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1.
The content–user gap is the difference between the limited range of content-relevant preferences that may be expressed using
the MPEG-7 user interaction tools and the much wider range of metadata that may be represented using the MPEG-7 content tools.
One approach for closing this gap is to make the user and content metadata isomorphic by using the existing MPEG-7 content
tools to represent user (as well as content) metadata (Agius and Angelides 2006, 2007). Subsequently, user preferences may
be specified for all content, without omission. Since there is a wealth of user preference and history metadata within the
MPEG-7 user interaction tools that can usefully complement these specific content preferences, in this paper we develop a
method by which all user and content metadata may be bridged.
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3.
We present a study of using camera-phones and visual-tags to access mobile services. Firstly, a user-experience study is described in which participants were both observed learning to interact with a prototype mobile service and interviewed
about their experiences. Secondly, a pointing-device task is presented in which quantitative data was gathered regarding the speed and accuracy with which participants aimed and clicked
on visual-tags using camera-phones. We found that participants’ attitudes to visual-tag-based applications were broadly positive,
although they had several important reservations about camera-phone technology more generally. Data from our pointing-device
task demonstrated that novice users were able to aim and click on visual-tags quickly (well under 3 s per pointing-device
trial on average) and accurately (almost all meeting our defined speed/accuracy tradeoff of 6% error-rate). Based on our findings,
design lessons for camera-phone and visual-tag applications are presented.
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4.
This paper presents a method for automatically annotating files created on portable devices with contextual metadata. We achieve this through the combination of two system components. One is a context dissemination mechanism which allows devices in a personal area network (PAN) to maintain a shared aggregate contextual perception. The other is a storage management system that uses such context information to automatically decorate files created on personal devices with annotations. As a result, the user is able to flexibly browse and lookup files that were generated on the move, based on the contextual situation at the time of their creation. What is equally important is that the user is relieved from the cumbersome task of having to manually provide annotations in an explicit fashion. This is especially valuable when generating files on the move, using U/I-restricted portable devices. 相似文献
5.
This paper describes the simulated car racing competition that was arranged as part of the 2007 IEEE Congress on Evolutionary
Computation. Both the game that was used as the domain for the competition, the controllers submitted as entries to the competition
and its results are presented. With this paper, we hope to provide some insight into the efficacy of various computational
intelligence methods on a well-defined game task, as well as an example of one way of running a competition. In the process,
we provide a set of reference results for those who wish to use the simplerace game to benchmark their own algorithms. The paper is co-authored by the organizers and participants of the competition.
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6.
3D computer graphics have been an important feature in games development since it was first introduced in the early 80s and
there is no doubt that 3D based content is often viewed as more attractive in games than the more abstract 2D graphics. Many
games publishers are keen to leverage their success in the console market into the mobile phone platform. However, the resource
constraints of mobile phones and the fragmented nature of the environment present considerable challenges for games developers.
In this paper we consider some of the current constraints together with current and, probable, future developments both in
the software and hardware of mobile phones. As part of this process we benchmark some of the latest and most prevalent software
and hardware devices to ascertain both the quality of the graphics produced and the effects upon battery life. Whilst our
test results highlight that the current market does indeed present challenges, our research into the future developments highlights
the fact we are approaching greater standardization, which will be an important factor for the successful development of 3D
mobile games.
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7.
The complexity of group dynamics occurring in small group interactions often hinders the performance of teams. The availability
of rich multimodal information about what is going on during the meeting makes it possible to explore the possibility of providing
support to dysfunctional teams from facilitation to training sessions addressing both the individuals and the group as a whole.
A necessary step in this direction is that of capturing and understanding group dynamics. In this paper, we discuss a particular
scenario, in which meeting participants receive multimedia feedback on their relational behaviour, as a first step towards
increasing self-awareness. We describe the background and the motivation for a coding scheme for annotating meeting recordings
partially inspired by the Bales’ Interaction Process Analysis. This coding scheme was aimed at identifying suitable observable
behavioural sequences. The study is complemented with an experimental investigation on the acceptability of such a service.
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8.
