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Ideation as an intellectual information acquisition and use context: Investigating game designersâ information-based ideation behavior
Human Information Behavior (HIB) research commonly examines behavior in the context of why information is acquired and how it will be used, but usually at the level of the work or everyday-life tasks the information will support. HIB has not been examined in detail at the broader contextual level of intellectual purpose (i.e. the higher-order conceptual tasks the information was acquired to support). Examination at this level can enhance holistic understanding of HIB as a âmeans to an intellectual endâ and inform the design of digital information environments that support information interaction for specific intellectual purposes. We investigate information-based ideation (IBI) as a specific intellectual information acquisition and use context by conducting Critical Incident-style interviews with ten game designers, focusing on how they interact with information to generate and develop creative design ideas. Our findings give rise to a framework of their ideation-focused HIB, which systems designers can leverage to reason about how best to support certain behaviors to drive design ideation. These findings emphasize the importance of intellectual purpose as a driver for acquisition and desired outcome of use
VisualGREP : a systematic method to compare and retrieve video sequences
In this paper, we consider the problem of similarity between video sequences. Three basic questions are raised and (partially) answered. Firstly, at what temporal duration can video sequences be compared? The frame, shot, scene and video levels are identified. Secondly, given some image or video feature, what are the requirements on its distance measure and how can it be "easily" transformed into the visual similarity desired by the inquirer? Thirdly, how can video sequences be compared at different levels? A general approach based on either a set or sequence representation with variable degrees of aggregation is proposed and applied recursively over the different levels of temporal resolution: It allows the inquirer to fully control the importance of temporal ordering and duration. The general approach is illustrated by introducing and discussing some of the many possible image and video features. Promising experimental results are presented
Special Libraries, October 1959
Volume 50, Issue 8https://scholarworks.sjsu.edu/sla_sl_1959/1007/thumbnail.jp
Collocating Interface Objects: Zooming into Maps
May, Dean and Barnard [10] used a theoretically based model to argue that objects in a wide range of interfaces should be collocated following screen changes such as a zoom-in to detail. Many existing online maps do not follow this principle, but move a clicked point to the centre of the subsequent display, leaving the user looking at an unrelated location. This paper presents three experiments showing that collocating the point clicked on a map so that the detailed location appears in the place previously occupied by the overview location makes the map easier to use, reducing eye movements and interaction duration. We discuss the benefit of basing design principles on theoretical models so that they can be applied to novel situations, and so designers can infer when to use and not use them
Search Strategies: Internet vs. Library Databases
Help understanding and constructing internet and library searches for more successful academic research
Video Abstracting at a Semantical Level
One the most common form of a video abstract is the movie trailer. Contemporary movie trailers share a common structure across genres which allows for an automatic generation and also reflects the corresponding moviea s composition. In this thesis a system for the automatic generation of trailers is presented. In addition to action trailers, the system is able to deal with further genres such as Horror and comedy trailers, which were first manually analyzed in order to identify their basic structures. To simplify the modeling of trailers and the abstract generation itself a new video abstracting application was developed. This application is capable of performing all steps of the abstract generation automatically and allows for previews and manual optimizations. Based on this system, new abstracting models for horror and comedy trailers were created and the corresponding trailers have been automatically generated using the new abstracting models. In an evaluation the automatic trailers were compared to the original Trailers and showed a similar structure. However, the automatically generated trailers still do not exhibit the full perfection of the Hollywood originals as they lack intentional storylines across shots
Using periodicity intensity to detect long term behaviour change
This paper introduces a new way to analyse and
visualize quantified-self or lifelog data captured from
any lifelogging device over an extended period of time.
The mechanism works on the raw, unstructured lifelog
data by detecting periodicities, those repeating patters
that occur within our lifestyles at different frequencies
including daily, weekly, seasonal, etc. Focusing on the
24 hour cycle, we calculate the strength of the 24-hour
periodicity at 24-hour intervals over an extended period
of a lifelog. Changes in this strength of the 24-hour
cycle can illustrate changes or shifts in underlying
human behavior. We have performed this analysis on
several lifelog datasets of durations from several weeks
to almost a decade, from recordings of training
distances to sleep data. In this paper we use 24 hour
accelerometer data to illustrate the technique, showing
how changes in human behavior can be identified
Special Libraries, November 1948
Volume 39, Issue 9https://scholarworks.sjsu.edu/sla_sl_1948/1008/thumbnail.jp
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