441 research outputs found

    WearPut : Designing Dexterous Wearable Input based on the Characteristics of Human Finger Motions

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    Department of Biomedical Engineering (Human Factors Engineering)Powerful microchips for computing and networking allow a wide range of wearable devices to be miniaturized with high fidelity and availability. In particular, the commercially successful smartwatches placed on the wrist drive market growth by sharing the role of smartphones and health management. The emerging Head Mounted Displays (HMDs) for Augmented Reality (AR) and Virtual Reality (VR) also impact various application areas in video games, education, simulation, and productivity tools. However, these powerful wearables have challenges in interaction with the inevitably limited space for input and output due to the specialized form factors for fitting the body parts. To complement the constrained interaction experience, many wearable devices still rely on other large form factor devices (e.g., smartphones or hand-held controllers). Despite their usefulness, the additional devices for interaction can constrain the viability of wearable devices in many usage scenarios by tethering users' hands to the physical devices. This thesis argues that developing novel Human-Computer interaction techniques for the specialized wearable form factors is vital for wearables to be reliable standalone products. This thesis seeks to address the issue of constrained interaction experience with novel interaction techniques by exploring finger motions during input for the specialized form factors of wearable devices. The several characteristics of the finger input motions are promising to enable increases in the expressiveness of input on the physically limited input space of wearable devices. First, the input techniques with fingers are prevalent on many large form factor devices (e.g., touchscreen or physical keyboard) due to fast and accurate performance and high familiarity. Second, many commercial wearable products provide built-in sensors (e.g., touchscreen or hand tracking system) to detect finger motions. This enables the implementation of novel interaction systems without any additional sensors or devices. Third, the specialized form factors of wearable devices can create unique input contexts while the fingers approach their locations, shapes, and components. Finally, the dexterity of fingers with a distinctive appearance, high degrees of freedom, and high sensitivity of joint angle perception have the potential to widen the range of input available with various movement features on the surface and in the air. Accordingly, the general claim of this thesis is that understanding how users move their fingers during input will enable increases in the expressiveness of the interaction techniques we can create for resource-limited wearable devices. This thesis demonstrates the general claim by providing evidence in various wearable scenarios with smartwatches and HMDs. First, this thesis explored the comfort range of static and dynamic touch input with angles on the touchscreen of smartwatches. The results showed the specific comfort ranges on variations in fingers, finger regions, and poses due to the unique input context that the touching hand approaches a small and fixed touchscreen with a limited range of angles. Then, finger region-aware systems that recognize the flat and side of the finger were constructed based on the contact areas on the touchscreen to enhance the expressiveness of angle-based touch input. In the second scenario, this thesis revealed distinctive touch profiles of different fingers caused by the unique input context for the touchscreen of smartwatches. The results led to the implementation of finger identification systems for distinguishing two or three fingers. Two virtual keyboards with 12 and 16 keys showed the feasibility of touch-based finger identification that enables increases in the expressiveness of touch input techniques. In addition, this thesis supports the general claim with a range of wearable scenarios by exploring the finger input motions in the air. In the third scenario, this thesis investigated the motions of in-air finger stroking during unconstrained in-air typing for HMDs. The results of the observation study revealed details of in-air finger motions during fast sequential input, such as strategies, kinematics, correlated movements, inter-fingerstroke relationship, and individual in-air keys. The in-depth analysis led to a practical guideline for developing robust in-air typing systems with finger stroking. Lastly, this thesis examined the viable locations of in-air thumb touch input to the virtual targets above the palm. It was confirmed that fast and accurate sequential thumb touch can be achieved at a total of 8 key locations with the built-in hand tracking system in a commercial HMD. Final typing studies with a novel in-air thumb typing system verified increases in the expressiveness of virtual target selection on HMDs. This thesis argues that the objective and subjective results and novel interaction techniques in various wearable scenarios support the general claim that understanding how users move their fingers during input will enable increases in the expressiveness of the interaction techniques we can create for resource-limited wearable devices. Finally, this thesis concludes with thesis contributions, design considerations, and the scope of future research works, for future researchers and developers to implement robust finger-based interaction systems on various types of wearable devices.ope

    Interdisciplinarity in the Age of the Triple Helix: a Film Practitioner's Perspective

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    This integrative chapter contextualises my research including articles I have published as well as one of the creative artefacts developed from it, the feature film The Knife That Killed Me. I review my work considering the ways in which technology, industry methods and academic practice have evolved as well as how attitudes to interdisciplinarity have changed, linking these to Etzkowitz and Leydesdorff’s ‘Triple Helix’ model (1995). I explore my own experiences and observations of opportunities and challenges that have been posed by the intersection of different stakeholder needs and expectations, both from industry and academic perspectives, and argue that my work provides novel examples of the applicability of the ‘Triple Helix’ to the creative industries. The chapter concludes with a reflection on the evolution and direction of my work, the relevance of the ‘Triple Helix’ to creative practice, and ways in which this relationship could be investigated further

