15 research outputs found
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Personalized Navigation Instruments for Map User Interfaces
A map is a big multi-scale information space. The size of a computer display, however, is limited. Users of digital maps often need to repeatedly resize and reposition the map to seek information. These repeated and excess interactions mar the user experience, and create bottlenecks for efficient information processing.
We introduce personalized navigation instruments, a class of navigation instruments that leverage personal important spatial entities (e.g., landmarks and routes) to tackle navigation challenges in map user interfaces. Specifically, we contribute the following three instruments, each of which embodies a novel research idea: 1) Personalized Compass (P-Compass) is a multi-needle compass that extends the concept of a conventional compass to help users establish a reference frame. P-Compass localizes an unknown reference point by visualizing its relationship with respect to landmarks. P-Compass leverages what a user knows to help them figure out what they do not know. 2) SpaceTokens are interactive map widgets that represent locations, and help users see and link locations rapidly. With SpaceTokens, users can use locations directly as controls to manipulate a map, or building blocks to link with other locations. SpaceTokens make locations first-class citizens of map interaction. 3) SpaceBar associates a simple linear scrollbar with a complex nonlinear route, thus facilitates efficient route comprehension and interaction. SpaceBar is akin to a scrollbar for a route.
We prototyped these three instruments in a custom smartphone application, used the application regularly in daily life, and validated our design in two formal studies. While maps are the focus in this dissertation, our ideas need not be limited to maps. For example, we have prototyped P-Compass with Google Street View and a 3D virtual earth tour application. We conclude this dissertation with several directions for future work, such as AR/VR and personalized spatial information user interfaces involving sound, gestures, and speech
Money & Trust in Digital Society, Bitcoin and Stablecoins in ML enabled Metaverse Telecollaboration
We present a state of the art and positioning book, about Digital society
tools, namely; Web3, Bitcoin, Metaverse, AI/ML, accessibility, safeguarding and
telecollaboration. A high level overview of Web3 technologies leads to a
description of blockchain, and the Bitcoin network is specifically selected for
detailed examination. Suitable components of the extended Bitcoin ecosystem are
described in more depth. Other mechanisms for native digital value transfer are
described, with a focus on `money'. Metaverse technology is over-viewed,
primarily from the perspective of Bitcoin and extended reality. Bitcoin is
selected as the best contender for value transfer in metaverses because of it's
free and open source nature, and network effect. Challenges and risks of this
approach are identified. A cloud deployable virtual machine based technology
stack deployment guide with a focus on cybersecurity best practice can be
downloaded from GitHub to experiment with the technologies. This deployable lab
is designed to inform development of secure value transaction, for small and
medium sized companies
Proceedings of the 12th International Conference on Digital Preservation
The 12th International Conference on Digital Preservation (iPRES) was held on November 2-6, 2015 in Chapel Hill, North Carolina, USA. There were 327 delegates from 22 countries. The program included 12 long papers, 15 short papers, 33 posters, 3 demos, 6 workshops, 3 tutorials and 5 panels, as well as several interactive sessions and a Digital Preservation Showcase
Proceedings of the 12th International Conference on Digital Preservation
The 12th International Conference on Digital Preservation (iPRES) was held on November 2-6, 2015 in Chapel Hill, North Carolina, USA. There were 327 delegates from 22 countries. The program included 12 long papers, 15 short papers, 33 posters, 3 demos, 6 workshops, 3 tutorials and 5 panels, as well as several interactive sessions and a Digital Preservation Showcase
Pastplay: Teaching and Learning History with Technology
In the field of history, the Web and other technologies have become important tools in research and teaching of the past. Yet the use of these tools is limited—many historians and history educators have resisted adopting them because they fail to see how digital tools supplement and even improve upon conventional tools (such as books). In Pastplay, a collection of essays by leading history and humanities researchers and teachers, editor Kevin Kee works to address these concerns head-on. How should we use technology? Playfully, Kee contends. Why? Because doing so helps us think about the past in new ways; through the act of creating technologies, our understanding of the past is re-imagined and developed. From the insights of numerous scholars and teachers, Pastplay argues that we should play with technology in history because doing so enables us to see the past in new ways by helping us understand how history is created; honoring the roots of research, teaching, and technology development; requiring us to model our thoughts; and then allowing us to build our own understanding
Many-screen viewing: collaborative consumption of television media across multiple devices
The landscape of television is changing. Modern Internet enabled sets are now capable computing devices offering new forms of connectivity and interaction to viewers. One development enabled by this transition is the distribution of auxiliary content to a portable computing device, such as a mobile phone or tablet, working in concert with the television. These configurations are enabled by second screen applications that provide relevant content in synchronisation with the programme on a nearby television set. This thesis extends the notion of second screen to arrangements that incorporate multiple mobile devices working with the television, utilised by collocated groups of participants. Herein these arrangements are referred to as ‘many-screen’ television.
Two many-screen applications were developed for the augmentation of sports programming in preparation of this thesis; the Olympic Companion and MarathOn Multiscreen Applications. Both of these applications were informed by background literature on second screen television and wider issues in HCI multiscreen research. In addition, the design of both applications was inspired by the needs of traditional and online broadcasters, through an internship with BBC Research and Development and involvement in a YouTube sponsored project. Both the applications were evaluated by collocated groups of users in formative user studies. These studies centred on how users share and organise what to watch, incorporate activity within the traditionally passive television viewing experience and the integration of user-generated video content in a many-screen system.
The primary contribution of this thesis is a series of industry validated guidelines for the design of many-screen applications. The guidelines highlight issues around user awareness devices, content and other user’s actions, the balance between communal and private viewing and the appropriation of user-generated content in many-screen watching
Many-screen viewing: collaborative consumption of television media across multiple devices
The landscape of television is changing. Modern Internet enabled sets are now capable computing devices offering new forms of connectivity and interaction to viewers. One development enabled by this transition is the distribution of auxiliary content to a portable computing device, such as a mobile phone or tablet, working in concert with the television. These configurations are enabled by second screen applications that provide relevant content in synchronisation with the programme on a nearby television set. This thesis extends the notion of second screen to arrangements that incorporate multiple mobile devices working with the television, utilised by collocated groups of participants. Herein these arrangements are referred to as ‘many-screen’ television.
Two many-screen applications were developed for the augmentation of sports programming in preparation of this thesis; the Olympic Companion and MarathOn Multiscreen Applications. Both of these applications were informed by background literature on second screen television and wider issues in HCI multiscreen research. In addition, the design of both applications was inspired by the needs of traditional and online broadcasters, through an internship with BBC Research and Development and involvement in a YouTube sponsored project. Both the applications were evaluated by collocated groups of users in formative user studies. These studies centred on how users share and organise what to watch, incorporate activity within the traditionally passive television viewing experience and the integration of user-generated video content in a many-screen system.
The primary contribution of this thesis is a series of industry validated guidelines for the design of many-screen applications. The guidelines highlight issues around user awareness devices, content and other user’s actions, the balance between communal and private viewing and the appropriation of user-generated content in many-screen watching
2015, UMaine News Press Releases
This is a catalog of press releases put out by the University of Maine Division of Marketing and Communications between January 2, 2015 and December 31, 2015