13,620 research outputs found
Interpreting wealth distribution via poverty map inference using multimodal data
Poverty maps are essential tools for governments and NGOs to track
socioeconomic changes and adequately allocate infrastructure and services in
places in need. Sensor and online crowd-sourced data combined with machine
learning methods have provided a recent breakthrough in poverty map inference.
However, these methods do not capture local wealth fluctuations, and are not
optimized to produce accountable results that guarantee accurate predictions to
all sub-populations. Here, we propose a pipeline of machine learning models to
infer the mean and standard deviation of wealth across multiple geographically
clustered populated places, and illustrate their performance in Sierra Leone
and Uganda. These models leverage seven independent and freely available
feature sources based on satellite images, and metadata collected via online
crowd-sourcing and social media. Our models show that combined metadata
features are the best predictors of wealth in rural areas, outperforming
image-based models, which are the best for predicting the highest wealth
quintiles. Our results recover the local mean and variation of wealth, and
correctly capture the positive yet non-monotonous correlation between them. We
further demonstrate the capabilities and limitations of model transfer across
countries and the effects of data recency and other biases. Our methodology
provides open tools to build towards more transparent and interpretable models
to help governments and NGOs to make informed decisions based on data
availability, urbanization level, and poverty thresholds.Comment: 12 pages. In Proceedings of the ACM Web Conference 2023 (WWW'23
Endogenous measures for contextualising large-scale social phenomena: a corpus-based method for mediated public discourse
This work presents an interdisciplinary methodology for developing endogenous measures of group membership through analysis of pervasive linguistic patterns in public discourse. Focusing on political discourse, this work critiques the conventional approach to the study of political participation, which is premised on decontextualised, exogenous measures to characterise groups. Considering the theoretical and empirical weaknesses of decontextualised approaches to large-scale social phenomena, this work suggests that contextualisation using endogenous measures might provide a complementary perspective to mitigate such weaknesses.
This work develops a sociomaterial perspective on political participation in mediated discourse as affiliatory action performed through language. While the affiliatory function of language is often performed consciously (such as statements of identity), this work is concerned with unconscious features (such as patterns in lexis and grammar). This work argues that pervasive patterns in such features that emerge through socialisation are resistant to change and manipulation, and thus might serve as endogenous measures of sociopolitical contexts, and thus of groups.
In terms of method, the work takes a corpus-based approach to the analysis of data from the Twitter messaging service whereby patterns in users’ speech are examined statistically in order to trace potential community membership. The method is applied in the US state of Michigan during the second half of 2018—6 November having been the date of midterm (i.e. non-Presidential) elections in the United States. The corpus is assembled from the original posts of 5,889 users, who are nominally geolocalised to 417 municipalities. These users are clustered according to pervasive language features. Comparing the linguistic clusters according to the municipalities they represent finds that there are regular sociodemographic differentials across clusters. This is understood as an indication of social structure, suggesting that endogenous measures derived from pervasive patterns in language may indeed offer a complementary, contextualised perspective on large-scale social phenomena
The Metaverse: Survey, Trends, Novel Pipeline Ecosystem & Future Directions
The Metaverse offers a second world beyond reality, where boundaries are
non-existent, and possibilities are endless through engagement and immersive
experiences using the virtual reality (VR) technology. Many disciplines can
benefit from the advancement of the Metaverse when accurately developed,
including the fields of technology, gaming, education, art, and culture.
Nevertheless, developing the Metaverse environment to its full potential is an
ambiguous task that needs proper guidance and directions. Existing surveys on
the Metaverse focus only on a specific aspect and discipline of the Metaverse
and lack a holistic view of the entire process. To this end, a more holistic,
multi-disciplinary, in-depth, and academic and industry-oriented review is
required to provide a thorough study of the Metaverse development pipeline. To
address these issues, we present in this survey a novel multi-layered pipeline
ecosystem composed of (1) the Metaverse computing, networking, communications
and hardware infrastructure, (2) environment digitization, and (3) user
interactions. For every layer, we discuss the components that detail the steps
of its development. Also, for each of these components, we examine the impact
of a set of enabling technologies and empowering domains (e.g., Artificial
Intelligence, Security & Privacy, Blockchain, Business, Ethics, and Social) on
its advancement. In addition, we explain the importance of these technologies
to support decentralization, interoperability, user experiences, interactions,
and monetization. Our presented study highlights the existing challenges for
each component, followed by research directions and potential solutions. To the
best of our knowledge, this survey is the most comprehensive and allows users,
scholars, and entrepreneurs to get an in-depth understanding of the Metaverse
ecosystem to find their opportunities and potentials for contribution
Technical Dimensions of Programming Systems
Programming requires much more than just writing code in a programming language. It is usually done in the context of a stateful environment, by interacting with a system through a graphical user interface. Yet, this wide space of possibilities lacks a common structure for navigation. Work on programming systems fails to form a coherent body of research, making it hard to improve on past work and advance the state of the art.
