13 research outputs found

    Information access tasks and evaluation for personal lifelogs

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    Emerging personal lifelog (PL) collections contain permanent digital records of information associated with individuals’ daily lives. This can include materials such as emails received and sent, web content and other documents with which they have interacted, photographs, videos and music experienced passively or created, logs of phone calls and text messages, and also personal and contextual data such as location (e.g. via GPS sensors), persons and objects present (e.g. via Bluetooth) and physiological state (e.g. via biometric sensors). PLs can be collected by individuals over very extended periods, potentially running to many years. Such archives have many potential applications including helping individuals recover partial forgotten information, sharing experiences with friends or family, telling the story of one’s life, clinical applications for the memory impaired, and fundamental psychological investigations of memory. The Centre for Digital Video Processing (CDVP) at Dublin City University is currently engaged in the collection and exploration of applications of large PLs. We are collecting rich archives of daily life including textual and visual materials, and contextual context data. An important part of this work is to consider how the effectiveness of our ideas can be measured in terms of metrics and experimental design. While these studies have considerable similarity with traditional evaluation activities in areas such as information retrieval and summarization, the characteristics of PLs mean that new challenges and questions emerge. We are currently exploring the issues through a series of pilot studies and questionnaires. Our initial results indicate that there are many research questions to be explored and that the relationships between personal memory, context and content for these tasks is complex and fascinating

    CoLocScribe: A Media Space for Information Disclosure in Storytelling

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    Digital storytelling of remote social interaction, where the situation of a remote group distributed over two locations is captured and a story is generated for later retrieval, can provide valuable insight into the structure and processes in a group. Yet, capturing these situations is a challenge—both from a technical perspective, and from a social perspective. In this paper we present CoLocScribe: a concept and prototype of an advanced media space featuring ubiquitous computing technology for capturing remote social interaction as well as a study of its use providing valuable feedback for the captured persons as well as input for the authors

    Digital life stories: Semi-automatic (auto)biographies within lifelog collections

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    Our life stories enable us to reflect upon and share our personal histories. Through emerging digital technologies the possibility of collecting life experiences digitally is increasingly feasible; consequently so is the potential to create a digital counterpart to our personal narratives. In this work, lifelogging tools are used to collect digital artifacts continuously and passively throughout our day. These include images, documents, emails and webpages accessed; texts messages and mobile activity. This range of data when brought together is known as a lifelog. Given the complexity, volume and multimodal nature of such collections, it is clear that there are significant challenges to be addressed in order to achieve coherent and meaningful digital narratives of our events from our life histories. This work investigates the construction of personal digital narratives from lifelog collections. It examines the underlying questions, issues and challenges relating to construction of personal digital narratives from lifelogs. Fundamentally, it addresses how to organize and transform data sampled from an individual’s day-to-day activities into a coherent narrative account. This enquiry is enabled by three 20-month long-term lifelogs collected by participants and produces a narrative system which enables the semi-automatic construction of digital stories from lifelog content. Inspired by probative studies conducted into current practices of curation, from which a set of fundamental requirements are established, this solution employs a 2-dimensional spatial framework for storytelling. It delivers integrated support for the structuring of lifelog content and its distillation into storyform through information retrieval approaches. We describe and contribute flexible algorithmic approaches to achieve both. Finally, this research inquiry yields qualitative and quantitative insights into such digital narratives and their generation, composition and construction. The opportunities for such personal narrative accounts to enable recollection, reminiscence and reflection with the collection owners are established and its benefit in sharing past personal experience experiences is outlined. Finally, in a novel investigation with motivated third parties we demonstrate the opportunities such narrative accounts may have beyond the scope of the collection owner in: personal, societal and cultural explorations, artistic endeavours and as a generational heirloom

