390 research outputs found
Three applications for mobile epidemic algorithms
This paper presents a framework for the pervasive sharing of data using wireless networks. 'FarCry' uses the mobility of users to carry files between separated networks. Through a mix of ad-hoc and infrastructure-based wireless networking, files are transferred between users without their direct involvement. As users move to different locations, files are then transmitted on to other users, spreading and sharing information. We examine three applications of this framework. Each of these exploits the physically proximate nature of social gatherings. As people group together in, for example, business meetings and cafés, this can be taken as an indication of similar interests, e.g. in the same presentation or in a type of music. MediaNet affords sharing of media files between strangers or friends, MeetingNet shares business documents in meetings, and NewsNet shares RSS feeds between mobile users. NewsNet also develops the use of pre-emptive caching: collecting information from others not for oneself, but for the predicted later sharing with others. We offer observations on developing this system for a mobile, multi-user, multi-device environment
Supporting ethnographic studies of ubiquitous computing in the wild
Ethnography has become a staple feature of IT research over the last twenty years, shaping our understanding of the social character of computing systems and informing their design in a wide variety of settings. The emergence of ubiquitous computing raises new challenges for ethnography however, distributing interaction across a burgeoning array of small, mobile devices and online environments which exploit invisible sensing systems. Understanding interaction requires ethnographers to reconcile interactions that are, for example, distributed across devices on the street with online interactions in order to assemble coherent understandings of the social character and purchase of ubiquitous computing systems. We draw upon four recent studies to show how ethnographers are replaying system recordings of interaction alongside existing resources such as video recordings to do this and identify key challenges that need to be met to support ethnographic study of ubiquitous computing in the wild
Abstract machines: overlaying virtual worlds on physical rides
Overlaying virtual worlds onto existing physical rides and altering the sensations of motion can deliver new experiences of thrill, but designing how motion is mapped between physical ride and virtual world is challenging. In this paper, we present the notion of an abstract machine, a new form of intermediate design knowledge that communicates motion mappings at the level of metaphor, mechanism and implementation. Following a performance-led, in-the-wild approach we report lessons from creating and touring VR Playground, a ride that overlays four distinct abstract machines and virtual worlds on a playground swing. We compare the artist's rationale with riders' reported experiences and analysis of their physical behaviours to reveal the distinct thrills of each abstract machine. Finally, we discuss how to make and use abstract machines in terms of heuristics for designing motion mappings, principles for virtual world design and communicating experiences to riders
Picking pockets on the lawn: the development of tactics and strategies in a mobile game
This paper presents Treasure, an outdoor mobile multiplayer game inspired by Weiserâs notion of seams, gaps and breaks in different media. Playing Treasure involves movement in and out of a wi-fi network, using PDAs to pick up virtual âcoinsâ that may be scattered outside network coverage. Coins have to be uploaded to a server to gain game points, and players can collaborate with teammates to double the points given for an upload. Players can also steal coins from opponents. As they move around, playersâ PDAs sample network signal strength and update coverage maps. Reporting on a study of players taking part in multiple games, we discuss how their tactics and strategies developed as their experience grew with successive games. We suggest that meaningful play arises in just this way, and that repeated play is vital when evaluating such games
Archives of thrill: the V-Armchair experience
Technology for older people is typically concerned either with health care or accessibility of existing systems. In this paper we take a more âentertainment-orientedâ approach to developing experiences aimed at older users. We describe here the design, development and a user study of the V-Armchair, a virtual reality and motion platform based roller coaster experience. The V-Armchair constitutes a blueprint for the digital archiving of physical ride experiences through the simultaneous capture of 360 video, sound and motion. It gives access to thrill experiences to those who may not be able to go on real thrill rides, such as older riders, and it can be considered as a class of technology that could help to support âactive agingâ as defined by the World Health Organisation. We discuss strategies for capturing and then âtoning downâ motion experiences to make them accessible for older users. We present a study which explores the user experience of the V-Armchair with an older group (median age 63) using a DK2 headset, and a younger group (median age 25) using a CV1 headset, via thematic analysis of semi-structured interviews and a modified version of the Game Experience Questionnaire, and discuss emergent themes such as the role of the presenter, reminiscence, presence and immersion
The Nottingham Multi-Modal Corpus: a demonstration
This software demonstration overviews the developments made during the 3-year NCeSS funded Understanding New Forms of the
Digital Record for e-Social Science project (DReSS) that was based at the University of Nottingham. The demo highlights the
outcomes of a specific âdriver projectâ hosted by DReSS, which sought to combine the knowledge of linguists and the expertise of
computer scientists in the construction of the multi-modal (MM hereafter) corpus software: the Digital Replay System (DRS). DRS
