196 research outputs found

    3D Face Identification Based on Arrangement of Salient Wrinkles

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    A Usability Approach to Improving the User Experience in Web Directories

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    Submitted for the degree of Doctor of Philosophy, Queen Mary, University of Londo

    A usability approach to improving the user experience in web directories

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    PhDWeb directories are hierarchically organised website collections that offer users subjectbased access to the Web. They played a significant part in navigating the Web in the past but their role has been weakened in recent years due to their cumbersome expanding collections. This thesis presents a unified framework combining the advantages of personalisation and redefined directory search for improving the usability of Web directories. The thesis begins with an examination of classification schemes that identifies the rigidity of hierarchical classifications and their suitability for Web directories in contrast to faceted classifications. This leads on to an Ontological Sketch Modelling (OSM) case study which identifies the misfits affecting user navigation in Web directories from known rigidity issues. The thesis continues with a review of personalisation techniques and a discussion of the user search model of Web directories following the suggested directions of improvement from the case study. A proposed user-centred framework to improve the usability of Web directories which consists of an individual content-based personalisation model and a redefined search model is then implemented as D-Persona and D-Search respectively. The remainder of the thesis is concerned with a usability test of D-Persona and D-Search aimed at discovering the efficiency, effectiveness and user satisfaction of the solution. This involves an experimental design, test results and discussions for the comparative user study. This thesis extracts a formal definition of the rigidity of hierarchies from their characteristics and justifies why hierarchies are still better suited than facets in organising Web directories. Second, it identifies misfits causing poor usability in Web directories based on the discovered rigidity of hierarchies. Third, it proposes a solution to tackle the misfits and improve the usability of Web directories which has been experimentally proved to be successful

    A Conceptual Framework for Modelling Spatial Relations

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    Various approaches lie behind the modelling of spatial relations, which is a heterogeneous and interdisciplinary field. In this paper, we introduce a conceptual framework to describe the characteristics of various models and how they relate each other. A first categorization is made among three representation levels: geometric, computational, and user. At the geometric level, spatial objects can be seen as point-sets and relations can be formally defined at the mathematical level. At the computational level, objects are represented as data types and relations are computed via spatial operators. At the user level, objects and relations belong to a context-dependent user ontology. Another way of providing a categorization is following the underlying geometric space that describes the relations: we distinguish among topologic, projective, and metric relations. Then, we consider the cardinality of spatial relations, which is defined as the number of objects that participate in the relation. Another issue is the granularity at which the relation is described, ranging from general descriptions to very detailed ones. We also consider the dimension of the various geometric objects and the embedding space as a fundamental way of categorizing relations