    Semantic interpretation of events in lifelogging

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    The topic of this thesis is lifelogging, the automatic, passive recording of a person’s daily activities and in particular, on performing a semantic analysis and enrichment of lifelogged data. Our work centers on visual lifelogged data, such as taken from wearable cameras. Such wearable cameras generate an archive of a person’s day taken from a first-person viewpoint but one of the problems with this is the sheer volume of information that can be generated. In order to make this potentially very large volume of information more manageable, our analysis of this data is based on segmenting each day’s lifelog data into discrete and non-overlapping events corresponding to activities in the wearer’s day. To manage lifelog data at an event level, we define a set of concepts using an ontology which is appropriate to the wearer, applying automatic detection of concepts to these events and then semantically enriching each of the detected lifelog events making them an index into the events. Once this enrichment is complete we can use the lifelog to support semantic search for everyday media management, as a memory aid, or as part of medical analysis on the activities of daily living (ADL), and so on. In the thesis, we address the problem of how to select the concepts to be used for indexing events and we propose a semantic, density- based algorithm to cope with concept selection issues for lifelogging. We then apply activity detection to classify everyday activities by employing the selected concepts as high-level semantic features. Finally, the activity is modeled by multi-context representations and enriched by Semantic Web technologies. The thesis includes an experimental evaluation using real data from users and shows the performance of our algorithms in capturing the semantics of everyday concepts and their efficacy in activity recognition and semantic enrichment

    ‘IMPLICIT CREATION’ – NON-PROGRAMMER CONCEPTUAL MODELS FOR AUTHORING IN INTERACTIVE DIGITAL STORYTELLING

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    Interactive Digital Storytelling (IDS) constitutes a research field that emerged from several areas of art, creation and computer science. It inquires technologies and possible artefacts that allow ‘highly-interactive’ experiences of digital worlds with compelling stories. However, the situation for story creators approaching ‘highly-interactive’ storytelling is complex. There is a gap between the available technology, which requires programming and prior knowledge in Artificial Intelligence, and established models of storytelling, which are too linear to have the potential to be highly interactive. This thesis reports on research that lays the ground for bridging this gap, leading to novel creation philosophies in future work. A design research process has been pursued, which centred on the suggestion of conceptual models, explaining a) process structures of interdisciplinary development, b) interactive story structures including the user of the interactive story system, and c) the positioning of human authors within semi-automated creative processes. By means of ‘implicit creation’, storytelling and modelling of simulated worlds are reconciled. The conceptual models are informed by exhaustive literature review in established neighbouring disciplines. These are a) creative principles in different storytelling domains, such as screenwriting, video game writing, role playing and improvisational theatre, b) narratological studies of story grammars and structures, and c) principles of designing interactive systems, in the areas of basic HCI design and models, discourse analysis in conversational systems, as well as game- and simulation design. In a case study of artefact building, the initial models have been put into practice, evaluated and extended. These artefacts are a) a conceived authoring tool (‘Scenejo’) for the creation of digital conversational stories, and b) the development of a serious game (‘The Killer Phrase Game’) as an application development. The study demonstrates how starting out from linear storytelling, iterative steps of ‘implicit creation’ can lead to more variability and interactivity in the designed interactive story. In the concrete case, the steps included abstraction of dialogues into conditional actions, and creating a dynamic world model of the conversation. This process and artefact can be used as a model illustrating non-programmer approaches to ‘implicit creation’ in a learning process. Research demonstrates that the field of Interactive Digital Storytelling still has to be further advanced until general creative principles can be fully established, which is a long-term endeavour, dependent upon environmental factors. It also requires further technological developments. The gap is not yet closed, but it can be better explained. The research results build groundwork for education of prospective authors. Concluding the thesis, IDS-specific creative principles have been proposed for evaluation in future work

