31 research outputs found

    Computational Intelligence and Human- Computer Interaction: Modern Methods and Applications

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    The present book contains all of the articles that were accepted and published in the Special Issue of MDPI’s journal Mathematics titled "Computational Intelligence and Human–Computer Interaction: Modern Methods and Applications". This Special Issue covered a wide range of topics connected to the theory and application of different computational intelligence techniques to the domain of human–computer interaction, such as automatic speech recognition, speech processing and analysis, virtual reality, emotion-aware applications, digital storytelling, natural language processing, smart cars and devices, and online learning. We hope that this book will be interesting and useful for those working in various areas of artificial intelligence, human–computer interaction, and software engineering as well as for those who are interested in how these domains are connected in real-life situations

    Soundtrack recommendation for images

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    The drastic increase in production of multimedia content has emphasized the research concerning its organization and retrieval. In this thesis, we address the problem of music retrieval when a set of images is given as input query, i.e., the problem of soundtrack recommendation for images. The task at hand is to recommend appropriate music to be played during the presentation of a given set of query images. To tackle this problem, we formulate a hypothesis that the knowledge appropriate for the task is contained in publicly available contemporary movies. Our approach, Picasso, employs similarity search techniques inside the image and music domains, harvesting movies to form a link between the domains. To achieve a fair and unbiased comparison between different soundtrack recommendation approaches, we proposed an evaluation benchmark. The evaluation results are reported for Picasso and the baseline approach, using the proposed benchmark. We further address two efficiency aspects that arise from the Picasso approach. First, we investigate the problem of processing top-K queries with set-defined selections and propose an index structure that aims at minimizing the query answering latency. Second, we address the problem of similarity search in high-dimensional spaces and propose two enhancements to the Locality Sensitive Hashing (LSH) scheme. We also investigate the prospects of a distributed similarity search algorithm based on LSH using the MapReduce framework. Finally, we give an overview of the PicasSound|a smartphone application based on the Picasso approach.Der drastische Anstieg von verfügbaren Multimedia-Inhalten hat die Bedeutung der Forschung über deren Organisation sowie Suche innerhalb der Daten hervorgehoben. In dieser Doktorarbeit betrachten wir das Problem der Suche nach geeigneten Musikstücken als Hintergrundmusik für Diashows. Wir formulieren die Hypothese, dass die für das Problem erforderlichen Kenntnisse in öffentlich zugänglichen, zeitgenössischen Filmen enthalten sind. Unser Ansatz, Picasso, verwendet Techniken aus dem Bereich der Ähnlichkeitssuche innerhalb von Bild- und Musik-Domains, um basierend auf Filmszenen eine Verbindung zwischen beliebigen Bildern und Musikstücken zu lernen. Um einen fairen und unvoreingenommenen Vergleich zwischen verschiedenen Ansätzen zur Musikempfehlung zu erreichen, schlagen wir einen Bewertungs-Benchmark vor. Die Ergebnisse der Auswertung werden, anhand des vorgeschlagenen Benchmarks, für Picasso und einen weiteren, auf Emotionen basierenden Ansatz, vorgestellt. Zusätzlich behandeln wir zwei Effizienzaspekte, die sich aus dem Picasso Ansatz ergeben. (i) Wir untersuchen das Problem der Ausführung von top-K Anfragen, bei denen die Ergebnismenge ad-hoc auf eine kleine Teilmenge des gesamten Indexes eingeschränkt wird. (ii) Wir behandeln das Problem der Ähnlichkeitssuche in hochdimensionalen Räumen und schlagen zwei Erweiterungen des Lokalitätssensitiven Hashing (LSH) Schemas vor. Zusätzlich untersuchen wir die Erfolgsaussichten eines verteilten Algorithmus für die Ähnlichkeitssuche, der auf LSH unter Verwendung des MapReduce Frameworks basiert. Neben den vorgenannten wissenschaftlichen Ergebnissen beschreiben wir ferner das Design und die Implementierung von PicassSound, einer auf Picasso basierenden Smartphone-Anwendung

    Cultural Heritage Storytelling, Engagement and Management in the Era of Big Data and the Semantic Web

