18,057 research outputs found

    Spatial audio in small display screen devices

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    Our work addresses the problem of (visual) clutter in mobile device interfaces. The solution we propose involves the translation of technique-from the graphical to the audio domain-for expliting space in information representation. This article presents an illustrative example in the form of a spatialisedaudio progress bar. In usability tests, participants performed background monitoring tasks significantly more accurately using this spatialised audio (a compared with a conventional visual) progress bar. Moreover, their performance in a simultaneously running, visually demanding foreground task was significantly improved in the eye-free monitoring condition. These results have important implications for the design of multi-tasking interfaces for mobile devices

    TRECVid 2005 experiments at Dublin City University

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    In this paper we describe our experiments in the automatic and interactive search tasks and the BBC rushes pilot task of TRECVid 2005. Our approach this year is somewhat different than previous submissions in that we have implemented a multi-user search system using a DiamondTouch tabletop device from Mitsubishi Electric Research Labs (MERL).We developed two versions of oursystem one with emphasis on efficient completion of the search task (FĂ­schlĂĄr-DT Efficiency) and the other with more emphasis on increasing awareness among searchers (FĂ­schlĂĄr-DT Awareness). We supplemented these runs with a further two runs one for each of the two systems, in which we augmented the initial results with results from an automatic run. In addition to these interactive submissions we also submitted three fully automatic runs. We also took part in the BBC rushes pilot task where we indexed the video by semi-automatic segmentation of objects appearing in the video and our search/browsing system allows full keyframe and/or object-based searching. In the interactive search experiments we found that the awareness system outperformed the efficiency system. We also found that supplementing the interactive results with results of an automatic run improves both the Mean Average Precision and Recall values for both system variants. Our results suggest that providing awareness cues in a collaborative search setting improves retrieval performance. We also learned that multi-user searching is a viable alternative to the traditional single searcher paradigm, provided the system is designed to effectively support collaboration

    DoubleEcho: Mitigating Context-Manipulation Attacks in Copresence Verification

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    Copresence verification based on context can improve usability and strengthen security of many authentication and access control systems. By sensing and comparing their surroundings, two or more devices can tell whether they are copresent and use this information to make access control decisions. To the best of our knowledge, all context-based copresence verification mechanisms to date are susceptible to context-manipulation attacks. In such attacks, a distributed adversary replicates the same context at the (different) locations of the victim devices, and induces them to believe that they are copresent. In this paper we propose DoubleEcho, a context-based copresence verification technique that leverages acoustic Room Impulse Response (RIR) to mitigate context-manipulation attacks. In DoubleEcho, one device emits a wide-band audible chirp and all participating devices record reflections of the chirp from the surrounding environment. Since RIR is, by its very nature, dependent on the physical surroundings, it constitutes a unique location signature that is hard for an adversary to replicate. We evaluate DoubleEcho by collecting RIR data with various mobile devices and in a range of different locations. We show that DoubleEcho mitigates context-manipulation attacks whereas all other approaches to date are entirely vulnerable to such attacks. DoubleEcho detects copresence (or lack thereof) in roughly 2 seconds and works on commodity devices

    Towards a socially adaptive digital playground

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    We are working towards a socially adaptive digital playground for children. To this end, we are looking into nonverbal synchrony and other social signals as a measure of social behaviour and into ways to alter game dynamics to trigger and inhibit certain social behaviours. Our first results indicate that we can indeed influence social behaviours in a digital playground by changing game dynamics. Furthermore, our first results show that we will be able to sense some of these social behaviours using only computer vision techniques. I propose an iterative method for working towards a socially adaptive digital playground

    Powered Wheelchair Platform for Assistive Technology Development

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    Literature shows that numerous wheelchair platforms, of various complexities, have been developed and evaluated for Assistive Technology purposes. However there has been little consideration to providing researchers with an embedded system which is fully compatible, and communicates seamlessly with current manufacturer's wheelchair systems. We present our powered wheelchair platform which allows researchers to mount various inertial and environment sensors, and run guidance and navigation algorithms which can modify the human desired joystick trajectory, so as to assist users with negotiating obstacles, and moving from room to room. We are also able to directly access other currently manufactured human input devices and integrate new and novel input devices into the powered wheelchair platform for clinical and research assessment

    Tactile Interactions with a Humanoid Robot : Novel Play Scenario Implementations with Children with Autism

