56,265 research outputs found
Designing and evaluating mobile multimedia user experiences in public urban places: Making sense of the field
The majority of the world’s population now lives in cities (United Nations, 2008) resulting in an urban densification requiring people to live in closer proximity and share urban infrastructure such as streets, public transport, and parks within cities. However, “physical closeness does not mean social closeness” (Wellman, 2001, p. 234). Whereas it is a common practice to greet and chat with people you cross paths with in smaller villages, urban life is mainly anonymous and does not automatically come with a sense of community per se. Wellman (2001, p. 228) defines community “as networks of interpersonal ties that provide sociability, support, information, a sense of belonging and social identity.” While on the move or during leisure time, urban dwellers use their interactive information communication technology (ICT) devices to connect to their spatially distributed community while in an anonymous space. Putnam (1995) argues that available technology privatises and individualises the leisure time of urban dwellers. Furthermore, ICT is sometimes used to build a “cocoon” while in public to avoid direct contact with collocated people (Mainwaring et al., 2005; Bassoli et al., 2007; Crawford, 2008). Instead of using ICT devices to seclude oneself from the surrounding urban environment and the collocated people within, such devices could also be utilised to engage urban dwellers more with the urban environment and the urban dwellers within. Urban sociologists found that “what attracts people most, it would appear, is other people” (Whyte, 1980, p. 19) and “people and human activity are the greatest object of attention and interest” (Gehl, 1987, p. 31). On the other hand, sociologist Erving Goffman describes the concept of civil inattention, acknowledging strangers’ presence while in public but not interacting with them (Goffman, 1966). With this in mind, it appears that there is a contradiction between how people are using ICT in urban public places and for what reasons and how people use public urban places and how they behave and react to other collocated people. On the other hand there is an opportunity to employ ICT to create and influence experiences of people collocated in public urban places. The widespread use of location aware mobile devices equipped with Internet access is creating networked localities, a digital layer of geo-coded information on top of the physical world (Gordon & de Souza e Silva, 2011). Foursquare.com is an example of a location based 118 Mobile Multimedia – User and Technology Perspectives social network (LBSN) that enables urban dwellers to virtually check-in into places at which they are physically present in an urban space. Users compete over ‘mayorships’ of places with Foursquare friends as well as strangers and can share recommendations about the space. The research field of Urban Informatics is interested in these kinds of digital urban multimedia augmentations and how such augmentations, mediated through technology, can create or influence the UX of public urban places. “Urban informatics is the study, design, and practice of urban experiences across different urban contexts that are created by new opportunities of real-time, ubiquitous technology and the augmentation that mediates the physical and digital layers of people networks and urban infrastructures” (Foth et al., 2011, p. 4). One possibility to augment the urban space is to enable citizens to digitally interact with spaces and urban dwellers collocated in the past, present, and future. “Adding digital layer to the existing physical and social layers could facilitate new forms of interaction that reshape urban life” (Kjeldskov & Paay, 2006, p. 60). This methodological chapter investigates how the design of UX through such digital placebased mobile multimedia augmentations can be guided and evaluated. First, we describe three different applications that aim to create and influence the urban UX through mobile mediated interactions. Based on a review of literature, we describe how our integrated framework for designing and evaluating urban informatics experiences has been constructed. We conclude the chapter with a reflective discussion on the proposed framework
Adversarial Training Towards Robust Multimedia Recommender System
With the prevalence of multimedia content on the Web, developing recommender
solutions that can effectively leverage the rich signal in multimedia data is
in urgent need. Owing to the success of deep neural networks in representation
learning, recent advance on multimedia recommendation has largely focused on
exploring deep learning methods to improve the recommendation accuracy. To
date, however, there has been little effort to investigate the robustness of
multimedia representation and its impact on the performance of multimedia
recommendation.
