Research Note: Automated Path Finding Service For Second Life,
2010
University of Arkansas, Fayetteville
Research Note: Automated Path Finding Service For Second Life, Daniel Starling
Inquiry: The University of Arkansas Undergraduate Research Journal
No abstract provided.
Smart Objects In A Virtual World,
2010
University of Arkansas, Fayetteville
Smart Objects In A Virtual World, Akihiro Eguchi
Inquiry: The University of Arkansas Undergraduate Research Journal
The coming Internet of Things will usher in a smart semantic world where many more physical objects will be networked so that they can communicate with each other and with humans. This paper identifies protocols that smart objects will need to follow and the ways in which today’s virtual worlds can be used to better design and understand these protocols for tomorrow’s smart world.
Supporting Multiple Paths To Objects In Information Hierarchies: Faceted Classification, Faceted Search, And Symbolic Links,
2010
University of Dayton
Supporting Multiple Paths To Objects In Information Hierarchies: Faceted Classification, Faceted Search, And Symbolic Links, Saverio Perugini
Computer Science Faculty Publications
We present three fundamental, interrelated approaches to support multiple access paths to each terminal object in information hierarchies: faceted classification, faceted search, and web directories with embedded symbolic links. This survey aims to demonstrate how each approach supports users who seek information from multiple perspectives. We achieve this by exploring each approach, the relationships between these approaches, including tradeoffs, and how they can be used in concert, while focusing on a core set of hypermedia elements common to all. This approach provides a foundation from which to study, understand, and synthesize applications which employ these techniques. This survey does not …
Beyond The Pie: Communicating With Smart Objects Using Menu-Based Natural Language Interfaces,
2010
University of Arkansas, Fayetteville
Beyond The Pie: Communicating With Smart Objects Using Menu-Based Natural Language Interfaces, Tanmaya Kumar
Inquiry: The University of Arkansas Undergraduate Research Journal
In both real and 3D virtual worlds, people and avatars (representations of people) need to be able to communicate with things around them. Without guidance, however, people cannot use the language that the things can understand. The goal of our research is to extend the 3D virtual world Second Life® to better model pervasive computing and overcome the boundaries of communication. The aim of this paper is to show how to build a dynamic menu-based user interface that enables humans to communicate with model entities. The focus is the applicability of object-specific grammars associated with things (objects in the real …
Arabic For Designers By Mourad Boutros,
2010
CUNY Office of Library Services
Arabic For Designers By Mourad Boutros, Saad D. Abulhab
Publications and Research
No abstract provided.
Eliciting User Requirements Using Appreciative Inquiry,
2010
Claremont Graduate University
Eliciting User Requirements Using Appreciative Inquiry, Carol Kernitzki Gonzales
CGU Theses & Dissertations
Many software development projects fail because they do not meet the needs of users, are over-budget, and abandoned. To address this problem, the user requirements elicitation process was modified based on principles of Appreciative Inquiry. Appreciative Inquiry, commonly used in organizational development, aims to build organizations, processes, or systems based on success stories using a hopeful vision for an ideal future. Spanning five studies, Appreciative Inquiry was evaluated for its effectiveness with eliciting user requirements. In the first two cases, it was compared with traditional approaches with end-users and proxy-users. The third study was a quasi-experiment comparing the use of …
Motion In Augmented Reality Games: An Engine For Creating Plausible Physical Interactions In Augmented Reality Games,
2010
Technological University Dublin
Motion In Augmented Reality Games: An Engine For Creating Plausible Physical Interactions In Augmented Reality Games, Brian Mac Namee, David Beaney, Qingqing Dong
Articles
The next generation of Augmented Reality (AR) games will require real and virtual objects to coexist in motion in immersive game environments. This will require the illusion that real and virtual objects interact physically together in a plausible way. The Motion in Augmented Reality Games (MARG) engine described in this paper has been developed to allow these kinds of game environments. The paper describes the design and implementation of the MARG engine and presents two proof-of-concept AR games that have been developed using it. Evaluations of these games have been performed and are presented to show that the MARG engine …
