Exploring the research world

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In this short talk I will give an overview on ideas for using new technologies such as multi touch, tabletops and more to assist researchers in various tasks. We think of it as a research suite, where we go from very small devices and displays, such as a research pod and research pad, to extremely large displays, such as research on a tabletop, wall projections or even a projection dome. Specifically in this talk I will give an example of a researchpod app and a tabletop app. More! is a mobile application that has been developed for getting more information of a researcher during a presentation at a conference. This information includes all the papers, various contact information and even the slides of the presentation currently going on. Science table, a tabletop vizualisation, is a first attempt of providing easy access to publication data in a research field by showing connections between papers and its authors in various ways.

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  • Exploring the research world

    1. 1. EXPLORING THE RESEARCH WORLD A new approach to Research Bram Vandeputte Gonzalo Parra Erik Duval
    2. 2. OUR INTEREST • How can we use technology to support researchers • Expertise built up in TEL and Music • Creating a research suite ?
    3. 3. RESEARCH 2.0? • it creates conversations between researchers • lets them discuss the data and connect it with other data that might be relevant • blogs, wikis and such, permit users to make information available in ways that create a conversation • Web 2.0 permits scientists to create digitized conversations that provide context for the data http://en.wikipedia.org/wiki/Science_2.0
    4. 4. OUR VIEW ON RESEARCH 2.0 • openness and sharing • mash-up of data and services • web2.0 applications & new technologies
    5. 5. NOT THAT NEW... Paul Otlet (1868-1944, B) • “There is too much to read”... • Universal Decimal Classification • Mundaneum Vannevar Bush (1890-1975) • Memex
    6. 6. OUR CONTRIBUTIONS
    7. 7. MORE! By Gonzalo Parra • Scenario: researcher is attending a conference presentation and is interested in the topic and the speaker • Problem: Finding more information about them is currently done in an ad hoc way
    8. 8. THE APPLICATION • Social discovery & connecting tool • Exposed information: • researcher: full name, photo and affiliation • work: paper, slides, paper and publication list • social handles: Twitter, SlideShare, blog, Delicious, Facebook, LinkedIn
    9. 9. HOW DOES IT WORK?
    10. 10. EVALUATION Students Researchers • Future work Learn speaker’s work • automatic information extraction from scientific papers Easily follow ppt • automatic retrieval of Easy to use researcher’s information Satisfaction • understanding the experience 1 2 3 4 5 http://sites.google.com/site/kulmoreapp/
    11. 11. SCIENCETABLE By Bram Vandeputte
    12. 12. PAPERS •3 ways of dealing with papers : • search : particular paper or a “good” paper on some specific topic => scholar, web of science, ... • alerting : on a specific topic => scholar or journals • focus on relations between papers and authors
    13. 13. PAPER-AUTHOR NETWORKS • existing tools : • manually clicking through -> overview lost • focus on desktop/web app -> designed for 13”-20” screens • Not enough technical support for exploring these networks
    14. 14. SCIENCETABLE • The Goal : • Exploiting/exploring paper-author networks • Helping an individual researcher • Aid in studying the conference/research domain
    15. 15. THE APPLICATION • Visual browser through paper-author networks • Using large display => allows for global navigation • Grouping related authors/papers • Gesture support for easy direct interaction using combination of spring graph algo simple physics engine to automatically lay-out the net work
    16. 16. USE CASES • World overview : • finding out patterns/clusters : geographical (expert user) • Correcting errors • Find most important/interesting authors and its papers • Explore the neighbors : • Where am I in the research publication space ? • Who should I talk/connect to ?
    17. 17. DEMO
    18. 18. FUTURE WORK • Filtering based on ’importance’/’connectivity’ • search an author or a topic to be highlighted • varying the strengths of the connections • Different relations, like citations or topic ’closeness’. explore combinations of multiple relations
    19. 19. HOW TO EVALUATE THIS ? • Macro level : Useful ? • Does it fulfill an actual need ? • if yes : Are people aware of this need ? • Micro level : Useable ? • Do zoom, pan, rotate and other gestures work as they should ? • Tasks -> how and how fast are the tasks completed • Questionnaires : user satisfaction, etc.
    20. 20. THE DATA • Typically in closed systems • STELLAR : • at universities • Collecting : RSS BuRST feed • publishers • Exposing : research.fm • conference organizers • ...