presents âdataâ in three different modes, as spoken (audio), video and textual records of real-life interactions, accurately aligning within
a functional, searchable corpus setting (known as the Nottingham Multi-Modal Corpus: NMMC herein). The DRS environment
therefore allows for the exploration of the lexical, prosodic and gestural features of conversation and how they interact in everyday
speech. Further to this, the demonstration introduces a computer vision based gesture recognition system which has been constructed
to allow for the detection and preliminary codification of gesture sequences. This gesture tracking system can be imported into DRS to
enable an automated approach to the analysis of MM datasets
Universal neural field computation
Turing machines and G\"odel numbers are important pillars of the theory of
computation. Thus, any computational architecture needs to show how it could
relate to Turing machines and how stable implementations of Turing computation
are possible. In this chapter, we implement universal Turing computation in a
neural field environment. To this end, we employ the canonical symbologram
representation of a Turing machine obtained from a G\"odel encoding of its
symbolic repertoire and generalized shifts. The resulting nonlinear dynamical
automaton (NDA) is a piecewise affine-linear map acting on the unit square that
is partitioned into rectangular domains. Instead of looking at point dynamics
in phase space, we then consider functional dynamics of probability
distributions functions (p.d.f.s) over phase space. This is generally described
by a Frobenius-Perron integral transformation that can be regarded as a neural
field equation over the unit square as feature space of a dynamic field theory
(DFT). Solving the Frobenius-Perron equation yields that uniform p.d.f.s with
rectangular support are mapped onto uniform p.d.f.s with rectangular support,
again. We call the resulting representation \emph{dynamic field automaton}.Comment: 21 pages; 6 figures. arXiv admin note: text overlap with
arXiv:1204.546
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Archives of thrill: the V-Armchair experience
Technology for older people is typically concerned either with health care or accessibility of existing systems. In this paper we take a more 'entertainment-oriented' approach to developing experiences aimed at older users. We describe here the design, development and a user study of the V-Armchair, a virtual reality and motion platform based roller coaster experience. The V-Armchair constitutes a blueprint for the digital archiving of physical ride experiences through the simultaneous capture of 360 video, sound and motion. It gives access to thrill experiences to those who may not be able to go on real thrill rides, such as older riders, and it can be considered as a class of technology that could help to support 'active aging' as defined by the World Health Organisation. We discuss strategies for capturing and then 'toning down' motion experiences to make them accessible for older users. We present a study which explores the user experience of the V-Armchair with an older group (median age 63) using a DK2 headset, and a younger group (median age 25) using a CV1 headset, via thematic analysis of semi-structured interviews and a modified version of the Game Experience Questionnaire, and discuss emergent themes such as the role of the presenter, reminiscence, presence and immersion
Constraints on the Ultra High Energy Photon flux using inclined showers from the Haverah Park array
We describe a method to analyse inclined air showers produced by ultra high
energy cosmic rays using an analytical description of the muon densities. We
report the results obtained using data from inclined events
(60^{\circ}<\theta<80^{\circ}) recorded by the Haverah Park shower detector for
energies above 10^19 eV. Using mass independent knowledge of the UHECR spectrum
obtained from vertical air shower measurements and comparing the expected
horizontal shower rate to the reported measurements we show that above 10^19 eV
less than 48 % of the primary cosmic rays can be photons at the 95 % confidence
level and above 4 X 10^19 eV less than 50 % of the cosmic rays can be photonic
at the same confidence level. These limits place important constraints on some
models of the origin of ultra high-energy cosmic rays.Comment: 45 pages, 25 figure
Molecular detection of Strongyloides sp. in Australian thoroughbred foals
Background
Strongyloides westeri is found in the small intestine of young horses, mainly in foals up to about 16 weeks of age. The main source of infection for foals is through transmammary transmission, and foals can develop acute diarrhoea, weakness, dermatitis and respiratory signs. The epidemiology of S. westeri in Australia is largely unknown. Further, molecular techniques have never been employed for detection of S. westeri in horses. This pilot study aimed to assess the utility of a molecular phylogenetic method for the detection of S. westeri in the faeces of foals.
Methods
Faecal samples were collected from a foal of less than 2 months of age, and eggs of Strongyloides sp. were detected using the modified McMaster technique. DNA was extracted from purified eggs, and a partial fragment of the small subunit of the nuclear ribosomal DNA (18S) was characterised using polymerase chain reaction, DNA sequencing and phylogenetic methods.
Results
Microscopic examination of faeces revealed small ellipsoidal eggs typical of Strongyloides sp. The 18S sequence generated by PCR in this study revealed 98.4% identity with that of a reference sequence of S. westeri available from GenBank. Phylogenetic analyses revealed a polyphyletic clustering of S. westeri sequences.
Conclusion
This is the first study reporting the detection of DNA of Strongyloides sp. in faeces of a foal using a molecular phylogenetic approach targeting the variable region of 18S rDNA. It is anticipated that this study will allow future molecular epidemiological studies on S. westeri in horses
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