Website Accessibility Issues In Western Australian Public Libraries,
2010
Edith Cowan University
Website Accessibility Issues In Western Australian Public Libraries, Vivienne L. Conway
Theses : Honours
Website accessibility is a very real and pressing issue for public libraries internationally. Tim Berners-Lee credited with founding the Web, states "The power of the Web is in its universality. Access by everyone regardless of disability is an essential aspect." (Henry & McGee, 2010). There is wide-spread support for adherence to the Web Content Advisory Guidelines Version 1.0 and 2.0 (WCAG) throughout Federal, State and Local levels of government in Australia. The Guidelines have also been affirmed by the Australian Human Rights Commission, disability advocacy groups such as Vision Australia, and the Australian Library and Information Association. The Australian Government …
Representations Of Keypoint-Based Semantic Concept Detection: A Comprehensive Study,
2010
Singapore Management University
Representations Of Keypoint-Based Semantic Concept Detection: A Comprehensive Study, Yu-Gang Jiang, Jun Yang, Chong-Wah Ngo
Research Collection School Of Computing and Information Systems
Based on the local keypoints extracted as salient image patches, an image can be described as a "bag-of-visual-words (BoW)" and this representation has appeared promising for object and scene classification. The performance of BoW features in semantic concept detection for large-scale multimedia databases is subject to various representation choices. In this paper, we conduct a comprehensive study on the representation choices of BoW, including vocabulary size, weighting scheme, stop word removal, feature selection, spatial information, and visual bi-gram. We offer practical insights in how to optimize the performance of BoW by choosing appropriate representation choices. For the weighting scheme, we …
Scalable Multi-Modal Avatar Interface For Multi-User Environments,
2010
Technological University Dublin
Scalable Multi-Modal Avatar Interface For Multi-User Environments, Brian Mac Namee, Mark Dunne, John D. Kelleher
Conference papers
This research outlines an Intelligent Virtual Agent (IVA) interface, where multiple users will be able to interact with 3D avatars. This will take place in a distributed multi-modal environ- ment where the LOK8 Avatar System (AS) will need to locate it’s users from a crowd, using face tracking and novel 3D animation techniques.
Cbtv: Visualising Case Bases For Similarity Measure Design And Selection,
2010
Technological University Dublin
Cbtv: Visualising Case Bases For Similarity Measure Design And Selection, Brian Mac Namee, Sarah Jane Delany
Conference papers
In CBR the design and selection of similarity measures is paramount. Selection can benefit from the use of exploratory visualisation- based techniques in parallel with techniques such as cross-validation ac- curacy comparison. In this paper we present the Case Base Topology Viewer (CBTV) which allows the application of different similarity mea- sures to a case base to be visualised so that system designers can explore the case base and the associated decision boundary space. We show, using a range of datasets and similarity measure types, how the idiosyncrasies of particular similarity measures can be illustrated and compared in CBTV allowing …
Inside The Selection Box: Visualising Active Learning Selection Strategies,
2010
Technological University Dublin
Inside The Selection Box: Visualising Active Learning Selection Strategies, Brian Mac Namee, Rong Hu, Sarah Jane Delany
Conference papers
Visualisations can be used to provide developers with insights into the inner workings of interactive machine learning techniques. In active learning, an inherently interactive machine learning technique, the design of selection strategies is the key research question and this paper demonstrates how spring model based visualisations can be used to provide insight into the precise operation of various selection strategies. Using sample datasets, this paper provides detailed examples of the differences between a range of selection strategies.
Xpu: A Distributed Architecture For Metaverses,
2010
Portland State University
Xpu: A Distributed Architecture For Metaverses, Francis Chang, C. Mic Bowman, Wu-Chi Feng
Computer Science Faculty Publications and Presentations
A significant problem of designing 3D virtual worlds (such as metaverses) is developing a scalable architecture that can manage millions of simultaneous users in an interactive 3D environment. This paper presents XPU (Extremely Partitioned Universe), a hierarchical client-server architecture for developing highly scalable metaverses. This design addresses the problem of dynamically partitioning the world to manage network and computing resources.