    21. 21. BuRST BuRST BuRST BuRST CNR-ITD UJF LMU UNOTT BuRST BuRST BuRST BuRST Stellar OA BuRST More! pub.fm KMRC ALU-FR UB KUL Less! BuRST BuRST BuRST BuRST ScienceTable ZSI ATOS KC OU:UK BuRST BuRST BuRST BuRST Stellar All Pub Widgets BuRST EPFL SCI OUNL L3S pub.fm BuRST BuRST BuRST BuRST ... ... ... ... ECTEL ED-MEDIA ECTEL raw BuRST BuRST Scrape Till pub.fm pub.fm Springer
    22. 22. FOOD FOR THOUGHT
    23. 23. Contact Me Contact Me Contact Me Contact Me Person D Person A Person B Person E Towards the Next Generation of Tabletop Gaming Experiences Carsten Magerkurth, Maral Memisoglu, Timo Engelke, Norbert Streitz Fraunhofer IPSI “AMBIENTE - Workspaces of the Future” Dolivostrasse 15 D-64293 Darmstadt, Germany {magerkurth, memisoglu, engelke, streitz} Tangled Interaction: On the Expressiveness @ipsi.fraunhofer.de +49 (0) 6151/869-997 Abstract of Tangible User Interfaces In this paper we present a novel hardware and software platform (STARS) to realize computer JOHANREDSTRO ̈M Interactive Institute This is an analysis and exploration of a basic aesthetic issue in interaction design: how an am- bition to augmented tabletop games that unify the strengths of traditional board games and computer design strong and persistent relations between appearance and functionality, evident in approaches such as games. STARS game applications preserve the social situation of traditional board games and tangible user interfaces, in crucial ways in which conflicts with the ways miniaturization of technology have provide a tangible interface with physical playing pieces to facilitate natural interaction. The changed the relation between the object’s surface and its inter- nal complexity. To further investigate this virtual game components offer exciting new opportunities for game design and provide richer issue, four conceptual design experiments are presented exploring the expressiveness and aesthetic potential of overloading the object’s surface by adding several layers of interaction, thus creating a kind of tangled gaming experiences impossible to realize with traditional media. interaction. This paper describes STARS in terms of the hardware setup and the software platform used to Categories and Subject Descriptors: H.5.2 [Information Interfaces and Presentation]: User Interfaces—User- develop and play STARS games. The interaction design within STARS is discussed and centered design; interaction styles; theory and methods; H.5.m [Information Interfaces and Presentation]: Miscellaneous sample games are presented with regard to their contributions to enhancing user experience. General Terms: Human Factors, Theory Finally, real- world experiences with the platform are reported. Additional Key Words and Phrases: Aesthetics, design theory, interaction design, tangible user interfaces Key words: Gaming, tabletop games, tangible interfaces. Towards the Next Generation of Tabletop Gaming Experiences Carsten Magerkurth, Maral Memisoglu, Timo Engelke, Norbert Streitz Fraunhofer IPSI “AMBIENTE - Workspaces of the Future” Dolivostrasse 15 D-64293 Darmstadt, Germany {magerkurth, memisoglu, engelke, streitz} @ipsi.fraunhofer.de +49 (0) 6151/869-997 Abstract In this paper we present a novel hardware and software platform (STARS) to realize computer augmented tabletop games that unify the strengths of traditional board games and computer Tangled Interaction: On the Expressiveness games. STARS game applications preserve the social situation of traditional board games and provide a tangible interface with physical playing pieces to facilitate natural interaction. The of Tangible User Interfaces virtual game components offer exciting new opportunities for game design and provide richer JOHANREDSTRO ̈M Interactive Institute gaming experiences impossible to realize with traditional media. This is an analysis and exploration of a basic aesthetic issue in interaction design: how an am- bition to design strong and persistent relations between appearance and functionality, evident in approaches such as This paper describes STARS in terms of the hardware setup and the software platform used to tangible user interfaces, in crucial ways in which conflicts with the ways miniaturization of technology have develop and play STARS games. The interaction design within STARS is discussed and changed the relation between the object’s surface and its inter- nal complexity. To further investigate this sample games are presented with regard to their contributions to enhancing user experience. issue, four conceptual design experiments are presented exploring the expressiveness and aesthetic potential of overloading the object’s surface by adding several layers of interaction, thus creating a kind of tangled Finally, real- world experiences with the platform are reported. interaction. Key words: Gaming, tabletop games, tangible interfaces. Categories and Subject Descriptors: H.5.2 [Information Interfaces and Presentation]: User Interfaces—User- centered design; interaction styles; theory and methods; H.5.m [Information Interfaces and Presentation]: Miscellaneous General Terms: Human Factors, Theory Additional Key Words and Phrases: Aesthetics, design theory, interaction design, tangible user interfaces
    24. 24. QUESTIONS THANKS!

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