In a globalised economy the accessibility of services becomes increasingly important for businesses. This has led to a demand
that information systems should be ubiquitous in the sense that they are available to all users under all circumstances, everywhere
and at all times, and independent of the access devices and channels used. The authors believe the key to meeting that demand
is existence of an omnipresent media of interaction and existence of information systems that within that media adapt themselves
to context parameters at run-time. The World Wide Web is considered as that omnipresent media. Thus, the task is left to design
adaptive information systems in a way that avoids unnecessary replication. In this article it will be shown how context parameters
can be utilised to enable system adaptivity. The latter is supposed to increase usability and targets the quality of use,
the content, and the functionality. We propose using an algebraic approach that aids in providing the leanest appropriate
interface via user typing and story boarding. Our approach furthermore limits the content delivered to a user to the amount
that can be dealt with in a usage scenario. The latter is based on defining hyphenation points within the content.
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9.
Quantitative usability requirements are a critical but challenging, and hence an often neglected aspect of a usability engineering process. A case study is described where quantitative usability requirements played a key role in the development of a new user interface of a mobile phone. Within the practical constraints of the project, existing methods for determining usability requirements and evaluating the extent to which these are met, could not be applied as such, therefore tailored methods had to be developed. These methods and their applications are discussed. 相似文献
10.
The Stanford Event Heap has been shown to provide appropriate support for constructing interactive workspace applications.
Given this success it is natural to consider the Event Heap as a platform to support other classes of Ubiquitous Computing
applications. In this paper we argue that the distributed, spontaneous nature of these applications places additional demands
on the Event Heap that require extensions to both the engineering and API. Suitable extensions are described and their use
to support a typical Ubicomp application is discussed.
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11.
Nowadays data mining plays an important role in decision making. Since many organizations do not possess the in-house expertise
of data mining, it is beneficial to outsource data mining tasks to external service providers. However, most organizations
hesitate to do so due to the concern of loss of business intelligence and customer privacy. In this paper, we present a Bloom
filter based solution to enable organizations to outsource their tasks of mining association rules, at the same time, protect
their business intelligence and customer privacy. Our approach can achieve high precision in data mining by trading-off the
storage requirement.
This research was supported by the USA National Science Foundation Grants CCR-0310974 and IIS-0546027.
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12.
Listening to music on personal, digital devices whilst mobile is an enjoyable, everyday activity. We explore a scheme for
exploiting this practice to immerse listeners in navigation cues. Our prototype, ONTRACK, continuously adapts audio, modifying
the spatial balance and volume to lead listeners to their target destination. First we report on an initial lab-based evaluation
that demonstrated the approach’s efficacy: users were able to complete tasks within a reasonable time and their subjective
feedback was positive. Encouraged by these results we constructed a handheld prototype. Here, we discuss this implementation
and the results of field-trials. These indicate that even with a low-fidelity realisation of the concept, users can quite
effectively navigate complicated routes.
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13.
We provide the complete record of methodology that let us evolve BrilliAnt, the winner of the Ant Wars contest. Ant Wars contestants are virtual ants collecting food on a grid board in the presence
of a competing ant. BrilliAnt has been evolved through a competitive one-population coevolution using genetic programming
and fitnessless selection. In this paper, we detail the evolutionary setup that lead to BrilliAnt’s emergence, assess its
direct and indirect human-competitiveness, and describe the behavioral patterns observed in its strategy.
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14.
Text search engines are inadequate for indexing and searching XML documents because they ignore metadata and aggregation structure
implicit in the XML documents. On the other hand, the query languages supported by specialized XML search engines are very
complex. In this paper, we present a simple yet flexible query language, and develop its semantics to enable intuitively appealing
extraction of relevant fragments of information while simultaneously falling back on retrieval through plain text search if necessary. Our approach combines and generalizes several available techniques to obtain precise
and coherent results.
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15.
The European Union co-funded COMUNICAR (communication multimedia unit inside car) project designed and developed an integrated multimedia human–machine interface (HMI) able to manage a wide variety of driver information systems (from entertainment to safety). COMUNICAR proposed an innovative information provision paradigm, in which the on-vehicle HMI is able to tailor the delivery of the information in real time according to the actual driving context and the drivers workload. COMUNICAR adopted a user-centred design process involving an iterative development based on extensive user tests since the early phases of the project. This approach was particularly useful to define and improve the layout of the user interface and specify the rules that decide the scheduling and the modalities of the delivery of the information messages to the driver. This paper introduces the COMUNICAR concept and the user-centred flow of design. Then, a concrete case of user-test driven, iterative improvement of a systems functionality is presented. We also briefly describe two software tools that we have designed to enhance the development process in a user-centred perspective. Finally, the future evolution of the concept of smart and safe information scheduling is sketched and discussed. 相似文献
16.