In this paper, we shed light on the robustness of multimedia recommender
system. Using the state-of-the-art recommendation framework and deep image
features, we demonstrate that the overall system is not robust, such that a
small (but purposeful) perturbation on the input image will severely decrease
the recommendation accuracy. This implies the possible weakness of multimedia
recommender system in predicting user preference, and more importantly, the
potential of improvement by enhancing its robustness. To this end, we propose a
novel solution named Adversarial Multimedia Recommendation (AMR), which can
lead to a more robust multimedia recommender model by using adversarial
learning. The idea is to train the model to defend an adversary, which adds
perturbations to the target image with the purpose of decreasing the model's
accuracy. We conduct experiments on two representative multimedia
recommendation tasks, namely, image recommendation and visually-aware product
recommendation. Extensive results verify the positive effect of adversarial
learning and demonstrate the effectiveness of our AMR method. Source codes are
available in https://github.com/duxy-me/AMR.Comment: TKD
Realising context-sensitive mobile messaging
Mobile technologies aim to assist people as they move from place to place going about their daily work and social routines. Established and very popular mobile technologies include short-text messages and multimedia messages with newer growing technologies including Bluetooth mobile data transfer protocols and mobile web access.Here we present new work which combines all of the above technologies to fulfil some of the predictions for future context aware messaging. We present a context sensitive mobile messaging system which derives context in the form of physical locations through location sensing and the co-location of people through Bluetooth familiarity
Collaborative video searching on a tabletop
Almost all system and application design for multimedia systems is based around a single user working in isolation to perform some task yet much of the work for which we use computers to help us, is based on working collaboratively with colleagues. Groupware systems do support user collaboration but typically this is supported through software and users still physically work independently. Tabletop systems, such as the DiamondTouch from MERL, are interface devices which support direct user collaboration on a tabletop. When a tabletop is used as the interface for a multimedia system, such as a video search system, then this kind of direct collaboration raises many questions for system design. In this paper we present a tabletop system for supporting a pair of users in a video search task and we evaluate the system not only in terms of search performance but also in terms of user–user interaction and how different user personalities within each pair of searchers impacts search performance and user interaction. Incorporating the user into the system evaluation as we have done here reveals several interesting results and has important ramifications for the design of a multimedia search system
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Education in the Wild: Contextual and Location-Based Mobile Learning in Action. A Report from the STELLAR Alpine Rendez-Vous Workshop Series
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Introduction to location-based mobile learning
[About the book]
The report follows on from a 2-day workshop funded by the STELLAR Network of Excellence as part of their 2009 Alpine Rendez-Vous workshop series and is edited by Elizabeth Brown with a foreword from Mike Sharples. Contributors have provided examples of innovative and exciting research projects and practical applications for mobile learning in a location-sensitive setting, including the sharing of good practice and the key findings that have resulted from this work. There is also a debate about whether location-based and contextual learning results in shallower learning strategies and a section detailing the future challenges for location-based learning
Quality of Information in Mobile Crowdsensing: Survey and Research Challenges
Smartphones have become the most pervasive devices in people's lives, and are
clearly transforming the way we live and perceive technology. Today's
smartphones benefit from almost ubiquitous Internet connectivity and come
equipped with a plethora of inexpensive yet powerful embedded sensors, such as
accelerometer, gyroscope, microphone, and camera. This unique combination has
enabled revolutionary applications based on the mobile crowdsensing paradigm,
such as real-time road traffic monitoring, air and noise pollution, crime
control, and wildlife monitoring, just to name a few. Differently from prior
sensing paradigms, humans are now the primary actors of the sensing process,
since they become fundamental in retrieving reliable and up-to-date information
about the event being monitored. As humans may behave unreliably or
maliciously, assessing and guaranteeing Quality of Information (QoI) becomes
more important than ever. In this paper, we provide a new framework for
defining and enforcing the QoI in mobile crowdsensing, and analyze in depth the
current state-of-the-art on the topic. We also outline novel research
challenges, along with possible directions of future work.Comment: To appear in ACM Transactions on Sensor Networks (TOSN
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Augmenting the field experience: a student-led comparison of techniques and technologies
In this study we report on our experiences of creating and running a student fieldtrip exercise which allowed students to compare a range of approaches to the design of technologies for augmenting landscape scenes. The main study site is around Keswick in the English Lake District, Cumbria, UK, an attractive upland environment popular with tourists and walkers. The aim of the exercise for the students was to assess the effectiveness of various forms of geographic information in augmenting real landscape scenes, as mediated through a range of techniques and technologies. These techniques were: computer-generated acetate overlays showing annotated wireframe views from certain key points; a custom-designed application running on a PDA; a mediascape running on the mScape software on a GPS-enabled mobile phone; Google Earth on a tablet PC; and a head-mounted in-field Virtual Reality system. Each group of students had all five techniques available to them, and were tasked with comparing them in the context of creating a visitor guide to the area centred on the field centre. Here we summarise their findings and reflect upon some of the broader research questions emerging from the project
Hierarchical Attention Network for Visually-aware Food Recommendation
Food recommender systems play an important role in assisting users to
identify the desired food to eat. Deciding what food to eat is a complex and
multi-faceted process, which is influenced by many factors such as the
ingredients, appearance of the recipe, the user's personal preference on food,
and various contexts like what had been eaten in the past meals. In this work,
we formulate the food recommendation problem as predicting user preference on
recipes based on three key factors that determine a user's choice on food,
namely, 1) the user's (and other users') history; 2) the ingredients of a
recipe; and 3) the descriptive image of a recipe. To address this challenging
problem, we develop a dedicated neural network based solution Hierarchical
Attention based Food Recommendation (HAFR) which is capable of: 1) capturing
the collaborative filtering effect like what similar users tend to eat; 2)
inferring a user's preference at the ingredient level; and 3) learning user
preference from the recipe's visual images. To evaluate our proposed method, we
construct a large-scale dataset consisting of millions of ratings from
AllRecipes.com. Extensive experiments show that our method outperforms several
competing recommender solutions like Factorization Machine and Visual Bayesian
Personalized Ranking with an average improvement of 12%, offering promising
results in predicting user preference for food. Codes and dataset will be
released upon acceptance
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