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    The current Special Issue launched with the aim of further enlightening important CH areas, inviting researchers to submit original/featured multidisciplinary research works related to heritage crowdsourcing, documentation, management, authoring, storytelling, and dissemination. Audience engagement is considered very important at both sites of the CH production–consumption chain (i.e., push and pull ends). At the same time, sustainability factors are placed at the center of the envisioned analysis. A total of eleven (11) contributions were finally published within this Special Issue, enlightening various aspects of contemporary heritage strategies placed in today’s ubiquitous society. The finally published papers are related but not limited to the following multidisciplinary topics:Digital storytelling for cultural heritage;Audience engagement in cultural heritage;Sustainability impact indicators of cultural heritage;Cultural heritage digitization, organization, and management;Collaborative cultural heritage archiving, dissemination, and management;Cultural heritage communication and education for sustainable development;Semantic services of cultural heritage;Big data of cultural heritage;Smart systems for Historical cities – smart cities;Smart systems for cultural heritage sustainability

    Faculty Publications & Presentations, 2007-2008

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    Automotive user interfaces for the support of non-driving-related activities

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    Driving a car has changed a lot since the first car was invented. Today, drivers do not only maneuver the car to their destination but also perform a multitude of additional activities in the car. This includes for instance activities related to assistive functions that are meant to increase driving safety and reduce the driver’s workload. However, since drivers spend a considerable amount of time in the car, they often want to perform non-driving-related activities as well. In particular, these activities are related to entertainment, communication, and productivity. The driver’s need for such activities has vastly increased, particularly due to the success of smart phones and other mobile devices. As long as the driver is in charge of performing the actual driving task, such activities can distract the driver and may result in severe accidents. Due to these special requirements of the driving environment, the driver ideally performs such activities by using appropriately designed in-vehicle systems. The challenge for such systems is to enable flexible and easily usable non-driving-related activities while maintaining and increasing driving safety at the same time. The main contribution of this thesis is a set of guidelines and exemplary concepts for automotive user interfaces that offer safe, diverse, and easy-to-use means to perform non-driving-related activities besides the regular driving tasks. Using empirical methods that are commonly used in human-computer interaction, we investigate various aspects of automotive user interfaces with the goal to support the design and development of future interfaces that facilitate non-driving-related activities. The first aspect is related to using physiological data in order to infer information about the driver’s workload. As a second aspect, we propose a multimodal interaction style to facilitate the interaction with multiple activities in the car. In addition, we introduce two concepts for the support of commonly used and demanded non-driving-related activities: For communication with the outside world, we investigate the driver’s needs with regard to sharing ride details with remote persons in order to increase driving safety. Finally, we present a concept of time-adjusted activities (e.g., entertainment and productivity) which enable the driver to make use of times where only little attention is required. Starting with manual, non-automated driving, we also consider the rise of automated driving modes.When cars were invented, they allowed the driver and potential passengers to get to a distant location. The only activities the driver was able and supposed to perform were related to maneuvering the vehicle, i.e., accelerate, decelerate, and steer the car. Today drivers perform many activities that go beyond these driving tasks. This includes for example activities related to driving assistance, location-based information and navigation, entertainment, communication, and productivity. To perform these activities, drivers use functions that are provided by in-vehicle information systems in the car. Many of these functions are meant to increase driving safety or to make the ride more enjoyable. The latter is important since people spend a considerable amount of time in their cars and want to perform similar activities like those to which they are accustomed to from using mobile devices. However, as long as the driver is responsible for driving, these activities can be distracting and pose driver, passengers, and the environment at risk. One goal for the development of automotive user interfaces is therefore to enable an easy and appropriate operation of in-vehicle systems such that driving tasks and non-driving-related activities can be performed easily and safely. The main contribution of this thesis is a set of guidelines and exemplary concepts for automotive user interfaces that offer safe, diverse, and easy-to-use means to perform also non-driving-related activities while driving. Using empirical methods that are commonly used in human-computer interaction, we approach various aspects of automotive user interfaces in order to support the design and development of future interfaces that also enable non-driving-related activities. Starting with manual, non-automated driving, we also consider the transition towards automated driving modes. As a first part, we look at the prerequisites that enable non-driving-related activities in the car. We propose guidelines for the design and development of automotive user interfaces that also support non-driving-related activities. This includes for instance rules on how to adapt or interrupt activities when the level of automation changes. To enable activities in the car, we propose a novel interaction concept that facilitates multimodal interaction in the car by combining speech interaction and touch gestures. Moreover, we