In computer science, much has been said and done to allow comparison of programming languages, yet no similar theory exists for programming systems; we believe that programming systems deserve a theory too.
We present a framework of technical dimensions which capture the underlying characteristics of programming systems and provide a means for conceptualizing and comparing them.
We identify technical dimensions by examining past influential programming systems and reviewing their design principles, technical capabilities, and styles of user interaction. Technical dimensions capture characteristics that may be studied, compared and advanced independently. This makes it possible to talk about programming systems in a way that can be shared and constructively debated rather than relying solely on personal impressions.
Our framework is derived using a qualitative analysis of past programming systems. We outline two concrete ways of using our framework. First, we show how it can analyze a recently developed novel programming system. Then, we use it to identify an interesting unexplored point in the design space of programming systems.
Much research effort focuses on building programming systems that are easier to use, accessible to non-experts, moldable and/or powerful, but such efforts are disconnected. They are informal, guided by the personal vision of their authors and thus are only evaluable and comparable on the basis of individual experience using them. By providing foundations for more systematic research, we can help programming systems researchers to stand, at last, on the shoulders of giants
Um modelo para suporte automatizado ao reconhecimento, extração, personalização e reconstrução de gráficos estáticos
Data charts are widely used in our daily lives, being present in regular media,
such as newspapers, magazines, web pages, books, and many others. A well constructed
data chart leads to an intuitive understanding of its underlying data
and in the same way, when data charts have wrong design choices, a redesign
of these representations might be needed. However, in most cases, these
charts are shown as a static image, which means that the original data are not
usually available. Therefore, automatic methods could be applied to extract the
underlying data from the chart images to allow these changes. The task of
recognizing charts and extracting data from them is complex, largely due to the
variety of chart types and their visual characteristics.
Computer Vision techniques for image classification and object detection are
widely used for the problem of recognizing charts, but only in images without
any disturbance. Other features in real-world images that can make this task
difficult are not present in most literature works, like photo distortions, noise,
alignment, etc. Two computer vision techniques that can assist this task and
have been little explored in this context are perspective detection and
correction. These methods transform a distorted and noisy chart in a clear
chart, with its type ready for data extraction or other uses. The task of
reconstructing data is straightforward, as long the data is available the
visualization can be reconstructed, but the scenario of reconstructing it on the
same context is complex.
Using a Visualization Grammar for this scenario is a key component, as these
grammars usually have extensions for interaction, chart layers, and multiple
views without requiring extra development effort.
This work presents a model for automated support for custom recognition, and
reconstruction of charts in images. The model automatically performs the
process steps, such as reverse engineering, turning a static chart back into its
data table for later reconstruction, while allowing the user to make modifications
in case of uncertainties. This work also features a model-based architecture
along with prototypes for various use cases. Validation is performed step by
step, with methods inspired by the literature. This work features three use
cases providing proof of concept and validation of the model.
The first use case features usage of chart recognition methods focused on
documents in the real-world, the second use case focus on vocalization of
charts, using a visualization grammar to reconstruct a chart in audio format,
and the third use case presents an Augmented Reality application that
recognizes and reconstructs charts in the same context (a piece of paper)
overlaying the new chart and interaction widgets. The results showed that with
slight changes, chart recognition and reconstruction methods are now ready for
real-world charts, when taking time, accuracy and precision into consideration.Os gráficos de dados são amplamente utilizados na nossa vida diária, estando
presentes nos meios de comunicação regulares, tais como jornais, revistas,
páginas web, livros, e muitos outros. Um gráfico bem construído leva a uma
compreensão intuitiva dos seus dados inerentes e da mesma forma, quando
os gráficos de dados têm escolhas de conceção erradas, poderá ser
necessário um redesenho destas representações. Contudo, na maioria dos
casos, estes gráficos são mostrados como uma imagem estática, o que
significa que os dados originais não estão normalmente disponíveis. Portanto,
poderiam ser aplicados métodos automáticos para extrair os dados inerentes
das imagens dos gráficos, a fim de permitir estas alterações. A tarefa de
reconhecer os gráficos e extrair dados dos mesmos é complexa, em grande
parte devido à variedade de tipos de gráficos e às suas características visuais.