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    Acknowledgments: This work has been partially supported by the European Commission under contract number FP7-231500-ROBOSKIN. Open Access: This article is distributed under the terms of the Creative Commons Attribution License which permits any use, distribution, and reproduction in any medium, provided the original author(s) and the source are credited.The work presented in this paper was part of our investigation in the ROBOSKIN project. The project has developed new robot capabilities based on the tactile feedback provided by novel robotic skin, with the aim to provide cognitive mechanisms to improve human-robot interaction capabilities. This article presents two novel tactile play scenarios developed for robot-assisted play for children with autism. The play scenarios were developed against specific educational and therapeutic objectives that were discussed with teachers and therapists. These objectives were classified with reference to the ICF-CY, the International Classification of Functioning – version for Children and Youth. The article presents a detailed description of the play scenarios, and case study examples of their implementation in HRI studies with children with autism and the humanoid robot KASPAR.Peer reviewedFinal Published versio

    Socially-distributed cognition and cognitive architectures: towards an ACT-R-based cognitive social simulation capability

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    ACT-R is one of the most widely used cognitive architectures, and it has been used to model hundreds of phenomena described in the cognitive psychology literature. In spite of this, there are relatively few studies that have attempted to apply ACT-R to situations involving social interaction. This is an important omission since the social aspects of cognition have been a growing area of interest in the cognitive science community, and an understanding of the dynamics of collective cognition is of particular importance in many organizational settings. In order to support the computational modeling and simulation of socially-distributed cognitive processes, a simulation capability based on the ACT-R architecture is described. This capability features a number of extensions to the core ACT-R architecture that are intended to support social interaction and collaborative problem solving. The core features of a number of supporting applications and services are also described. These applications/services support the execution, monitoring and analysis of simulation experiments. Finally, a system designed to record human behavioral data in a collective problem-solving task is described. This system is being used to undertake a range of experiments with teams of human subjects, and it will ultimately support the development of high fidelity ACT-R cognitive models. Such models can be used in conjunction with the ACT-R simulation capability to test hypotheses concerning the interaction between cognitive, social and technological factors in tasks involving socially-distributed information processing

    "Do Animals Have Accents?": Talking with Agents in Multi-Party Conversation

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    In this paper we unpack the use of conversational agents, or so-called intelligent personal assistants (IPAs), in multiparty conversation amongst a group of friends while they are socialising in a cafĂ©. IPAs such as Siri or Google Now can be found on a large proportion of personal smartphones and tablets, and are promoted as ‘natural language’ interfaces. The question we pursue here is how they are actually drawn upon in conversational practice? In our work we examine the use of these IPAs in a mundane and common-place setting and employ an ethnomethodological perspective to draw out the character of the IPA-use in conversation. Additionally, we highlight a number of nuanced practicalities of their use in multi-party settings. By providing a depiction of the nature and methodical practice of their use, we are able to contribute our findings to the design of IPAs

    Updating of user requirements of elderly and disabled drivers and travellers

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    The user requirements have been reassessed in the light of the results from the collaborative evaluations with other Transport Telematics Projects, as well as data and expertise gathered from the literature and other experts in the field. The user requirements identified are also the fundamental base for the development of different parts of the TELSCAN project. User requirements cover, of course, a multitude of different aspects, and to demonstrate how they have been integrated into the project’s output, they have been grouped into the following categories: ‱ System function requirements ‱ Interface requirements ‱ Information requirements ‱ Protocol requirements

    Enriching the values of micro and small business research projects : two sides of a story

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    Copyright and all rights therein are retained by the authors. All persons copying this information are expected to adhere to the terms and conditions invoked by each author's copyright. These works may not be re-posted without the explicit permission of the copyright holdersThe research aim was to critically examine the two sides of co-creation from the small business and GCU researcher perspectives. The interest is in the value created and delivered. Previous studies have suggested the importance of identity and trust in these types of collaborative projects. The approach used a single case study to explore indepth the development of identity and trust, and the subsequent movement of the project participants to the creation of value. The results of the study revealed important action learning and knowledge management developments. A strong focus at the beginning on identifying key propositional knowledge needs, later led to more opportunities to co-create value for both parties. The understanding of the processes and importance of trust in these significant knowledge exchange projects reveals both a strength and weakness in these university-business collaborative projects. The indepth undersrtanding and interpretation of the value derived in-action and on-action speaks highly of the role of these university-business collaborative projects. Suggesting that the university has a key role to play in future economic development. KeywordsFinal Published versio
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