reveal aspects on how to infer information about the driver's state (especially mental workload) by using physiological data. We conducted a real-world driving study to extract a data set with physiological and context data. This can help to better understand the driver state, to adapt interfaces to the driver and driving situations, and to adapt the route selection process. Second, we propose two concepts for supporting non-driving-related activities that are frequently used and demanded in the car. For telecommunication, we propose a concept to increase driving safety when communicating with the outside world. This concept enables the driver to share different types of information with remote parties. Thereby, the driver can choose between different levels of details ranging from abstract information such as ``Alice is driving right now'' up to sharing a video of the driving scene. We investigated the drivers' needs on the go and derived guidelines for the design of communication-related functions in the car through an online survey and in-depth interviews. As a second aspect, we present an approach to offer time-adjusted entertainment and productivity tasks to the driver. The idea is to allow time-adjusted tasks during periods where the demand for the driver's attention is low, for instance at traffic lights or during a highly automated ride. Findings from a web survey and a case study demonstrate the feasibility of this approach. With the findings of this thesis we envision to provide a basis for future research and development in the domain of automotive user interfaces and non-driving-related activities in the transition from manual driving to highly and fully automated driving.Als das Auto erfunden wurde, ermöglichte es den Insassen hauptsächlich, entfernte Orte zu erreichen. Die einzigen Tätigkeiten, die Fahrerinnen und Fahrer während der Fahrt erledigen konnten und sollten, bezogen sich auf die Steuerung des Fahrzeugs. Heute erledigen die Fahrerinnen und Fahrer diverse Tätigkeiten, die über die ursprünglichen Aufgaben hinausgehen und sich nicht unbedingt auf die eigentliche Fahraufgabe beziehen. Dies umfasst unter anderem die Bereiche Fahrerassistenz, standortbezogene Informationen und Navigation, Unterhaltung, Kommunikation und Produktivität. Informationssysteme im Fahrzeug stellen den Fahrerinnen und Fahrern Funktionen bereit, um diese Aufgaben auch während der Fahrt zu erledigen. Viele dieser Funktionen verbessern die Fahrsicherheit oder dienen dazu, die Fahrt angenehm zu gestalten. Letzteres wird immer wichtiger, da man inzwischen eine beträchtliche Zeit im Auto verbringt und dabei nicht mehr auf die Aktivitäten und Funktionen verzichten möchte, die man beispielsweise durch die Benutzung von Smartphone und Tablet gewöhnt ist. Solange der Fahrer selbst fahren muss, können solche Aktivitäten von der Fahrtätigkeit ablenken und eine Gefährdung für die Insassen oder die Umgebung darstellen. Ein Ziel bei der Entwicklung automobiler Benutzungsschnittstellen ist daher eine einfache, adäquate Bedienung solcher Systeme, damit Fahraufgabe und Nebentätigkeiten gut und vor allem sicher durchgeführt werden können. Der Hauptbeitrag dieser Arbeit umfasst einen Leitfaden und beispielhafte Konzepte für automobile Benutzungsschnittstellen, die eine sichere, abwechslungsreiche und einfache Durchführung von Tätigkeiten jenseits der eigentlichen Fahraufgabe ermöglichen. Basierend auf empirischen Methoden der Mensch-Computer-Interaktion stellen wir verschiedene Lösungen vor, die die Entwicklung und Gestaltung solcher Benutzungsschnittstellen unterstützen. Ausgehend von der heute üblichen nicht automatisierten Fahrt betrachten wir dabei auch Aspekte des automatisierten Fahrens. Zunächst betrachten wir die notwendigen Voraussetzungen, um Tätigkeiten jenseits der Fahraufgabe zu ermöglichen. Wir stellen dazu einen Leitfaden vor, der die Gestaltung und Entwicklung von automobilen Benutzungsschnittstellen unterstützt, die das Durchführen von Nebenaufgaben erlauben. Dies umfasst zum Beispiel Hinweise, wie Aktivitäten angepasst oder unterbrochen werden können, wenn sich der Automatisierungsgrad während der Fahrt ändert. Um Aktivitäten im Auto zu unterstützen, stellen wir ein neuartiges Interaktionskonzept vor, das eine multimodale Interaktion im Fahrzeug mit Sprachbefehlen und Touch-Gesten ermöglicht. Für automatisierte Fahrzeugsysteme und zur Anpassung der Interaktionsmöglichkeiten an die Fahrsituation stellt der Fahrerzustand (insbesondere die mentale Belastung) eine wichtige Information dar. Durch eine Fahrstudie im realen Straßenverkehr haben wir einen Datensatz generiert, der physiologische Daten und Kontextinformationen umfasst und damit Rückschlüsse auf den Fahrerzustand ermöglicht. Mit diesen Informationen über Fahrerinnen und Fahrer wird es möglich, den Fahrerzustand besser zu verstehen, Benutzungsschnittstellen an die aktuelle Fahrsituation anzupassen und die Routenwahl anzupassen. Außerdem stellen wir zwei konkrete Konzepte zur Unterstützung von Nebentätigkeiten vor, die schon heute regelmäßig bei der Fahrt getätigt oder verlangt werden. Im Bereich der Telekommunikation stellen wir dazu ein Konzept vor, das die Fahrsicherheit beim Kommunizieren mit Personen außerhalb des Autos erhöht. Das Konzept erlaubt es dem Fahrer, unterschiedliche Arten von Kontextinformationen mit Kommunikationspartnern zu teilen. Dies reicht von der abstrakten Information, dass man derzeit im Auto unterwegs ist bis hin zum Teilen eines Live-Videos der aktuellen Fahrsituation. Diesbezüglich haben wir über eine Web-Umfrage und detaillierte Interviews die Bedürfnisse der Nutzer(innen) erhoben und ausgewertet. Zudem stellen wir ein prototypisches Konzept sowie Richtlinien vor, wie künftige Kommunikationsaufgaben im Fahrzeug gestaltet werden sollen. Als ein zweites Konzept betrachten wir zeitbeschränkte Aufgaben zur Unterhaltung und Produktivität im Fahrzeug. Die Idee ist hier, zeitlich begrenzte Aufgaben in Zeiten niedriger Belastung zuzulassen, wie zum Beispiel beim Warten an einer Ampel oder während einer hochautomatisierten (Teil-) Fahrt. Ergebnisse aus einer Web-Umfrage und einer Fallstudie zeigen die Machbarkeit dieses Ansatzes auf. Mit den Ergebnissen dieser Arbeit soll eine Basis für künftige Forschung und Entwicklung gelegt werden, um im Bereich automobiler Benutzungsschnittstellen insbesondere nicht-fahr-bezogene Aufgaben im Übergang zwischen manuellem Fahren und einer hochautomatisierten Autofahrt zu unterstützen