As técnicas de Visão Computacional para classificação de imagens e deteção
de objetos são amplamente utilizadas para o problema de reconhecimento de
gráficos, mas apenas em imagens sem qualquer ruído. Outras características
das imagens do mundo real que podem dificultar esta tarefa não estão
presentes na maioria das obras literárias, como distorções fotográficas, ruído,
alinhamento, etc. Duas técnicas de visão computacional que podem ajudar
nesta tarefa e que têm sido pouco exploradas neste contexto são a deteção e
correção da perspetiva. Estes métodos transformam um gráfico distorcido e
ruidoso em um gráfico limpo, com o seu tipo pronto para extração de dados
ou outras utilizações. A tarefa de reconstrução de dados é simples, desde que
os dados estejam disponíveis a visualização pode ser reconstruída, mas o
cenário de reconstrução no mesmo contexto é complexo.
A utilização de uma Gramática de Visualização para este cenário é um
componente chave, uma vez que estas gramáticas têm normalmente
extensões para interação, camadas de gráficos, e visões múltiplas sem exigir
um esforço extra de desenvolvimento.
Este trabalho apresenta um modelo de suporte automatizado para o
reconhecimento personalizado, e reconstrução de gráficos em imagens
estáticas. O modelo executa automaticamente as etapas do processo, tais
como engenharia inversa, transformando um gráfico estático novamente na
sua tabela de dados para posterior reconstrução, ao mesmo tempo que
permite ao utilizador fazer modificações em caso de incertezas. Este trabalho
também apresenta uma arquitetura baseada em modelos, juntamente com
protótipos para vários casos de utilização. A validação é efetuada passo a
passo, com métodos inspirados na literatura. Este trabalho apresenta três
casos de uso, fornecendo prova de conceito e validação do modelo.
O primeiro caso de uso apresenta a utilização de métodos de reconhecimento
de gráficos focando em documentos no mundo real, o segundo caso de uso
centra-se na vocalização de gráficos, utilizando uma gramática de visualização
para reconstruir um gráfico em formato áudio, e o terceiro caso de uso
apresenta uma aplicação de Realidade Aumentada que reconhece e reconstrói
gráficos no mesmo contexto (um pedaço de papel) sobrepondo os novos
gráficos e widgets de interação. Os resultados mostraram que com pequenas
alterações, os métodos de reconhecimento e reconstrução dos gráficos estão
agora prontos para os gráficos do mundo real, tendo em consideração o
tempo, a acurácia e a precisão.Programa Doutoral em Engenharia Informátic
Pocket size interactive films: Embedding the mobile devices’ features, characteristics and affordances into filmic interactive narratives.
Throughout the history of interactive film, creators have experimented with different modes of interaction to allow for the viewers’ agency. As interactive films have not yet established a standardised form, projects have continually been shaped by new technology. Over time, viewers have shifted from the cinema, to televisions, the personal computer and recently the mobile device. These devices further extend the interactive capabilities that are at the creators’ disposal. Therefore, this thesis proposes that mobile devices could facilitate new forms of interactive film that make use of these features.
This study investigates the integration of the mobile devices’ characteristics, features and affordances into an interactive film project that is both viewed and interacted with on a mobile device. First and foremost, it establishes whether the mobile device can be successfully used by authors to relay interactive films. Secondly, it gives insights into design considerations for authors that aim to make use of the mobile devices’ features. Additionally, the thesis gathers insights into the use of game-engine technology for developing similar interactive film projects.
The research begins with a literature review establishing the historical and academic context in regards to interactive- films, narratives, and interfaces, thereby focussing on mobile devices. Consecutively, a selection of projects is surveyed to garner insights into the current state of the art. These sections are then used to inform the practice-based part of this thesis in which the production of an interactive film project will be comprehensively documented. A concurrent think-aloud usability test, accompanied by a reflection on the outcomes and production process will conclude the research. The outcome suggests that mobile devices can act as successful vessels for interactive narratives. However, usability tests as well as reflection reveal that the thesis project cannot be strictly classified as an interactive film. Therefore, suggestions for future research as well as insights into the retention of filmic quality can be made in retrospect. Additionally, The use of game-engines for interactive film authoring proves to allow creators rapid prototyping and ease of implementation. Though their use might impact projects by over-complicating interaction paradigms more extensively used in game production.Media files notes:
Project Documentation of Creations; an interactive short film for the mobile device.