    Challenges and perspectives of hate speech research

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    This book is the result of a conference that could not take place. It is a collection of 26 texts that address and discuss the latest developments in international hate speech research from a wide range of disciplinary perspectives. This includes case studies from Brazil, Lebanon, Poland, Nigeria, and India, theoretical introductions to the concepts of hate speech, dangerous speech, incivility, toxicity, extreme speech, and dark participation, as well as reflections on methodological challenges such as scraping, annotation, datafication, implicity, explainability, and machine learning. As such, it provides a much-needed forum for cross-national and cross-disciplinary conversations in what is currently a very vibrant field of research

    The Catalog Problem:Deep Learning Methods for Transforming Sets into Sequences of Clusters

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    The titular Catalog Problem refers to predicting a varying number of ordered clusters from sets of any cardinality. This task arises in many diverse areas, ranging from medical triage, through multi-channel signal analysis for petroleum exploration to product catalog structure prediction. This thesis focuses on the latter, which exemplifies a number of challenges inherent to ordered clustering. These include learning variable cluster constraints, exhibiting relational reasoning and managing combinatorial complexity. All of which present unique challenges for neural networks, combining elements of set representation, neural clustering and permutation learning.In order to approach the Catalog Problem, a curated dataset of over ten thousand real-world product catalogs consisting of more than one million product offers is provided. Additionally, a library for generating simpler, synthetic catalog structures is presented. These and other datasets form the foundation of the included work, allowing for a quantitative comparison of the proposed methods’ ability to address the underlying challenge. In particular, synthetic datasets enable the assessment of the models’ capacity to learn higher order compositional and structural rules.Two novel neural methods are proposed to tackle the Catalog Problem, a set encoding module designed to enhance the network’s ability to condition the prediction on the entirety of the input set, and a larger architecture for inferring an input- dependent number of diverse, ordered partitional clusters with an added cardinality prediction module. Both result in an improved performance on the presented datasets, with the latter being the only neural method fulfilling all requirements inherent to addressing the Catalog Problem

    Jornadas Nacionales de InvestigaciĂłn en Ciberseguridad: actas de las VIII Jornadas Nacionales de InvestigaciĂłn en ciberseguridad: Vigo, 21 a 23 de junio de 2023

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    Jornadas Nacionales de InvestigaciĂłn en Ciberseguridad (8ÂŞ. 2023. Vigo)atlanTTicAMTEGA: Axencia para a modernizaciĂłn tecnolĂłxica de GaliciaINCIBE: Instituto Nacional de Cibersegurida

    WiFi-Based Human Activity Recognition Using Attention-Based BiLSTM

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    Recently, significant efforts have been made to explore human activity recognition (HAR) techniques that use information gathered by existing indoor wireless infrastructures through WiFi signals without demanding the monitored subject to carry a dedicated device. The key intuition is that different activities introduce different multi-paths in WiFi signals and generate different patterns in the time series of channel state information (CSI). In this paper, we propose and evaluate a full pipeline for a CSI-based human activity recognition framework for 12 activities in three different spatial environments using two deep learning models: ABiLSTM and CNN-ABiLSTM. Evaluation experiments have demonstrated that the proposed models outperform state-of-the-art models. Also, the experiments show that the proposed models can be applied to other environments with different configurations, albeit with some caveats. The proposed ABiLSTM model achieves an overall accuracy of 94.03%, 91.96%, and 92.59% across the 3 target environments. While the proposed CNN-ABiLSTM model reaches an accuracy of 98.54%, 94.25% and 95.09% across those same environments

    Aesthetic choices: Defining the range of aesthetic views in interactive digital media including games and 3D virtual environments (3D VEs)

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    Defining aesthetic choices for interactive digital media such as games is a challenging task. Objective and subjective factors such as colour, symmetry, order and complexity, and statistical features among others play an important role for defining the aesthetic properties of interactive digital artifacts. Computational approaches developed in this regard also consider objective factors such as statistical image features for the assessment of aesthetic qualities. However, aesthetics for interactive digital media, such as games, requires more nuanced consideration than simple objective and subjective factors, for choosing a range of aesthetic features. From the study it was found that the there is no one single optimum position or viewpoint with a corresponding relationship to the aesthetic considerations that influence interactive digital media. Instead, the incorporation of aesthetic features demonstrates the need to consider each component within interactive digital media as part of a range of possible features, and therefore within a range of possible camera positions. A framework, named as PCAWF, emphasized that combination of features and factors demonstrated the need to define a range of aesthetic viewpoints. This is important for improved user experience. From the framework it has been found that factors including the storyline, user state, gameplay, and application type are critical to defining the reasons associated with making aesthetic choices. The selection of a range of aesthetic features and characteristics is influenced by four main factors and sub-factors associated with the main factors. This study informs the future of interactive digital media interaction by providing clarity and reasoning behind the aesthetic decision-making inclusions that are integrated into automatically generated vision by providing a framework for choosing a range of aesthetic viewpoints in a 3D virtual environment of a game. The study identifies critical juxtapositions between photographic and cinema-based media aesthetics by incorporating qualitative rationales from experts within the interactive digital media field. This research will change the way Artificial Intelligence (AI) generated interactive digital media in the way that it chooses visual outputs in terms of camera positions, field-view, orientation, contextual considerations, and user experiences. It will impact across all automated systems to ensure that human-values, rich variations, and extensive complexity are integrated in the AI-dominated development and design of future interactive digital media production