    Spatial Interaction for Immersive Mixed-Reality Visualizations

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    Growing amounts of data, both in personal and professional settings, have caused an increased interest in data visualization and visual analytics. Especially for inherently three-dimensional data, immersive technologies such as virtual and augmented reality and advanced, natural interaction techniques have been shown to facilitate data analysis. Furthermore, in such use cases, the physical environment often plays an important role, both by directly influencing the data and by serving as context for the analysis. Therefore, there has been a trend to bring data visualization into new, immersive environments and to make use of the physical surroundings, leading to a surge in mixed-reality visualization research. One of the resulting challenges, however, is the design of user interaction for these often complex systems. In my thesis, I address this challenge by investigating interaction for immersive mixed-reality visualizations regarding three core research questions: 1) What are promising types of immersive mixed-reality visualizations, and how can advanced interaction concepts be applied to them? 2) How does spatial interaction benefit these visualizations and how should such interactions be designed? 3) How can spatial interaction in these immersive environments be analyzed and evaluated? To address the first question, I examine how various visualizations such as 3D node-link diagrams and volume visualizations can be adapted for immersive mixed-reality settings and how they stand to benefit from advanced interaction concepts. For the second question, I study how spatial interaction in particular can help to explore data in mixed reality. There, I look into spatial device interaction in comparison to touch input, the use of additional mobile devices as input controllers, and the potential of transparent interaction panels. Finally, to address the third question, I present my research on how user interaction in immersive mixed-reality environments can be analyzed directly in the original, real-world locations, and how this can provide new insights. Overall, with my research, I contribute interaction and visualization concepts, software prototypes, and findings from several user studies on how spatial interaction techniques can support the exploration of immersive mixed-reality visualizations.Zunehmende Datenmengen, sowohl im privaten als auch im beruflichen Umfeld, führen zu einem zunehmenden Interesse an Datenvisualisierung und visueller Analyse. Insbesondere bei inhärent dreidimensionalen Daten haben sich immersive Technologien wie Virtual und Augmented Reality sowie moderne, natürliche Interaktionstechniken als hilfreich für die Datenanalyse erwiesen. Darüber hinaus spielt in solchen Anwendungsfällen die physische Umgebung oft eine wichtige Rolle, da sie sowohl die Daten direkt beeinflusst als auch als Kontext für die Analyse dient. Daher gibt es einen Trend, die Datenvisualisierung in neue, immersive Umgebungen zu bringen und die physische Umgebung zu nutzen, was zu einem Anstieg der Forschung im Bereich Mixed-Reality-Visualisierung geführt hat. Eine der daraus resultierenden Herausforderungen ist jedoch die Gestaltung der Benutzerinteraktion für diese oft komplexen Systeme. In meiner Dissertation beschäftige ich mich mit dieser Herausforderung, indem ich die Interaktion für immersive Mixed-Reality-Visualisierungen im Hinblick auf drei zentrale Forschungsfragen untersuche: 1) Was sind vielversprechende Arten von immersiven Mixed-Reality-Visualisierungen, und wie können fortschrittliche Interaktionskonzepte auf sie angewendet werden? 2) Wie profitieren diese Visualisierungen von räumlicher Interaktion und wie sollten solche Interaktionen gestaltet werden? 3) Wie kann räumliche Interaktion in diesen immersiven Umgebungen analysiert und ausgewertet werden? Um die erste Frage zu beantworten, untersuche ich, wie verschiedene Visualisierungen wie 3D-Node-Link-Diagramme oder Volumenvisualisierungen für immersive Mixed-Reality-Umgebungen angepasst werden können und wie sie von fortgeschrittenen Interaktionskonzepten profitieren. Für die zweite Frage untersuche ich, wie insbesondere die räumliche Interaktion bei der Exploration von Daten in Mixed Reality helfen kann. Dabei betrachte ich die Interaktion mit räumlichen Geräten im Vergleich zur Touch-Eingabe, die Verwendung zusätzlicher mobiler Geräte als Controller und das Potenzial transparenter Interaktionspanels. Um die dritte Frage zu beantworten, stelle ich schließlich meine Forschung darüber vor, wie Benutzerinteraktion in immersiver Mixed-Reality direkt in der realen Umgebung analysiert werden kann und wie dies neue Erkenntnisse liefern kann. Insgesamt trage ich mit meiner Forschung durch Interaktions- und Visualisierungskonzepte, Software-Prototypen und Ergebnisse aus mehreren Nutzerstudien zu der Frage bei, wie räumliche Interaktionstechniken die Erkundung von immersiven Mixed-Reality-Visualisierungen unterstützen können

    Retrieval of Spatially Similar Images using Quadtree-based Indexing

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    Multimedia applications involving image retrieval demand fast response, which requires efficient database indexing. Generally, a two-level indexing scheme in an image database can help to reduce the search space against a given query image. The first level is required to significantly reduce the search space for the second-stage of comparisons and must be computationally efficient. It is also required to guarantee that no new false negatives may result. In this thesis, we propose a new image signature representation for the first level of a two-level image indexing scheme that is based on hierarchical decomposition of image space into spatial arrangement of image features (quadtrees). We also formally prove that the proposed signature representation scheme not only results in fewer number of matching signatures but also does not result in any new false negative. Further, the performance of the retrieval scheme with proposed ignature representation is evaluated for various feature point detection algorithms

