5,438 research outputs found

    RECOLED: A group-aware collaborative text editor for capturing document history

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    This paper presents a usability analysis of RECOLED, a shared document editor which supports recording of audio communication in remote collaborative writing sessions, and transparent monitoring of interactions, such as editing, gesturing and scrolling. The editor has been designed so that the collaboration results in the production of a multimedia document history which enriches the final product of the writing activity and can serve as a basis for post-meeting information retrieval. A discussion is presented on how post-meeting processing can highlight the usefulness of such histories in terms of tracking information that would be normally lost in usual collaborative editing settings

    Detecting Emotional Involvement in Professional News Reporters: An Analysis of Speech and Gestures

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    This study is aimed to investigate the extent to which reporters\u2019 voice and body behaviour may betray different degrees of emotional involvement when reporting on emergency situations. The hypothesis is that emotional involvement is associated with an increase in body movements and pitch and intensity variation. The object of investigation is a corpus of 21 10-second videos of Italian news reports on flooding taken from Italian nation-wide TV channels. The gestures and body movements of the reporters were first inspected visually. Then, measures of the reporters\u2019 pitch and intensity variations were calculated and related with the reporters' gestures. The effects of the variability in the reporters' voice and gestures were tested with an evaluation test. The results show that the reporters vary greatly in the extent to which they move their hands and body in their reportings. Two gestures seem to characterise reporters\u2019 communication of emergencies: beats and deictics. The reporters\u2019 use of gestures partially parallels the reporters\u2019 variations in pitch and intensity. The evaluation study shows that increased gesturing is associated with greater emotional involvement and less professionalism. The data was used to create an ontology of gestures for the communication of emergenc

    Performance of grassed swale as stormwater quantity control in lowland area

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    Grassed swale is a vegetated open channel designed to attenuate stormwater through infiltration and conveying runoff into nearby water bodies, thus reduces peak flows and minimizes the causes of flood. UTHM is a flood-prone area due to located in lowland area, has high groundwater level and low infiltration rates. The aim of this study is to assess the performance of grassed swale as a stormwater quantity control in UTHM. Flow depths and velocities of swales were measured according to Six-Tenths Depth Method shortly after a rainfall event. Flow discharges of swales (Qswale) were evaluated by Mean- Section Method to determine the variations of Manning’s roughness coefficients (ncalculate) that results between 0.075 – 0.122 due to tall grass and irregularity of channels. Based on the values of Qswale between sections of swales, the percentages of flow attenuation are up to 54%. As for the flow conveyance of swales, Qswale were determined by Manning’s equation that divided into Qcalculate, evaluated using ncalculate, and Qdesign, evaluated using roughness coefficient recommended by MSMA (ndesign), to compare with flow discharges of drainage areas (Qpeak), evaluated by Rational Method with 10-year ARI. Each site of study has shown Qdesign is greater than Qpeak up to 59%. However, Qcalculate is greater than Qpeak only at a certain site of study up to 14%. The values of Qdesign also greater than Qcalculate up to 52% where it shows that the roughness coefficients as considered in MSMA are providing a better performance of swale. This study also found that the characteristics of the studied swales are comparable to the design consideration by MSMA. Based on these findings, grassed swale has the potential in collecting, attenuating, and conveying stormwater, which suitable to be applied as one of the best management practices in preventing flash flood at UTHM campus

    Synchrony and copying in conversational interactions

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    Proceedings of the 3rd Nordic Symposium on Multimodal Communication. Editors: Patrizia Paggio, Elisabeth Ahlsén, Jens Allwood, Kristiina Jokinen, Costanza Navarretta. NEALT Proceedings Series, Vol. 15 (2011), 18–24. © 2011 The editors and contributors. Published by Northern European Association for Language Technology (NEALT) http://omilia.uio.no/nealt . Electronically published at Tartu University Library (Estonia) http://hdl.handle.net/10062/22532

    Refining personal and social presence in virtual meetings

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    Virtual worlds show promise for conducting meetings and conferences without the need for physical travel. Current experience suggests the major limitation to the more widespread adoption and acceptance of virtual conferences is the failure of existing environments to provide a sense of immersion and engagement, or of ‘being there’. These limitations are largely related to the appearance and control of avatars, and to the absence of means to convey non-verbal cues of facial expression and body language. This paper reports on a study involving the use of a mass-market motion sensor (Kinect™) and the mapping of participant action in the real world to avatar behaviour in the virtual world. This is coupled with full-motion video representation of participant’s faces on their avatars to resolve both identity and facial expression issues. The outcomes of a small-group trial meeting based on this technology show a very positive reaction from participants, and the potential for further exploration of these concepts

