26,401 research outputs found
PenDraw - A Language for Improving Take-Up of SVG
The case is presented for preferring a dedicated Computer Graphics (CG) language to the traditional conventional language plus add-on. PenDraw is presented as an existing language that overcomes many problems of CG add-ons, providing compile-time checking and reduced need for run-time debugging. PenDraw produces well-formed SVG.
Evidence is given that PenDraw decreases development costs.
Evidence is presented that PenDraw has brought CG programming to a wider ability range of potential users than professional programmers.
It is argued that, given its qualities, PenDraw should be able to improve the take-up of CG programming.
Such take-up is expected to be slow at first, given the market-place focus on interactivity and 3D. But it is believed that PenDraw's expressive power and cost benefits should lead to growth in its use, and in use of SVG
Tangible user interfaces : past, present and future directions
In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research
A multi-layered approach to surfacing and analysing organisational narratives : increasing representational authenticity
This paper presents an integrated, multi-layered approach to narrative inquiry, elucidating the evolving story of organisational culture through its members and their physical, textual, linguistic and visual dialogue. A dynamic joint venture scenario within the UK hi-technology sector was explored to advance understanding of the impact of transformation level change, specifically its influence on shared belief systems, values and behavioural norms. STRIKE – STructured Interpretation of the Knowledge Environment is introduced as an innovative technique to support narrative inquiry, providing a structured, unobtrusive framework to observe, record, evaluate and articulate the organisational setting. A manifestation of narrative in physical dialogue is illuminated from which the underlying emotional narrative can be surfaced.
Focus groups were conducted alongside STRIKE to acquire a first order retrospective and contemporaneous narrative of culture and enable cross-method triangulation. Attention was given to non-verbal signals such as Chronemic, Paralinguistic, Kinesic and Proxemic communication and participants were also afforded opportunities to develop creative output in order to optimise engagement. Photography was employed to enrich STRIKE observation and document focus group output, affording high evidential value whilst providing a frame of reference for reflection.
These tools enable a multiplicity of perspectives on narrative as part of methological bricolage. Rich, nuanced and multi-textured understanding is developed, as well as the identification of connections, timbre and subjugated knowledge. A highly emotional and nostalgic context was established with actors’ sense of self strongly aligned with the pre-joint venture organisation and its brand values, norms and expectations. Credibility and authenticity of findings is enhanced through data triangulation indicating traceability across methods, and from the contextual preservation attained through STRIKE.
The multi-layered approach presented can facilitate researcher reflexivity and sense-making, while for the audience, it may be employed to help communicate and connect research findings. In particular, STRIKE demonstrates utility, quality and efficacy as a design artefact following ex-post evaluation. This systematic method of narrative inquiry is suitable for standardisation and alongside a diagnostic/prescriptive capacity, affords both researcher and practictioner value in its application
Equivalence-based Security for Querying Encrypted Databases: Theory and Application to Privacy Policy Audits
Motivated by the problem of simultaneously preserving confidentiality and
usability of data outsourced to third-party clouds, we present two different
database encryption schemes that largely hide data but reveal enough
information to support a wide-range of relational queries. We provide a
security definition for database encryption that captures confidentiality based
on a notion of equivalence of databases from the adversary's perspective. As a
specific application, we adapt an existing algorithm for finding violations of
privacy policies to run on logs encrypted under our schemes and observe low to
moderate overheads.Comment: CCS 2015 paper technical report, in progres
Design and semantics of form and movement (DeSForM 2006)
Design and Semantics of Form and Movement (DeSForM) grew from applied research exploring emerging design methods and practices to support new generation product and interface design. The products and interfaces are concerned with: the context of ubiquitous computing and ambient technologies and the need for greater empathy in the pre-programmed behaviour of the ‘machines’ that populate our lives. Such explorative research in the CfDR has been led by Young, supported by Kyffin, Visiting Professor from Philips Design and sponsored by Philips Design over a period of four years (research funding £87k). DeSForM1 was the first of a series of three conferences that enable the presentation and debate of international work within this field: • 1st European conference on Design and Semantics of Form and Movement (DeSForM1), Baltic, Gateshead, 2005, Feijs L., Kyffin S. & Young R.A. eds. • 2nd European conference on Design and Semantics of Form and Movement (DeSForM2), Evoluon, Eindhoven, 2006, Feijs L., Kyffin S. & Young R.A. eds. • 3rd European conference on Design and Semantics of Form and Movement (DeSForM3), New Design School Building, Newcastle, 2007, Feijs L., Kyffin S. & Young R.A. eds. Philips sponsorship of practice-based enquiry led to research by three teams of research students over three years and on-going sponsorship of research through the Northumbria University Design and Innovation Laboratory (nuDIL). Young has been invited on the steering panel of the UK Thinking Digital Conference concerning the latest developments in digital and media technologies. Informed by this research is the work of PhD student Yukie Nakano who examines new technologies in relation to eco-design textiles