Support vector machines (SVMs) have been promising methods for classification and regression analysis due to their solid mathematical
foundations, which include two desirable properties: margin maximization and nonlinear classification using kernels. However,
despite these prominent properties, SVMs are usually not chosen for large-scale data mining problems because their training
complexity is highly dependent on the data set size. Unlike traditional pattern recognition and machine learning, real-world
data mining applications often involve huge numbers of data records. Thus it is too expensive to perform multiple scans on
the entire data set, and it is also infeasible to put the data set in memory. This paper presents a method, Clustering-Based SVM (CB-SVM), that maximizes the SVM performance for very large data sets given a limited amount of resource, e.g., memory. CB-SVM applies
a hierarchical micro-clustering algorithm that scans the entire data set only once to provide an SVM with high quality samples.
These samples carry statistical summaries of the data and maximize the benefit of learning. Our analyses show that the training
complexity of CB-SVM is quadratically dependent on the number of support vectors, which is usually much less than that of
the entire data set. Our experiments on synthetic and real-world data sets show that CB-SVM is highly scalable for very large
data sets and very accurate in terms of classification.
A preliminary version of the paper, “ Classifying Large Data Sets Using SVM with Hierarchical Clusters”, by H. Yu, J. Yang, and J. Han, appeared in Proc. 2003 Int. Conf. on Knowledge Discovery in Databases (KDD'03), Washington, DC, August 2003. However, this submission has substantially extended the previous paper and contains new and
major-value added technical contribution in comparison with the conference publication.
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17.
The paper reflects on the unique experience of social and technological development in Lithuania since the regaining of independence
as a newly reshaped society constructing a distinctive competitive IST-based model at global level. This has presented Lithuanian
pattern of how to integrate different experiences and relations between generations in implementing complex information society
approaches. The resulting programme in general is linked to the Lisbon objectives of the European Union. The experience of
transitional countries in Europe, each different but facing some common problems, may be useful to developing countries in
Africa.
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18.
Awareness systems have attracted significant research interest for their potential to support interpersonal relationships.
Investigations of awareness systems for the domestic environment have suggested that such systems can help individuals stay
in touch with dear friends or family and provide affective benefits to their users. Our research provides empirical evidence
to refine and substantiate such suggestions. We report our experience with designing and evaluating the ASTRA awareness system,
for connecting households and mobile family members. We introduce the concept of connectedness and its measurement through
the Affective Benefits and Costs of communication questionnaire (ABC-Q). We inform results that testify the benefits of sharing
experiences at the moment they happen without interrupting potential receivers. Finally, we document the role that lightweight,
picture-based communication can play in the range of communication media available.
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19.
Access to legal information and, in particular, to legal literature is examined for the creation of a search and retrieval
system for Italian legal literature. The design and implementation of services such as integrated access to a wide range of
resources are described, with a particular focus on the importance of exploiting metadata assigned to disparate legal material.
The integration of structured repositories and Web documents is the main purpose of the system: it is constructed on the basis
of a federation system with service provider functions, aiming at creating a centralized index of legal resources. The index
is based on a uniform metadata view created for structured data by means of the OAI approach and for Web documents by a machine
learning approach, which, in this paper, has been assessed as regards document classification. Semantic searching is a major
requirement for legal literature users and a solution based on the exploitation of Dublin Core metadata, as well as the use
of legal ontologies and related terms prepared for accessing indexed articles have been implemented.
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20.
There are only a few ethical regulations that deal explicitly with robots, in contrast to a vast number of regulations, which
may be applied. We will focus on ethical issues with regard to “responsibility and autonomous robots”, “machines as a replacement
for humans”, and “tele-presence”. Furthermore we will examine examples from special fields of application (medicine and healthcare,
armed forces, and entertainment). We do not claim to present a complete list of ethical issue nor of regulations in the field
of robotics, but we will demonstrate that there are legal challenges with regard to these issues.
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