    Encounters on the social web: Everyday life and emotions online

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    Encounters also happen online nowadays and, yes, they are still difficult to describe, even though it is sometimes easier to observe them-and obtain data about them- than in the past. The internet is crucially 'shaping the interactions people have with one another' (Johns 2010: 499). With the recent explosion and popularity of Web 2.0 services and the social web, such as Facebook (FB), Twitter, and various other types of social media, internet users now have at their disposal an unprecedented collection of tools to interact with others. These modes of online sociability allow users to pursue social encounters with variable levels of involvement, attention, and activity (Papacharissi and Mendelson 2010). For many of us it is now difficult to imagine our social relationships without access to the internet. The social web plays an important role in relationships among internet users (Boyd 2006), with the expression, management and experience of emotions being key to the maintenance of these relationships

    Vision systems with the human in the loop

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    The emerging cognitive vision paradigm deals with vision systems that apply machine learning and automatic reasoning in order to learn from what they perceive. Cognitive vision systems can rate the relevance and consistency of newly acquired knowledge, they can adapt to their environment and thus will exhibit high robustness. This contribution presents vision systems that aim at flexibility and robustness. One is tailored for content-based image retrieval, the others are cognitive vision systems that constitute prototypes of visual active memories which evaluate, gather, and integrate contextual knowledge for visual analysis. All three systems are designed to interact with human users. After we will have discussed adaptive content-based image retrieval and object and action recognition in an office environment, the issue of assessing cognitive systems will be raised. Experiences from psychologically evaluated human-machine interactions will be reported and the promising potential of psychologically-based usability experiments will be stressed

    Gaming techniques and the product development process : commonalities and cross-applications

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    The use of computer-based tools is now firmly embedded within the product development process, providing a wide range of uses from visualisation to analysis. However, the specialisation required to make effective use of these tools has led to the compartmentalisation of expertise in design teams, resulting in communication problems between individual members. This paper therefore considers how computer gaming techniques and strategies could be used to enhance communication and group design activities throughout the product design process

    A reappraisal of online mathematics teaching using LaTeX

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    The mathematics language LaTeX is often seen outside of academic circles as a legacy technology that is awkward to use. MathML - a verbose language designed for data-exchange, and to be written and understood by machines - is sometimes by contrast seen as something that will aid online mathematics and lack of browser support for it bemoaned. However LaTeX can already do many of the things that MathML might promise. LaTeX is here proposed as a language from which small fragments, with concise syntax, can be used by people to easily create and share mathematical expressions online. The capability to embed fragments of LaTeX code in online discussions is described here and its impact on a group of educators and learners evaluated. Here LaTeX is posited as a useful tool for facilitating asynchronous, online, collaborative learning of mathematics

    Multimodal interactive alignment: Language learners’ interaction in CMC tasks through Instagram

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    Technological advancement has enabled language learners to employ verbal and nonverbal cues in computer-mediated communication (CMC). These cues can support language use for learners wishing to communicate more effectively in English. Interactive alignment is one phenomenon that shows how humans tend to collaborate in their language use by adapting, priming, and reusing verbal and nonverbal cues to achieve mutual understanding. Informed by a sociocognitive framework, this study explored and documented English language learners’ multimodal interactive alignment during their CMC task engagement through Instagram. We collected data from 30 first-year Indonesian business school learners who participated in seven online CMC tasks using Instagram chat features: text chat, voice chat, and video chat. To examine various interactive alignments (e.g., how interlocutors adapt, prime, and reuse verbal and nonverbal cues to achieve mutual understanding) that occurred during multimodal task communication, we employed multimodal (inter)action analysis. Findings revealed that learners adapted and reused various nonverbal features (e.g., emojis, GIFs, facial expressions, gestures) and verbal cues (e.g., expression, lexical) to convey and comprehend meaning during CMC task completion. Caveats about using various nonverbal alignment patterns for supporting better English online communication were also noted. The study highlights how language learners use the full repertoire of semiotic resources in CMC to maximize their online language learning
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