155 research outputs found

    Ten Years of Rich Internet Applications: A Systematic Mapping Study, and Beyond

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    BACKGROUND: The term Rich Internet Applications (RIAs) is generally associated with Web appli- cations that provide the features and functionality of traditional desktop applications. Ten years after the introduction of the term, an ample amount of research has been carried out to study various aspects of RIAs. It has thus become essential to summarize this research and provide an adequate overview. OBJECTIVE: The objective of our study is to assemble, classify and analyze all RIA research performed in the scienti c community, thus providing a consolidated overview thereof, and to identify well-established topics, trends and open research issues. Additionally, we provide a qualitative discussion of the most inter- esting ndings. This work therefore serves as a reference work for beginning and established RIA researchers alike, as well as for industrial actors that need an introduction in the eld, or seek pointers to (a speci c subset of) the state-of-the-art. METHOD: A systematic mapping study is performed in order to identify all RIA-related publications, de ne a classi cation scheme, and categorize, analyze, and discuss the identi ed research according to it. RESULTS: Our source identi cation phase resulted in 133 relevant, peer-reviewed publications, published between 2002 and 2011 in a wide variety of venues. They were subsequently classi ed according to four facets: development activity, research topic, contribution type and research type. Pie, stacked bar and bubble charts were used to visualize and analyze the results. A deeper analysis is provided for the most interesting and/or remarkable results. CONCLUSION: Analysis of the results shows that, although the RIA term was coined in 2002, the rst RIA-related research appeared in 2004. From 2007 there was a signi cant increase in research activity, peaking in 2009 and decreasing to pre-2009 levels afterwards. All development phases are covered in the identi ed research, with emphasis on \design" (33%) and \implementation" (29%). The majority of research proposes a \method" (44%), followed by \model" (22%), \methodology" (18%) and \tools" (16%); no publications in the category \metrics" were found. The preponderant research topic is \models, methods and methodologies" (23%) and to a lesser extent, \usability & accessibility" and \user interface" (11% each). On the other hand, the topic \localization, internationalization & multi-linguality" received no attention at all, and topics such as \deep web" (under 1%), \business processing", \usage analysis", \data management", \quality & metrics", (all under 2%), \semantics" and \performance" (slightly above 2%) received very few attention. Finally, there is a large majority of \solution proposals" (66%), few \evaluation research" (14%) and even fewer \validation" (6%), although the latter are increasing in recent years

    Beyond the lens : communicating context through sensing, video, and visualization

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2011.Cataloged from PDF version of thesis.Includes bibliographical references (p. 101-103).Responding to rapid growth in sensor network deployments that outpaces research efforts to understand or relate the new data streams, this thesis presents a collection of interfaces to sensor network data that encourage open-ended browsing while emphasizing saliency of representation. These interfaces interpret, visualize, and communicate context from sensors, through control panels and virtual environments that synthesize multimodal sensor data into interactive visualizations. This work extends previous efforts in cross-reality to incorporate augmented video as well as complex interactive animations, making use of sensor fusion to saliently represent contextual information to users in a variety of application domains, from building information management to real-time risk assessment to personal privacy. Three applications were developed as part of this work and are discussed here: DoppelLab, an immersive, cross-reality browsing environment for sensor network data; Flurry, an installation that composites video from multiple sources throughout a building in real time, to create an interactive and incorporative view of activity; and Tracking Risk with Ubiquitous Smart Sensing (TRUSS), an ongoing research effort aimed at applying real-time sensing, sensor fusion, and interactive visual analytic interfaces to construction site safety and decision support. Another project in active development, called the Disappearing Act, allows users to remove themselves from a set of live video streams using wearable sensor tags. Though these examples may seem disconnected, they share underlying technologies and research developments, as well as a common set of design principles, which are elucidated in this thesis. Building on developments in sensor networks, computer vision, and graphics, this work aims to create interfaces and visualizations that fuse perspectives, broaden contextual understanding, and encourage exploration of real-time sensor network data.by Gershon Dublon.S.M

    Adaptive model for web engineering methods to develop multi web applications in agile environment

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    Model Driven Web Engineering (MDWE) is an application of a model driven paradigm in the domain of web software development. MDWE is helpful because technologies and platforms of web applications constantly evolve into Web Engineering Methods (WEMs). The evolution of web applications has consequently introduced new features and challenges, therefore existing WEMs need to be improved. These WEMs have failed to develop modern web applications’ features. Furthermore, no single WEM is capable of covering the whole lifecycle phases. These issues decrease the usability. In addition, the Interaction Flow Modeling Language (IFML) as a recent method has also not been able to address them. This thesis developed a new WEM, Useable Adaptive Agile IFML (UAA-IFML) to solve these issues in several steps. In this research, mixed methods used were qualitative and quantitative methodologies. In the first step, a new adaptive model was defined for supporting the features of multi-web applications. The new model was developed via an adaptive model into the IFML metamodels known as Adaptive IFML (AIFML). In the second step, IFML was enriched through MockupDD for covering lifecycle, known as Agile IFML (A-IFML). This is because MockupDD provides an agile environment, hence agile lifecycle can solve the lifecycle issue. In the third step, a new adaptive model and agile process were combined as Adaptive Agile IFML (AAIFML). This integration increased the usability of the IFML method. In presenting the usability of AA-IFML, experimentation of the framework was extended to evaluate the usability of WEMs. Besides, feedbacks on the usability of AA-IFML were obtained from developers around the world using three instruments, namely performing tasks, answering questionnaires, and interviewing experts. Analysis on the feedback indicated a 20% improvement usability of the AA-IFML compared with current IFML. The findings have shown that the UAA-IFML is beneficial for developers, as they would only need to use one method to design modern web application features in the whole lifecycle phases

