1,716 research outputs found

    Meetings and Meeting Modeling in Smart Environments

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    In this paper we survey our research on smart meeting rooms and its relevance for augmented reality meeting support and virtual reality generation of meetings in real time or off-line. The research reported here forms part of the European 5th and 6th framework programme projects multi-modal meeting manager (M4) and augmented multi-party interaction (AMI). Both projects aim at building a smart meeting environment that is able to collect multimodal captures of the activities and discussions in a meeting room, with the aim to use this information as input to tools that allow real-time support, browsing, retrieval and summarization of meetings. Our aim is to research (semantic) representations of what takes place during meetings in order to allow generation, e.g. in virtual reality, of meeting activities (discussions, presentations, voting, etc.). Being able to do so also allows us to look at tools that provide support during a meeting and at tools that allow those not able to be physically present during a meeting to take part in a virtual way. This may lead to situations where the differences between real meeting participants, human-controlled virtual participants and (semi-) autonomous virtual participants disappear

    ScreenTrack: Using a Visual History of a Computer Screen to Retrieve Documents and Web Pages

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    Computers are used for various purposes, so frequent context switching is inevitable. In this setting, retrieving the documents, files, and web pages that have been used for a task can be a challenge. While modern applications provide a history of recent documents for users to resume work, this is not sufficient to retrieve all the digital resources relevant to a given primary document. The histories currently available do not take into account the complex dependencies among resources across applications. To address this problem, we tested the idea of using a visual history of a computer screen to retrieve digital resources within a few days of their use through the development of ScreenTrack. ScreenTrack is software that captures screenshots of a computer at regular intervals. It then generates a time-lapse video from the captured screenshots and lets users retrieve a recently opened document or web page from a screenshot after recognizing the resource by its appearance. A controlled user study found that participants were able to retrieve requested information more quickly with ScreenTrack than under the baseline condition with existing tools. A follow-up study showed that the participants used ScreenTrack to retrieve previously used resources and to recover the context for task resumption.Comment: CHI 2020, 10 pages, 7 figure

    Mobile and web tools for participative learning

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    DissertaĆ§Ć£o apresentada na Faculdade de CiĆŖncias e Tecnologia da Universidade Nova de Lisboa, para a obtenĆ§Ć£o do grau de Mestre em Engenharia InformĆ”ticaThe combination of different media formats has been a crucial aspect on teaching and learning processes. The recent developments of multimedia technologies over the Internet and using mobile devices can improve the communication between professors and students, and allow students to study anywhere and anytime, allowing each student progress at its own pace. The usage of these new platforms and the increase of multimedia sharing applied to educational environments allow a more participative learning, and make the study of interfaces a relevant aspect of existing multimedia learning systems. The work done in this dissertation explores interfaces and tools for participative learning,using multimedia educational systems over Internet broadband and mobile devices. In this work, aWeb-based learning system was developed, which enables to store, transmit, search and share the contents of courses captured in video and its extension to support Tablet PCs. The Web system, developed as part of the VideoStore project, explores video interfaces and video annotations, which encourage the participative work. The usage of Tablet PCs, through the mEmLearn project, has the aim to encourage the participative work, allowing the students to augment the course materials and to share them with other students or instructors

    Good practice guide in learning and teaching

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    LinkedTV News: designing a second screen companion for web-enriched news broadcasts

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    LinkedTV (linkedtv.eu) is a European research project that explores how to integrate television content with Web content in meaningful ways through the use of semantic relations for automatically generating links. This report describes the process of design and evaluation of LinkedTV News, a second screen companion for interacting with hyperlinked television in the domain of newscasts. Our primary goal was to obtain knowledge about potential users of LinkedTVā€™s technology regarding their information needs and an indication of the reception that this technology could have among them. We performed two initial studies: a focus group and a series of interviews with 19 participants. These allowed us to identify our target group, context of use and requirements with which we created the concept of the application. The design of the application was refined through a series of design iterations and a hi-fi prototype was produced. After creating the LinkedTV News prototype, we evaluated it with a task-based study performed with 8 participants of the initial studies who matched the target profile closely. The main characteristics of LinkedTV News are: ā€¢ It runs on a tablet PC. ā€¢ It targets users between 25 and 45 years of age; highly-educated; who like to be up to date about the international news; watch news broadcasts regularly; and own a tablet computer or share it with someone in their household. ā€¢ It proposes the integration of two activities that are related by subject, but currently often take place through different devices and at different times namely, watching TV newscasts and consulting online newspapers and videos. ā€¢ It allows synchronous as well as asynchronous interaction with the television (interacting with the application while watching TV as well as bookmarking news and postponing their in depth exploration). ā€¢ It offers two interaction modes represented by two main screens: lean back and lean forward. ā€¢ The lean back mode presents condensed information related to the objects, places, persons, and events in the news continuously in the form of slides (a paragraph of text illustrated by an image). This mode is automatic and requires no user interaction, although interaction is possible if desired. ā€¢ The lean forward mode enables in-depth exploration of each news headline in the categories: different sources; opinions of different authors; in-depth articles; timeline; and from the point of view of geo-localized tweets. We showed that LinkedTV News succeeds in fulfilling many of the user needs and requirements identified in the preliminary studies. Overall, there seems to be interest from users in a hypermedia solution for the news that integrates online newspapers and video with television broadcasts. The hi-fi prototype served as a tool for illustrating and sharing a future vision of hyperlinked broadcast news within and outside the LinkedTV project group. We recommend testing the application with a different and larger group of users. If the study proves successful, we recommend considering the production of a service represented by LinkedTV News as a commercial application of the LinkedTV technology