    Edição e visualização criativa de vídeo

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    Tese de mestrado, Engenharia Informática (Arquitectura, Sistemas e Redes de Computadores), Universidade de Lisboa, Faculdade de Ciências, 2009Este trabalho pretende contribuir para as áreas da visualização e edição criativa de vídeo, criando novas formas de visualização de vídeos. Os vídeos são constituídos por imagens, texto e áudio que variam ao longo do tempo, constituindo informação muito rica mas que ao mesmo tempo é muito complexa. Esta complexidade oferece um desafio a explorar, e a visualização surge como uma forma de exploração e ajuda para simplificar o acesso à informação contida nos vídeos. Com essa informação podem ser criados espaços de vídeo que podem ser usados como plataforma de suporte à expressão da criatividade e como suporte a tarefas de edição, através de funcionalidades como pesquisa e organização de vídeos. Nesse sentido foi desenvolvido um ambiente interactivo para visualizar e explorar espaços de vídeo com ênfase em aspectos da cor e movimento dos vídeos, por serem propriedades visuais importantes, tanto a um nível individual como colectivo – o ColorsInMotion. Este sistema é constituído por dois módulos: o Video Analyzer e o Viewer. No Video Analyzer são postas em prática técnicas de processamento e análise de vídeo e são criadas visualizações em diferentes espaços de cor, permitindo ver diferentes perspectivas sobre os resultados. No Viewer dá-se ênfase à visualização interactiva, permitindo ao utilizador navegar num espaço de vídeos e explorá-lo, tanto a nível colectivo como individual, de forma criativa. No Viewer é possível efectuar pesquisas por cor, servindo também como um sistema de organização, permitindo explorar ligações entre os diferentes vídeos, neste caso, num contexto cultural, com vídeos de dança e música de vários países. Também foram exploradas várias formas de interacção com o sistema, como a interacção por detecção de cor e a interacção gestual, que são indicadas para ambientes de instalação interactiva.This work intends to make a contribution in the field of creative video editing and visualization, developing new ways to visualize videos. Videos are made of images, text and audio all combined and changing with time, making for information, that is, at the same time, very rich and very complex. This complexity offers a challenge to explore, and visualization is one way to help explore and simplify the access to this information, that is contained within the videos. With this information we can create video spaces that can be used as a platform to support the expression of creativity and as a help to video editing tasks, through features such as video search and organization. With this purpose in mind, an interactive environment was developed to visualize and explore video spaces with focus on important visual video properties like color and movement – ColorsInMotion. This system has two modules: the Video Analyzer and the Viewer. In the Video Analyzer we use the techniques of video processing and analysis, and we create different visualizations on different color spaces, allowing different perspectives over the results. In the Viewer we focus on interactive visualization and creativity, giving the user the possibility to browse and explore video spaces, in a creative way, on a collective level, but also on an individual level. In the Viewer we can search by color, serving as a system to organize videos and also serving as a platform to explore connections between different vídeos, in this case, in a cultural context, with videos of dances and music from various countries. We also explored interaction methods to use with the system, like the color detection interaction and the gesture based interaction, that are good for artistic installation environments

    Libro de aplicaciones y usabilidad de la televisión digital interactiva : VIII Conferencia Iberoamericana de Aplicaciones t Usabilidad de la TV Interactiva (jAUTI 2019)