    Contributions to the cornerstones of interaction in visualization: strengthening the interaction of visualization

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    Visualization has become an accepted means for data exploration and analysis. Although interaction is an important component of visualization approaches, current visualization research pays less attention to interaction than to aspects of the graphical representation. Therefore, the goal of this work is to strengthen the interaction side of visualization. To this end, we establish a unified view on interaction in visualization. This unified view covers four cornerstones: the data, the tasks, the technology, and the human.Visualisierung hat sich zu einem unverzichtbaren Werkzeug für die Exploration und Analyse von Daten entwickelt. Obwohl Interaktion ein wichtiger Bestandteil solcher Werkzeuge ist, wird der Interaktion in der aktuellen Visualisierungsforschung weniger Aufmerksamkeit gewidmet als Aspekten der graphischen Repräsentation. Daher ist es das Ziel dieser Arbeit, die Interaktion im Bereich der Visualisierung zu stärken. Hierzu wird eine einheitliche Sicht auf Interaktion in der Visualisierung entwickelt

    Principles of Human Computer Interaction Design: HCI Design

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    This book covers the design, evaluation and development process for interactive human computer interfaces including user interface design principles, task analysis, interface design methods, auditory interfaces, haptics, user interface evaluation, usability testing prototyping, issues in interface construction, interface evaluation, World Wide Web and mobile device interface issues.The book is ideal for the student that wants to learn how to use prototyping tools as part of the interface design and how to evaluate an interface and its interaction quality by using usability testing techniques

    Automatic Mobile Video Remixing and Collaborative Watching Systems

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    In the thesis, the implications of combining collaboration with automation for remix creation are analyzed. We first present a sensor-enhanced Automatic Video Remixing System (AVRS), which intelligently processes mobile videos in combination with mobile device sensor information. The sensor-enhanced AVRS system involves certain architectural choices, which meet the key system requirements (leverage user generated content, use sensor information, reduce end user burden), and user experience requirements. Architecture adaptations are required to improve certain key performance parameters. In addition, certain operating parameters need to be constrained, for real world deployment feasibility. Subsequently, sensor-less cloud based AVRS and low footprint sensorless AVRS approaches are presented. The three approaches exemplify the importance of operating parameter tradeoffs for system design. The approaches cover a wide spectrum, ranging from a multimodal multi-user client-server system (sensor-enhanced AVRS) to a mobile application which can automatically generate a multi-camera remix experience from a single video. Next, we present the findings from the four user studies involving 77 users related to automatic mobile video remixing. The goal was to validate selected system design goals, provide insights for additional features and identify the challenges and bottlenecks. Topics studied include the role of automation, the value of a video remix as an event memorabilia, the requirements for different types of events and the perceived user value from creating multi-camera remix from a single video. System design implications derived from the user studies are presented. Subsequently, sport summarization, which is a specific form of remix creation is analyzed. In particular, the role of content capture method is analyzed with two complementary approaches. The first approach performs saliency detection in casually captured mobile videos; in contrast, the second one creates multi-camera summaries from role based captured content. Furthermore, a method for interactive customization of summary is presented. Next, the discussion is extended to include the role of users’ situational context and the consumed content in facilitating collaborative watching experience. Mobile based collaborative watching architectures are described, which facilitate a common shared context between the participants. The concept of movable multimedia is introduced to highlight the multidevice environment of current day users. The thesis presents results which have been derived from end-to-end system prototypes tested in real world conditions and corroborated with extensive user impact evaluation

    Exploratory Browsing

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    In recent years the digital media has influenced many areas of our life. The transition from analogue to digital has substantially changed our ways of dealing with media collections. Today‟s interfaces for managing digital media mainly offer fixed linear models corresponding to the underlying technical concepts (folders, events, albums, etc.), or the metaphors borrowed from the analogue counterparts (e.g., stacks, film rolls). However, people‟s mental interpretations of their media collections often go beyond the scope of linear scan. Besides explicit search with specific goals, current interfaces can not sufficiently support the explorative and often non-linear behavior. This dissertation presents an exploration of interface design to enhance the browsing experience with media collections. The main outcome of this thesis is a new model of Exploratory Browsing to guide the design of interfaces to support the full range of browsing activities, especially the Exploratory Browsing. We define Exploratory Browsing as the behavior when the user is uncertain about her or his targets and needs to discover areas of interest (exploratory), in which she or he can explore in detail and possibly find some acceptable items (browsing). According to the browsing objectives, we group browsing activities into three categories: Search Browsing, General Purpose Browsing and Serendipitous Browsing. In the context of this thesis, Exploratory Browsing refers to the latter two browsing activities, which goes beyond explicit search with specific objectives. We systematically explore the design space of interfaces to support the Exploratory Browsing experience. Applying the methodology of User-Centered Design, we develop eight prototypes, covering two main usage contexts of browsing with personal collections and in online communities. The main studied media types are photographs and music. The main contribution of this thesis lies in deepening the understanding of how people‟s exploratory behavior has an impact on the interface design. This thesis contributes to the field of interface design for media collections in several aspects. With the goal to inform the interface design to support the Exploratory Browsing experience with media collections, we present a model of Exploratory Browsing, covering the full range of exploratory activities around media collections. We investigate this model in different usage contexts and develop eight prototypes. The substantial implications gathered during the development and evaluation of these prototypes inform the further refinement of our model: We uncover the underlying transitional relations between browsing activities and discover several stimulators to encourage a fluid and effective activity transition. Based on this model, we propose a catalogue of general interface characteristics, and employ this catalogue as criteria to analyze the effectiveness of our prototypes. We also present several general suggestions for designing interfaces for media collections
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