    Improving User Involvement Through Live Collaborative Creation

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    Creating an artifact - such as writing a book, developing software, or performing a piece of music - is often limited to those with domain-specific experience or training. As a consequence, effectively involving non-expert end users in such creative processes is challenging. This work explores how computational systems can facilitate collaboration, communication, and participation in the context of involving users in the process of creating artifacts while mitigating the challenges inherent to such processes. In particular, the interactive systems presented in this work support live collaborative creation, in which artifact users collaboratively participate in the artifact creation process with creators in real time. In the systems that I have created, I explored liveness, the extent to which the process of creating artifacts and the state of the artifacts are immediately and continuously perceptible, for applications such as programming, writing, music performance, and UI design. Liveness helps preserve natural expressivity, supports real-time communication, and facilitates participation in the creative process. Live collaboration is beneficial for users and creators alike: making the process of creation visible encourages users to engage in the process and better understand the final artifact. Additionally, creators can receive immediate feedback in a continuous, closed loop with users. Through these interactive systems, non-expert participants help create such artifacts as GUI prototypes, software, and musical performances. This dissertation explores three topics: (1) the challenges inherent to collaborative creation in live settings, and computational tools that address them; (2) methods for reducing the barriers of entry to live collaboration; and (3) approaches to preserving liveness in the creative process, affording creators more expressivity in making artifacts and affording users access to information traditionally only available in real-time processes. In this work, I showed that enabling collaborative, expressive, and live interactions in computational systems allow the broader population to take part in various creative practices.PHDComputer Science & EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttps://deepblue.lib.umich.edu/bitstream/2027.42/145810/1/snaglee_1.pd

    Secure Authenticated Key Exchange for Enhancing the Security of Routing Protocol for Low-Power and Lossy Networks

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    The current Routing Protocol for Low Power and Lossy Networks (RPL) standard provides three security modes Unsecured Mode (UM), Preinstalled Secure Mode (PSM), and Authenticated Secure Mode (ASM). The PSM and ASM are designed to prevent external routing attacks and specific replay attacks through an optional replay protection mechanism. RPL\u27s PSM mode does not support key replacement when a malicious party obtains the key via differential cryptanalysis since it considers the key to be provided to nodes during the configuration of the network. This thesis presents an approach to implementing a secure authenticated key exchange mechanism for RPL, which ensures the integrity and authentication of the received key while providing tamper-proof data communication for IoTs in insecure circumstances. Moreover, the proposed approach allows the key to be updated regularly, preventing an attacker from obtaining the key through differential cryptanalysis. However, it is observed that the proposed solution imposes an increase in the cost of communication, computation, power consumption, and memory usage for the network nodes

    Experiences of aiding autobiographical memory Using the SenseCam

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    Human memory is a dynamic system that makes accessible certain memories of events based on a hierarchy of information, arguably driven by personal significance. Not all events are remembered, but those that are tend to be more psychologically relevant. In contrast, lifelogging is the process of automatically recording aspects of one's life in digital form without loss of information. In this article we share our experiences in designing computer-based solutions to assist people review their visual lifelogs and address this contrast. The technical basis for our work is automatically segmenting visual lifelogs into events, allowing event similarity and event importance to be computed, ideas that are motivated by cognitive science considerations of how human memory works and can be assisted. Our work has been based on visual lifelogs gathered by dozens of people, some of them with collections spanning multiple years. In this review article we summarize a series of studies that have led to the development of a browser that is based on human memory systems and discuss the inherent tension in storing large amounts of data but making the most relevant material the most accessible
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