5 research outputs found

    Interactive Visualization of Video Data for Fish Population Monitoring

    No full text
    The recent use of computer vision techniques for monitoring ecosystems has opened new perspectives for marine ecology research. These techniques can extract information about fish populations from in-situ cameras, without requiring ecologists to watch the videos. However, they inherently introduce uncertainty since a

    Gamesourcing Expert Painting Annotations

    No full text
    Online collections provided by museums are increasingly opened for contributions from users outside the museum. These initiatives are mostly targeted at obtaining tags describing aspects of artworks that are common knowledge. This does not require the contributors to have specific skills or knowledge. Museums, however, are also interested in obtaining very specific information about the subject matter of their artworks. We present a game that can help to collect expert knowledge by enabling non-expert users to perform an expert annotation task. This is achieved by simplifying the expert task and providing a sufficient level of annotation support to the users. In a user study we could prove the usefulness of our approach

    Wobble : supporting social play through an open-ended play environment

    No full text
    In this paper we explore how to design for different levels of social play such as solitary, parallel and group play. For this purpose, we developed an open-ended play environment that supports the three stages of play: invitation, exploration and immersion. This play environment, called Wobble, focuses on socio-dramatic play by triggering children’s imagination. Wobble consists of multiple interactive light objects developed for children aged four to six years old. Wobble was evaluated with eighteen children playing in groups of three during a free play session. The results show a clear pattern of how children first approach the play environment in a solitary manner, then explore its interaction possibilities in parallel and eventually become immersed in group play. This pattern can be supported by various design properties as local feedback and spatial interaction rules

    Dynamic layering graphical elements for graphical password schemes

    No full text

    Dynamic layering graphical elements for graphical password schemes: creating the difference

    No full text
    corecore