoT solutions are moving forward to event-driven processes using push protocols. Thus, the concept of IoT applications has turned out to be widespread; but it was initially “implemented” with ETL; rule-based solutions; and finally; with true data flows. In this paper, these aspects are reviewed, highlighting the requirements for smart city IoT applications and in particular, the ones that implement a set of specific MicroServices for IoT Applications in Smart City contexts. Moreover; our experience has allowed us to implement a suite of MicroServices for Node-RED; which has allowed for the creation of a wide range of new IoT applications for smart cities that includes dashboards, IoT Devices, data analytics, discovery, etc., as well as a corresponding Life Cycle. The proposed solution has been validated against a large number of IoT applications, as it can be verified by accessing the https://www.Snap4City.org portal; while only three of them have been described in the paper. In addition, the reported solution assessment has been carried out by a number of smart city experts. The work has been developed in the framework of the Select4Cities PCP (PreCommercial Procurement), funded by the European Commission as Snap4City platform

    Mobile support in CSCW applications and groupware development frameworks

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    Computer Supported Cooperative Work (CSCW) is an established subset of the field of Human Computer Interaction that deals with the how people use computing technology to enhance group interaction and collaboration. Mobile CSCW has emerged as a result of the progression from personal desktop computing to the mobile device platforms that are ubiquitous today. CSCW aims to not only connect people and facilitate communication through using computers; it aims to provide conceptual models coupled with technology to manage, mediate, and assist collaborative processes. Mobile CSCW research looks to fulfil these aims through the adoption of mobile technology and consideration for the mobile user. Facilitating collaboration using mobile devices brings new challenges. Some of these challenges are inherent to the nature of the device hardware, while others focus on the understanding of how to engineer software to maximize effectiveness for the end-users. This paper reviews seminal and state-of-the-art cooperative software applications and development frameworks, and their support for mobile devices

    MACE: Deliverable D7.6 - Report on user interface design and community experiments

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    This deliverable presents the progress of the user interface design and community building experiments within the MACE project. In Chapter 2 we generally present the interface of the MACE portal, which is a platform to discover and enrich architectural resources and, at the same time, to support the community formed around architectural topics. Besides the advanced search, the portal provides various visual tools for metadata based search and browsing, tailored to architectural needs (see Chapter 3). Different metadata widgets are used to visualize and access multiple dimensions of each resource, as presented in Chapter 4. These widgets not only establish meaningful cross–connections between resources, but also invite to add and edit metadata effortlessly. In order to generate a critical mass of metadata and ensure sustainability of projects’ outcomes, supporting community and fostering end user contributions are critical. In Chapter 5, we present the components deploied in this direction as well as an analytical framework for incentive mechanisms. Within the dissemination strategy, the MACE project has got a unique chance to raise its public awareness at La Biennale of architecture in Venice, 2008. In this context we designed an interactive installation, demonstrating, in an exhibition setting, the benefits of resource interconnection via metadata (see Chapter 6). Chapter 7 presents our preliminary conclusions and an overview of planned future activities
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