343 research outputs found

    Group vs Individual: Impact of TOUCH and TILT Cross-Device Interactions on Mixed-Focus Collaboration

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    Cross-device environments (XDEs) have been devel-oped to support a multitude of collaborative activities. Yet, little is known about how different cross-device in-teraction techniques impact group collaboration; in-cluding their impact on independent and joint work that often occur during group work. In this work, we explore the impact of two XDE data browsing tech-niques: TOUCH and TILT. Through a mixed-methods study of a collaborative sensemaking task, we show that TOUCH and TILT have distinct impacts on how groups accomplish, and shift between, independent and joint work. Finally, we reflect on these findings and how they can more generally inform the design of XDEs.NSER

    Video collections in panoramic contexts

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    Farm 2.0 Using Wordpress to Manage Geocontent and Promote Regional Food Products

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    Dissertation submitted in partial fulfilment of the requirements for the Degree of Master of Science in Geospatial Technologies.Recent innovations in geospatial technology have dramatically increased the utility and ubiquity of cartographic interfaces and spatially-referenced content on the web. Capitalizing on these developments, the Farm2.0 system demonstrates an approach to manage user-generated geocontent pertaining to European protected designation of origin (PDO) food products.Wordpress, a popular open-source publishing platform, supplies the framework for a geographic content management system, or GeoCMS, to promote PDO products in the Spanish province of Valencia. The Wordpress platform is modified through a suite of plug-ins and customizations to create an extensible application that could be easily deployed in other regions and administrated cooperatively by distributed regulatory councils. Content, either regional recipes or map locations for vendors and farms, is available for syndication as a GeoRSS feed and aggregated with outside feeds in a dynamic web map

    Eyes-Off Physically Grounded Mobile Interaction

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    This thesis explores the possibilities, challenges and future scope for eyes-off, physically grounded mobile interaction. We argue that for interactions with digital content in physical spaces, our focus should not be constantly and solely on the device we are using, but fused with an experience of the places themselves, and the people who inhabit them. Through the design, development and evaluation of a series ofnovel prototypes we show the benefits of a more eyes-off mobile interaction style.Consequently, we are able to outline several important design recommendations for future devices in this area.The four key contributing chapters of this thesis each investigate separate elements within this design space. We begin by evaluating the need for screen-primary feedback during content discovery, showing how a more exploratory experience can be supported via a less-visual interaction style. We then demonstrate how tactilefeedback can improve the experience and the accuracy of the approach. In our novel tactile hierarchy design we add a further layer of haptic interaction, and show how people can be supported in finding and filtering content types, eyes-off. We then turn to explore interactions that shape the ways people interact with aphysical space. Our novel group and solo navigation prototypes use haptic feedbackfor a new approach to pedestrian navigation. We demonstrate how variations inthis feedback can support exploration, giving users autonomy in their navigationbehaviour, but with an underlying reassurance that they will reach the goal.Our final contributing chapter turns to consider how these advanced interactionsmight be provided for people who do not have the expensive mobile devices that areusually required. We extend an existing telephone-based information service to support remote back-of-device inputs on low-end mobiles. We conclude by establishingthe current boundaries of these techniques, and suggesting where their usage couldlead in the future

    Proceedings of the ECIR2010 workshop on information access for personal media archives (IAPMA2010), Milton Keynes, UK, 28 March 2010

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    Towards e-Memories: challenges of capturing, summarising, presenting, understanding, using, and retrieving relevant information from heterogeneous data contained in personal media archives. This is the proceedings of the inaugural workshop on “Information Access for Personal Media Archives”. It is now possible to archive much of our life experiences in digital form using a variety of sources, e.g. blogs written, tweets made, social network status updates, photographs taken, videos seen, music heard, physiological monitoring, locations visited and environmentally sensed data of those places, details of people met, etc. Information can be captured from a myriad of personal information devices including desktop computers, PDAs, digital cameras, video and audio recorders, and various sensors, including GPS, Bluetooth, and biometric devices. In this workshop research from diverse disciplines was presented on how we can advance towards the goal of effective capture, retrieval and exploration of e-memories

    Investigating Data Exploration Techniques Involving Map Based Geotagged Data in a Collaborative Sensemaking Environment