    Organizational identity design: A multimodal discourse analysis of Australian university homepages

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    This thesis studies web homepages to understand the complex social practice of organizational identity communication on a digital medium. It examines how designs of web homepages realize discourses of identity through the mobilization and orchestration of various semiotic resources into multimodal ensembles, addressing critical organizational visual identity elements (‘logo,’ ‘corporate name,’ ‘color,’ ‘typography,’ ‘graphic shapes,’ and ‘images’), communicative content of the page, and navigation structures. By examining these three ‘strata’ of organizational identity communication, it investigates how a homepage uses formal design elements and more abstract principles of composition, such as spatial positioning and content ordering, as resources for making meaning. The data consists of three complementary sets drawn from thirty-nine web homepages of Australian university websites in 2020. Data set #1 includes four homepages for an in-depth study of organizational identity designs; data set #2 consists of 400 images from the ‘above the fold’ web area as the most strategic space on four homepages between the years 2015 and 2021; data set #3 is comprised of eight historical versions of a selected web homepage between the years 2000 and 2021, with three most representative designs for an in-depth investigation. Grounded in the discourse-analytic approach informed by multimodal social semiotics, the thesis adopts a mixed-method approach to data analysis. It applies multimodal discourse analysis combining the Genre and Multimodality model (Bateman, 2008; Bateman et al., 2017) to document the structural design patterns and social semiotic (metafunctional) approach to address the meaning potentials of the identified patterns; (Kress & van Leeuwen, 2021); content analysis (Bell, 2001; Rose, 2016) and visual social actor framework (van Leeuwen, 2008) to identify key representational tropes and visual personae. The study reveals the role of design as a mediating tool between the participants of discourse – the rhetor-institution/designer and envisaged audiences – and offers systematic insights into the uses of semiotic resources, both material (e.g., formal design elements and navigation structures) and nonmaterial (e.g., spatial considerations and content structuring), all contributing to the production of meanings and fostering identification with such meanings in the form of association with the university’s identity. Addressing the subtle differences and shifts in the form and function of key layout structures and strategies of viewer engagement, the study concludes that is plural – each university constantly revises semiotic choices and their multimodal composition to achieve specific rhetorical purposes. Together with several visual design choices, five identified strategies of viewer engagement – proximation, alignment, equalization, objectivation, and subjectivation – promote the university as a place of opportunity, achievement, sociality, and intellectual growth for a student as an individual and as a member of the community. The current research contributes to the emerging collaboration between multimodality, organization studies, and branding, recognizing the complexities and importance of multimodal communication in web-mediated texts amidst the critically increased roles of marketization and social presence in the current higher education landscape

    Investigation of virtual worlds as a platform to support healthy aging for older people

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    Due to the aging of the population in recent years, it is becoming essential to find innovative activities to help the increasing older population maintain an active lifestyle and delay the need for institutionalized care. Virtual worlds, which have many potential values such as in providing social engagement, could be used to support older people in this aspect. Despite this, most research and design of virtual worlds today are based on young users and do not coincide well with the interests and requirements of older people. It is therefore necessary to investigate how virtual worlds can be designed to not only meet the needs of older users but also to provide opportunities for social engagement and support healthy aging. In the first stage of the research, a series of studies were carried out with older virtual world users to investigate their characteristics, interests and activities. This includes a qualitative interview study and an empirical study. Older users were able to develop interpersonal relationships in virtual worlds and were interested in activities which made useful contribution to society or those which allowed them to socialize with people who share similar interests. Next, two experiment studies were carried out, the first to investigate age related differences in virtual social interaction and the second to determine how different factors influence the social interaction experience. Factors such as navigation were found to influence social interaction and the study revealed limitations relating to the usefulness of the avatar. The findings from this thesis helps extend our theoretical understanding of the interactions and activities of older people in virtual worlds and how previously identified concepts regarding virtual social interaction relate to older users. In addition, the findings were also applied into guidelines to aid developers in creating better virtual worlds to facilitate social interaction and healthy aging
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