An Adaptive Mechanism for Accurate Query Answering under Differential Privacy
We propose a novel mechanism for answering sets of count- ing queries under
differential privacy. Given a workload of counting queries, the mechanism
automatically selects a different set of "strategy" queries to answer
privately, using those answers to derive answers to the workload. The main
algorithm proposed in this paper approximates the optimal strategy for any
workload of linear counting queries. With no cost to the privacy guarantee, the
mechanism improves significantly on prior approaches and achieves near-optimal
error for many workloads, when applied under (\epsilon, \delta)-differential
privacy. The result is an adaptive mechanism which can help users achieve good
utility without requiring that they reason carefully about the best formulation
of their task.Comment: VLDB2012. arXiv admin note: substantial text overlap with
arXiv:1103.136
Making Random Choices Invisible to the Scheduler
When dealing with process calculi and automata which express both
nondeterministic and probabilistic behavior, it is customary to introduce the
notion of scheduler to solve the nondeterminism. It has been observed that for
certain applications, notably those in security, the scheduler needs to be
restricted so not to reveal the outcome of the protocol's random choices, or
otherwise the model of adversary would be too strong even for ``obviously
correct'' protocols. We propose a process-algebraic framework in which the
control on the scheduler can be specified in syntactic terms, and we show how
to apply it to solve the problem mentioned above. We also consider the
definition of (probabilistic) may and must preorders, and we show that they are
precongruences with respect to the restricted schedulers. Furthermore, we show
that all the operators of the language, except replication, distribute over
probabilistic summation, which is a useful property for verification
Exploring the Affective Loop
Research in psychology and neurology shows that both body and mind are
involved when experiencing emotions (Damasio 1994, Davidson et al.
2003). People are also very physical when they try to communicate their
emotions. Somewhere in between beings consciously and unconsciously
aware of it ourselves, we produce both verbal and physical signs to make
other people understand how we feel. Simultaneously, this production of
signs involves us in a stronger personal experience of the emotions we
express.
Emotions are also communicated in the digital world, but there is little
focus on users' personal as well as physical experience of emotions in
the available digital media. In order to explore whether and how we can
expand existing media, we have designed, implemented and evaluated
/eMoto/, a mobile service for sending affective messages to others. With
eMoto, we explicitly aim to address both cognitive and physical
experiences of human emotions. Through combining affective gestures for
input with affective expressions that make use of colors, shapes and
animations for the background of messages, the interaction "pulls" the
user into an /affective loop/. In this thesis we define what we mean by
affective loop and present a user-centered design approach expressed
through four design principles inspired by previous work within Human
Computer Interaction (HCI) but adjusted to our purposes; /embodiment/
(Dourish 2001) as a means to address how people communicate emotions in
real life, /flow/ (Csikszentmihalyi 1990) to reach a state of
involvement that goes further than the current context, /ambiguity/ of
the designed expressions (Gaver et al. 2003) to allow for open-ended
interpretation by the end-users instead of simplistic, one-emotion
one-expression pairs and /natural but designed expressions/ to address
people's natural couplings between cognitively and physically
experienced emotions. We also present results from an end-user study of
eMoto that indicates that subjects got both physically and emotionally
involved in the interaction and that the designed "openness" and
ambiguity of the expressions, was appreciated and understood by our
subjects. Through the user study, we identified four potential design
problems that have to be tackled in order to achieve an affective loop
effect; the extent to which users' /feel in control/ of the interaction,
/harmony and coherence/ between cognitive and physical expressions/,/
/timing/ of expressions and feedback in a communicational setting, and
effects of users' /personality/ on their emotional expressions and
experiences of the interaction
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