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    The recent advancement in Global Positioning Systems (GPS) using satellite and geotagging has opened many opportunities for data-driven decision-making in fields such as emergency response, military intelligence, oil exploration and urban planning. The enormity and explosion of geospatial data necessitates the development of improved tools to support analysis and decision-making around this complex data – a process often known as sensemaking. A typical geotagged map can have hundreds of data points that are multi-dimensional, with each point having meaningful information associated with its location, as well as project specific information e.g., photographs, graphs, charts, bulletin data among many other information parameters. Sensemaking activities involving such complex data often involve a team of trained professionals who aim to make sense of this data to answer specific sets of questions, and make key decisions. Researchers are currently exploring the use of surface computing technology, such as, interactive digital tabletops and touch-based tablets to form methodologies to enhance collaborative sensemaking. This thesis examined the impact of two multi-surface interaction techniques that allowed individual group members to explore detailed geotagged data on separate peripheral tablets while sharing a large geographical overview on a digital tabletop. The two interaction techniques differed in the type of user input needed to control the location on the tabletop overview of a bounded “region of interest” (ROI) corresponding to the geotagged data displayed on the personal tablets. One technique (TOUCH) required the ROI to be positioned on the tabletop using direct touch interaction. The other technique (TILT) required the ROI to be positioned via 3-dimensional (up-down, left-right) tilt-gesture made with the personal tablet. Findings from the study revealed that the effectiveness of the respective interaction techniques depended on the stage of sensemaking process, and on which collaboration strategy groups employed during collaborative sensemaking

    Mobility is the Message: Experiments with Mobile Media Sharing

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    This thesis explores new mobile media sharing applications by building, deploying, and studying their use. While we share media in many different ways both on the web and on mobile phones, there are few ways of sharing media with people physically near us. Studied were three designed and built systems: Push!Music, Columbus, and Portrait Catalog, as well as a fourth commercially available system – Foursquare. This thesis offers four contributions: First, it explores the design space of co-present media sharing of four test systems. Second, through user studies of these systems it reports on how these come to be used. Third, it explores new ways of conducting trials as the technical mobile landscape has changed. Last, we look at how the technical solutions demonstrate different lines of thinking from how similar solutions might look today. Through a Human-Computer Interaction methodology of design, build, and study, we look at systems through the eyes of embodied interaction and examine how the systems come to be in use. Using Goffman’s understanding of social order, we see how these mobile media sharing systems allow people to actively present themselves through these media. In turn, using McLuhan’s way of understanding media, we reflect on how these new systems enable a new type of medium distinct from the web centric media, and how this relates directly to mobility. While media sharing is something that takes place everywhere in western society, it is still tied to the way media is shared through computers. Although often mobile, they do not consider the mobile settings. The systems in this thesis treat mobility as an opportunity for design. It is still left to see how this mobile media sharing will come to present itself in people’s everyday life, and when it does, how we will come to understand it and how it will transform society as a medium distinct from those before. This thesis gives a glimpse at what this future will look like

    Providing effective memory retrieval cues through automatic structuring and augmentation of a lifelog of images

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    Lifelogging is an area of research which is concerned with the capture of many aspects of an individual's life digitally, and within this rapidly emerging field is the significant challenge of managing images passively captured by an individual of their daily life. Possible applications vary from helping those with neurodegenerative conditions recall events from memory, to the maintenance and augmentation of extensive image collections of a tourist's trips. However, a large lifelog of images can quickly amass, with an average of 700,000 images captured each year, using a device such as the SenseCam. We address the problem of managing this vast collection of personal images by investigating automatic techniques that: 1. Identify distinct events within a full day of lifelog images (which typically consists of 2,000 images) e.g. breakfast, working on PC, meeting, etc. 2. Find similar events to a given event in a person's lifelog e.g. "show me other events where I was in the park" 3. Determine those events that are more important or unusual to the user and also select a relevant keyframe image for visual display of an event e.g. a "meeting" is more interesting to review than "working on PC" 4. Augment the images from a wearable camera with higher quality images from external "Web 2.0" sources e.g. find me pictures taken by others of the U2 concert in Croke Park In this dissertation we discuss novel techniques to realise each of these facets and how effective they are. The significance of this work is not only of benefit to the lifelogging community, but also to cognitive psychology researchers studying the potential benefits of lifelogging devices to those with neurodegenerative diseases
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