    Automatic reconstruction of itineraries from descriptive texts

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    Esta tesis se inscribe dentro del marco del proyecto PERDIDO donde los objetivos son la extracción y reconstrucción de itinerarios a partir de documentos textuales. Este trabajo se ha realizado en colaboración entre el laboratorio LIUPPA de l' Université de Pau et des Pays de l' Adour (France), el grupo de Sistemas de Información Avanzados (IAAA) de la Universidad de Zaragoza y el laboratorio COGIT de l' IGN (France). El objetivo de esta tesis es concebir un sistema automático que permita extraer, a partir de guías de viaje o descripciones de itinerarios, los desplazamientos, además de representarlos sobre un mapa. Se propone una aproximación para la representación automática de itinerarios descritos en lenguaje natural. Nuestra propuesta se divide en dos tareas principales. La primera pretende identificar y extraer de los textos describiendo itinerarios información como entidades espaciales y expresiones de desplazamiento o percepción. El objetivo de la segunda tarea es la reconstrucción del itinerario. Nuestra propuesta combina información local extraída gracias al procesamiento del lenguaje natural con datos extraídos de fuentes geográficas externas (por ejemplo, gazetteers). La etapa de anotación de informaciones espaciales se realiza mediante una aproximación que combina el etiquetado morfo-sintáctico y los patrones léxico-sintácticos (cascada de transductores) con el fin de anotar entidades nombradas espaciales y expresiones de desplazamiento y percepción. Una primera contribución a la primera tarea es la desambiguación de topónimos, que es un problema todavía mal resuelto dentro del reconocimiento de entidades nombradas (Named Entity Recognition - NER) y esencial en la recuperación de información geográfica. Se plantea un algoritmo no supervisado de georreferenciación basado en una técnica de clustering capaz de proponer una solución para desambiguar los topónimos los topónimos encontrados en recursos geográficos externos, y al mismo tiempo, la localización de topónimos no referenciados. Se propone un modelo de grafo genérico para la reconstrucción automática de itinerarios, donde cada nodo representa un lugar y cada arista representa un camino enlazando dos lugares. La originalidad de nuestro modelo es que además de tener en cuenta los elementos habituales (caminos y puntos del recorrido), permite representar otros elementos involucrados en la descripción de un itinerario, como por ejemplo los puntos de referencia visual. Se calcula de un árbol de recubrimiento mínimo a partir de un grafo ponderado para obtener automáticamente un itinerario bajo la forma de un grafo. Cada arista del grafo inicial se pondera mediante un método de análisis multicriterio que combina criterios cualitativos y cuantitativos. El valor de estos criterios se determina a partir de informaciones extraídas del texto e informaciones provenientes de recursos geográficos externos. Por ejemplo, se combinan las informaciones generadas por el procesamiento del lenguaje natural como las relaciones espaciales describiendo una orientación (ej: dirigirse hacia el sur) con las coordenadas geográficas de lugares encontrados dentro de los recursos para determinar el valor del criterio ``relación espacial''. Además, a partir de la definición del concepto de itinerario y de las informaciones utilizadas en la lengua para describir un itinerario, se ha modelado un lenguaje de anotación de información espacial adaptado a la descripción de desplazamientos, apoyándonos en las recomendaciones del consorcio TEI (Text Encoding and Interchange). Finalmente, se ha implementado y evaluado las diferentes etapas de nuestra aproximación sobre un corpus multilingüe de descripciones de senderos y excursiones (francés, español, italiano)

    Design and semantics of form and movement (DeSForM 2006)

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    Design and Semantics of Form and Movement (DeSForM) grew from applied research exploring emerging design methods and practices to support new generation product and interface design. The products and interfaces are concerned with: the context of ubiquitous computing and ambient technologies and the need for greater empathy in the pre-programmed behaviour of the ‘machines’ that populate our lives. Such explorative research in the CfDR has been led by Young, supported by Kyffin, Visiting Professor from Philips Design and sponsored by Philips Design over a period of four years (research funding £87k). DeSForM1 was the first of a series of three conferences that enable the presentation and debate of international work within this field: • 1st European conference on Design and Semantics of Form and Movement (DeSForM1), Baltic, Gateshead, 2005, Feijs L., Kyffin S. & Young R.A. eds. • 2nd European conference on Design and Semantics of Form and Movement (DeSForM2), Evoluon, Eindhoven, 2006, Feijs L., Kyffin S. & Young R.A. eds. • 3rd European conference on Design and Semantics of Form and Movement (DeSForM3), New Design School Building, Newcastle, 2007, Feijs L., Kyffin S. & Young R.A. eds. Philips sponsorship of practice-based enquiry led to research by three teams of research students over three years and on-going sponsorship of research through the Northumbria University Design and Innovation Laboratory (nuDIL). Young has been invited on the steering panel of the UK Thinking Digital Conference concerning the latest developments in digital and media technologies. Informed by this research is the work of PhD student Yukie Nakano who examines new technologies in relation to eco-design textiles
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