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    Las jAUTI2019 VIII Jornadas Iberoamericanas sobre Aplicaciones y Usabilidad de la Televisión Digital Interactiva, se realizaron durante WebMedia 2019 XXV Simpósio Brasilero de Sistemas Multimedia y Web , del 29 de Octubre al 1 de Noviembre en Río de Janeiro (Brasil). jAUTI2019 es la octava edición de un evento científico organizado anualmente por la RedAUTI Red Temática de Aplicaciones y Usabilidad de la Televisión Digital Interactiva, formada por más de 250 investigadores pertenecientes a 32 universidades de España, Portugal y once países latinoamericanos (Argentina, Brasil, Colombia, Costa Rica, Cuba, Chile, Ecuador, Guatemala, Perú, Uruguay, Venezuela). Este libro reúne los trabajos aceptados en el evento el cual tiene como objetivo presentar los esfuerzos de investigación de la academia, la industria o las agencias gubernamentales en el diseño, desarrollo y usabilidad de aplicaciones para la Televisión Digital Interactiva (TVDi) y tecnologías relacionadas.A jAUTI 2019 - VIII Conferência Ibero-Americana de Aplicações e Usabilidade da Televisão Digital Interativa, foi realizada durante o WebMedia 2019 - XXV Simpósio Brasileiro de Multimídia e Sistemas Web, de 29 de outubro à 1 de novembro no Rio de Janeiro (Brasil). O jAUTI 2019 é a oitava edição de um evento científico organizado anualmente pela Rede Temática de Aplicações e Usabilidade da Televisão Digital Interativa (RedAUTI), formada por mais de 250 pesquisadores de 32 universidades de Espanha, Portugal e onze países da América Latina (Argentina, Brasil, Colômbia, Costa Rica, Cuba, Chile, Equador, Guatemala, Peru, Uruguai, Venezuela). Este livro reúne os trabalhos aceitos no evento, que visa apresentar os esforços de pesquisa da academia, da indústria ou de agências governamentais no projeto, desenvolvimento e usabilidade de aplicativos para Televisão Digital Interativa (TVDi) e tecnologias relacionadas.The jAUTI 2019 VIII Ibero-American Conference on Applications and Usability of Interactive Digital Television, were held during WebMedia 2019 XXV Brazilian Symposium on Multimedia and Web Systems, from October 29 to November 1 in Rio de Janeiro (Brazil). jAUTI 2019 is the eighth edition of a scientific event organized annually by the RedAUTI Thematic Network of Applications and Usability of Interactive Digital Television, formed by more than 250 researchers from 32 universities in Spain, Portugal and eleven Latin American countries (Argentina, Brazil, Colombia, Costa Rica, Cuba, Chile, Ecuador, Guatemala, Peru, Uruguay, Venezuela). This book gathers the works accepted in the event which aims to present the research efforts of the academy, industry or government agencies in the design, development and usability of applications for Interactive Digital Television (TVDi) and related technologies.RedAUT

    Libro de aplicaciones y usabilidad de la televisión digital interactiva : VIII Conferencia Iberoamericana de Aplicaciones t Usabilidad de la TV Interactiva (jAUTI 2019)

    Get PDF
    Las jAUTI2019 VIII Jornadas Iberoamericanas sobre Aplicaciones y Usabilidad de la Televisión Digital Interactiva, se realizaron durante WebMedia 2019 XXV Simpósio Brasilero de Sistemas Multimedia y Web , del 29 de Octubre al 1 de Noviembre en Río de Janeiro (Brasil). jAUTI2019 es la octava edición de un evento científico organizado anualmente por la RedAUTI Red Temática de Aplicaciones y Usabilidad de la Televisión Digital Interactiva, formada por más de 250 investigadores pertenecientes a 32 universidades de España, Portugal y once países latinoamericanos (Argentina, Brasil, Colombia, Costa Rica, Cuba, Chile, Ecuador, Guatemala, Perú, Uruguay, Venezuela). Este libro reúne los trabajos aceptados en el evento el cual tiene como objetivo presentar los esfuerzos de investigación de la academia, la industria o las agencias gubernamentales en el diseño, desarrollo y usabilidad de aplicaciones para la Televisión Digital Interactiva (TVDi) y tecnologías relacionadas.A jAUTI 2019 - VIII Conferência Ibero-Americana de Aplicações e Usabilidade da Televisão Digital Interativa, foi realizada durante o WebMedia 2019 - XXV Simpósio Brasileiro de Multimídia e Sistemas Web, de 29 de outubro à 1 de novembro no Rio de Janeiro (Brasil). O jAUTI 2019 é a oitava edição de um evento científico organizado anualmente pela Rede Temática de Aplicações e Usabilidade da Televisão Digital Interativa (RedAUTI), formada por mais de 250 pesquisadores de 32 universidades de Espanha, Portugal e onze países da América Latina (Argentina, Brasil, Colômbia, Costa Rica, Cuba, Chile, Equador, Guatemala, Peru, Uruguai, Venezuela). Este livro reúne os trabalhos aceitos no evento, que visa apresentar os esforços de pesquisa da academia, da indústria ou de agências governamentais no projeto, desenvolvimento e usabilidade de aplicativos para Televisão Digital Interativa (TVDi) e tecnologias relacionadas.The jAUTI 2019 VIII Ibero-American Conference on Applications and Usability of Interactive Digital Television, were held during WebMedia 2019 XXV Brazilian Symposium on Multimedia and Web Systems, from October 29 to November 1 in Rio de Janeiro (Brazil). jAUTI 2019 is the eighth edition of a scientific event organized annually by the RedAUTI Thematic Network of Applications and Usability of Interactive Digital Television, formed by more than 250 researchers from 32 universities in Spain, Portugal and eleven Latin American countries (Argentina, Brazil, Colombia, Costa Rica, Cuba, Chile, Ecuador, Guatemala, Peru, Uruguay, Venezuela). This book gathers the works accepted in the event which aims to present the research efforts of the academy, industry or government agencies in the design, development and usability of applications for Interactive Digital Television (TVDi) and related technologies.RedAUT