Media rights: CC-BY-NC-ND 4.
ScaFi: Integration and Performance Analysis with Scala Native
Aggregate Computing is an emerging paradigm for complex distributed systems where a vast number of distributed devices are involved in a global computation and must cooperate to produce a collective result. This situation is common in the Internet of Things, large-scale urban events, drone coordination and smart cities. Modern Aggregate Computing APIs are normally based on the Field Calculus that offers the basis for the global-to-local computation abstraction, providing Computational Fields. Moreover, these APIs also rely on abstraction layers that hide the complexity of the environment from the sight of the developer (complexity "hidden under the hood"), offering a simple and friendly way to develop this kind of applications. An Internal Domain-specific language that offers these features is Scala with Computational Fields (ScaFi), a Scala framework implementing aggregate programming mechanisms. A critical concept for these types of libraries is portability since their nature implies the possibility of being run over a wide range of different devices. The work shown in this thesis offers a solution to improve the portability and flexibility of ScaFi integrating Scala Native, a Scala ahead-of-time compiler that makes it possible to directly compile Scala code over devices that do not support the JVM (enabling the so-called Cross-compilation). Cross-compilation between different platforms is a very desirable feature for a programming language because it makes the language much more flexible. For this reason, it is often included in many modern languages such as Kotlin and Rust. To conclude, several tests are done to validate the stability and the performance of the integration and in order to prove that the implementation proposed can efficiently extend the number of devices on which ScaFi can be run
A productive response to legacy system petrification
Requirements change. The requirements of a legacy information system change, often in unanticipated ways, and at a more rapid pace than the rate at which the information system itself can be evolved to support them. The capabilities of a legacy system progressively fall further and further behind their evolving requirements, in a degrading process termed petrification. As systems petrify, they deliver diminishing business value, hamper business effectiveness, and drain organisational resources. To address legacy systems, the first challenge is to understand how to shed their resistance to tracking requirements change. The second challenge is to ensure that a newly adaptable system never again petrifies into a change resistant legacy system. This thesis addresses both challenges. The approach outlined herein is underpinned by an agile migration process - termed Productive Migration - that homes in upon the specific causes of petrification within each particular legacy system and provides guidance upon how to address them. That guidance comes in part from a personalised catalogue of petrifying patterns, which capture recurring themes underlying petrification. These steer us to the problems actually present in a given legacy system, and lead us to suitable antidote productive patterns via which we can deal with those problems one by one. To prevent newly adaptable systems from again degrading into legacy systems, we appeal to a follow-on process, termed Productive Evolution, which embraces and keeps pace with change rather than resisting and falling behind it. Productive Evolution teaches us to be vigilant against signs of system petrification and helps us to nip them in the bud. The aim is to nurture systems that remain supportive of the business, that are adaptable in step with ongoing requirements change, and that continue to retain their value as significant business assets
AIUCD 2022 - Proceedings
L’undicesima edizione del Convegno Nazionale dell’AIUCD-Associazione di Informatica Umanistica ha per titolo Culture digitali. Intersezioni: filosofia, arti, media. Nel titolo è presente, in maniera esplicita, la richiesta di una riflessione, metodologica e teorica, sull’interrelazione tra tecnologie digitali, scienze dell’informazione, discipline filosofiche, mondo delle arti e cultural studies
Retrieval, analysis and visualization of data from social media
[Abstract] This work is concerned with the development of an application that automates the identification,
tracking, storage and visualization of social media contents, particularly of Twitter
data. It is guided by the requirements of a client requesting such contents with regard to
Vespa velutina, an invasive wasp species that is known to cause death due to severe allergic
reactions.[Resumo] Este traballo trata sobre o desenvolvemento dunha aplicación que automatiza a identificación,
seguimento, almacenamiento e visualización de contidos de redes sociais, concretamente
de Twitter. Está guiado polos requirimentos dun cliente que precisa contidos sobre a Vespa
velutina, unha especie invasora de avespa que pode causar a morte por reaccións alérxicas
severas.Traballo fin de grao. Enxeñaría Informática. Curso 2021/202
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