    The Big Five:Addressing Recurrent Multimodal Learning Data Challenges

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    The analysis of multimodal data in learning is a growing field of research, which has led to the development of different analytics solutions. However, there is no standardised approach to handle multimodal data. In this paper, we describe and outline a solution for five recurrent challenges in the analysis of multimodal data: the data collection, storing, annotation, processing and exploitation. For each of these challenges, we envision possible solutions. The prototypes for some of the proposed solutions will be discussed during the Multimodal Challenge of the fourth Learning Analytics & Knowledge Hackathon, a two-day hands-on workshop in which the authors will open up the prototypes for trials, validation and feedback

    Multimodal Challenge: Analytics Beyond User-computer Interaction Data

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    This contribution describes one the challenges explored in the Fourth LAK Hackathon. This challenge aims at shifting the focus from learning situations which can be easily traced through user-computer interactions data and concentrate more on user-world interactions events, typical of co-located and practice-based learning experiences. This mission, pursued by the multimodal learning analytics (MMLA) community, seeks to bridge the gap between digital and physical learning spaces. The “multimodal” approach consists in combining learners’ motoric actions with physiological responses and data about the learning contexts. These data can be collected through multiple wearable sensors and Internet of Things (IoT) devices. This Hackathon table will confront with three main challenges arising from the analysis and valorisation of multimodal datasets: 1) the data collection and storing, 2) the data annotation, 3) the data processing and exploitation. Some research questions which will be considered in this Hackathon challenge are the following: how to process the raw sensor data streams and extract relevant features? which data mining and machine learning techniques can be applied? how can we compare two action recordings? How to combine sensor data with Experience API (xAPI)? what are meaningful visualisations for these data

    Image and Video Forensics

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    Nowadays, images and videos have become the main modalities of information being exchanged in everyday life, and their pervasiveness has led the image forensics community to question their reliability, integrity, confidentiality, and security. Multimedia contents are generated in many different ways through the use of consumer electronics and high-quality digital imaging devices, such as smartphones, digital cameras, tablets, and wearable and IoT devices. The ever-increasing convenience of image acquisition has facilitated instant distribution and sharing of digital images on digital social platforms, determining a great amount of exchange data. Moreover, the pervasiveness of powerful image editing tools has allowed the manipulation of digital images for malicious or criminal ends, up to the creation of synthesized images and videos with the use of deep learning techniques. In response to these threats, the multimedia forensics community has produced major research efforts regarding the identification of the source and the detection of manipulation. In all cases (e.g., forensic investigations, fake news debunking, information warfare, and cyberattacks) where images and videos serve as critical evidence, forensic technologies that help to determine the origin, authenticity, and integrity of multimedia content can become essential tools. This book aims to collect a diverse and complementary set of articles that demonstrate new developments and applications in image and video forensics to tackle new and serious challenges to ensure media authenticity
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