Transparent objects, such as glass walls and doors, constitute architectural obstacles hindering the mobility of people with low vision or blindness. For instance, the open space behind glass doors is inaccessible, un...
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Multi-user virtual environments (MUVEs) seem to have great potential in education. Current educational uses of MUVEs seem to exploit them more as group interaction platforms and less as worlds where users learn by int...
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Social trust relationships between users in social networks speak to the similarity in opinions between the users, both in general and in important nuanced ways. They have been used in the past to make recommendations...
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Social trust relationships between users in social networks speak to the similarity in opinions between the users, both in general and in important nuanced ways. They have been used in the past to make recommendations on the web. New trust metrics allow us to easily cluster users based on trust. In this paper, we investigate the use of trust clusters as a new way of improving recommendations. Previous work on the use of clusters has shown the technique to be relatively unsuccessful, but those clusters were based on similarity rather than trust. Our results show that when trust clusters are integrated into memory-based collaborative filtering algorithms, they lead to statistically significant improvements in accuracy. In this paper we discuss our methods, experiments, results, and potential future applications of the technique.
Cooperative Inquiry is a Participatory Design method that involves children (typically 7-11 years old) as full partners with adults in the design of technologies intended for use by children. For many years, child des...
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ISBN:
(纸本)9781450319188
Cooperative Inquiry is a Participatory Design method that involves children (typically 7-11 years old) as full partners with adults in the design of technologies intended for use by children. For many years, child designers have worked together with adults in Cooperative Inquiry approaches. However, in the past children have not typically initiated the design problems tackled by the intergenerational team, nor have they acted in leadership roles by conducting design sessions-until now. In this paper, we detail three case studies of Cooperative Inquiry in which children led the process of design, from initial problem formulation through one iteration of design review and elaboration. We frame our analysis from three perspectives on the design process: behaviors exhibited by child leaders and their fellow co-designers;supports required for child leaders;and views expressed by child leaders and their co-design cohort about the sessions that they led. Copyright 2013 ACM.
Augmented reality (AR) and virtual reality (VR) are becoming a part of everyday life with the advance of other technologies such as computervision systems, sensing technologies, graphics, mobile computing, etc. Their...
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Driving can be a lonely activity. While there has been a lot of research and technical inventions concerning car-tocar communication and passenger entertainment, there is still little work concerning connecting driver...
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ISBN:
(纸本)9781450336734
Driving can be a lonely activity. While there has been a lot of research and technical inventions concerning car-tocar communication and passenger entertainment, there is still little work concerning connecting drivers. Whereas tourism is very much a social activity, drive tourists and road trippers have few options to communicate with fellow travelers. Our study is placed at the intersection of tourism and driving. It aims to enhance the trip experience during driving through social interaction. This paper explores how a mobile application that allows instant messaging between travelers sharing similar context can establish a temporary, ad hoc community and enhance the road trip experience. A prototype was developed and evaluated in various user and field studies. The study's outcomes are relevant for the design of future mobile tourist guides that benefit from community design, social encounters and recommendations.
On account of having real-time behavior and being easy to implement, spring meshes have been used for modeling deformable objects. Determining spring stiffness parameters for simulation of soft objects with high accur...
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In this paper we describe a pen-based user interface for easy and natural user interaction with a wall projection display. VisualPen is a vision-based system for real-time detection and tracking of a pen that complete...
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In this paper we describe a pen-based user interface for easy and natural user interaction with a wall projection display. VisualPen is a vision-based system for real-time detection and tracking of a pen that completely replaces mouse and keyboard. The low computational complexity of its algorithms renders it easy to implement with low-cost, low-power embedded hardware, thus allowing portability and integrability. The architecture of the system is described, and experimental results are presented and commented.
Visualizations of static networks in the form of node-link diagrams have evolved rapidly, though researchers are still grappling with how best to show evolution of nodes over time in these diagrams. This paper introdu...
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This paper will discuss the various issues surrounding personal technologies for children. Three critical questions will be discussed: Why can technology be important for children? What activities can technology suppo...
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