    Libro de aplicaciones y usabilidad de la televisión digital interactiva : VIII Conferencia Iberoamericana de Aplicaciones t Usabilidad de la TV Interactiva (jAUTI 2019)

    Get PDF
    Las jAUTI2019 VIII Jornadas Iberoamericanas sobre Aplicaciones y Usabilidad de la Televisión Digital Interactiva, se realizaron durante WebMedia 2019 XXV Simpósio Brasilero de Sistemas Multimedia y Web , del 29 de Octubre al 1 de Noviembre en Río de Janeiro (Brasil). jAUTI2019 es la octava edición de un evento científico organizado anualmente por la RedAUTI Red Temática de Aplicaciones y Usabilidad de la Televisión Digital Interactiva, formada por más de 250 investigadores pertenecientes a 32 universidades de España, Portugal y once países latinoamericanos (Argentina, Brasil, Colombia, Costa Rica, Cuba, Chile, Ecuador, Guatemala, Perú, Uruguay, Venezuela). Este libro reúne los trabajos aceptados en el evento el cual tiene como objetivo presentar los esfuerzos de investigación de la academia, la industria o las agencias gubernamentales en el diseño, desarrollo y usabilidad de aplicaciones para la Televisión Digital Interactiva (TVDi) y tecnologías relacionadas.A jAUTI 2019 - VIII Conferência Ibero-Americana de Aplicações e Usabilidade da Televisão Digital Interativa, foi realizada durante o WebMedia 2019 - XXV Simpósio Brasileiro de Multimídia e Sistemas Web, de 29 de outubro à 1 de novembro no Rio de Janeiro (Brasil). O jAUTI 2019 é a oitava edição de um evento científico organizado anualmente pela Rede Temática de Aplicações e Usabilidade da Televisão Digital Interativa (RedAUTI), formada por mais de 250 pesquisadores de 32 universidades de Espanha, Portugal e onze países da América Latina (Argentina, Brasil, Colômbia, Costa Rica, Cuba, Chile, Equador, Guatemala, Peru, Uruguai, Venezuela). Este livro reúne os trabalhos aceitos no evento, que visa apresentar os esforços de pesquisa da academia, da indústria ou de agências governamentais no projeto, desenvolvimento e usabilidade de aplicativos para Televisão Digital Interativa (TVDi) e tecnologias relacionadas.The jAUTI 2019 VIII Ibero-American Conference on Applications and Usability of Interactive Digital Television, were held during WebMedia 2019 XXV Brazilian Symposium on Multimedia and Web Systems, from October 29 to November 1 in Rio de Janeiro (Brazil). jAUTI 2019 is the eighth edition of a scientific event organized annually by the RedAUTI Thematic Network of Applications and Usability of Interactive Digital Television, formed by more than 250 researchers from 32 universities in Spain, Portugal and eleven Latin American countries (Argentina, Brazil, Colombia, Costa Rica, Cuba, Chile, Ecuador, Guatemala, Peru, Uruguay, Venezuela). This book gathers the works accepted in the event which aims to present the research efforts of the academy, industry or government agencies in the design, development and usability of applications for Interactive Digital Television (TVDi) and related technologies.RedAUT
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