This document discusses using semiotic profiles to design graphical user interfaces for social media data on mobile phones. It begins by outlining the challenges of limited screen size for mobile devices. It then introduces semiotic profiles based on icons, indexes, and symbols to provide an intuitive interface. The document proposes a semiotic profile can help organize large social media data for mobile phones. Future work is needed to analyze applications, assess mobility/usability, and develop prototypes using this approach.
The document discusses the development of an intelligent multimedia interface system that allows a user to control a pan/tilt camera through speech and hand gestures. The system uses a stationary camera to capture images of the user's hand gestures and a microphone to capture speech commands. By processing images and audio, the system is able to point the pan/tilt camera in the direction indicated by the user's hand gesture and then fine tune the position using voice commands. The system aims to make human-computer interaction more natural by replacing traditional input devices like keyboards and mice with speech and gestures. Experiments were conducted to evaluate the system's accuracy, efficiency, reliability and limitations.
Thesis' paper from the Master in Information Design. Universidad de las Américas Puebla.
Omar Sosa Tzec.
(Thesis presented on Dec of 2006).
The information design, regarded as the act of creating usable messages, has a direct application on designing graphic user interfaces. In this regard, it is possible to consider schematic visualization as an option for users to unload cognitively through more stress on the visual characteristics of the interface. This represents a way to apply the Calm Technology paradigm proposed by Mark Weiser. By considering the level of iconicity conveyed into an interface of this nature, the understanding of how schematics works on the interface should be evaluated under a different approach rather than a traditional usability evaluation, for example by doing a communicability test (from the Semiotic Engineering theory). Thus, this paper describes the overall process to design and evaluation of an instant messaging client under these considerations and it also introduces a standpoint for interface design based on the three rhetorical appealing modes.
Mobile speech and advanced natural language solutionsSpringer
This document discusses two frameworks for semantic interpretation in natural language technology for mobile devices: a rule-based framework and a statistical framework. The rule-based framework draws from expert systems and uses production rules and ontologies. The statistical framework uses data-driven methods. Both frameworks have advantages and drawbacks, and the document speculates that future systems may combine aspects of both frameworks to better understand user intent and resolve ambiguities.
A case study analysis on digital convergent design: Skynet Platformdi8it
This document presents the results of a case study analysis on the SkyNet digital convergent design platform. The study employed structured interviews to survey people's attitudes, perceptions, and behaviors regarding convergent services. Key findings include:
1) Participants were most likely to engage with interactive TV features directly related to enhancing TV content experience, such as getting additional information about shows.
2) Internet-based interactive services saw less usage, suggesting people view TV as primarily for passive viewing.
3) Exposure to interactive features through devices like Sky+ boxes increased likelihood of using interactivity.
4) Constraints like slow performance or disrupting the TV experience reduced openness to interactivity. Participants preferred features that
This document provides an overview of visual literacy and communication skills, outlining their importance in everyday life and various fields like media. It discusses how visual literacy allows people to understand and think critically about images, and involves more than just identification skills, requiring higher-level comprehension of visual relationships and contexts. The intent of the course is to expand understanding and use of visual expression across disciplines by examining visual elements, composition strategies, and various media formats for visual communication.
This document provides an overview of visual literacy and communication skills, outlining their importance in everyday life and various fields of media. It discusses how visual literacy allows people to understand and think critically about images, and emphasizes that visual communication is an important tool for effective messaging. The document also explores how specific visual formats require unique approaches to analysis and comprehension of the information and ideas contained within images.
International Journal of Engineering and Science Invention (IJESI) is an international journal intended for professionals and researchers in all fields of computer science and electronics. IJESI publishes research articles and reviews within the whole field Engineering Science and Technology, new teaching methods, assessment, validation and the impact of new technologies and it will continue to provide information on the latest trends and developments in this ever-expanding subject. The publications of papers are selected through double peer reviewed to ensure originality, relevance, and readability. The articles published in our journal can be accessed online.
Ana Amorim is an interaction designer and design strategist focused on creating meaningful, useful, and delightful experiences between people and technology. Over 2 years at IDEO she worked across industries as a designer, information architect, analyst, strategist, and project manager. She aims to build an understanding of global trends through diverse work. Her skills include concept development, storytelling, prototyping, and interface design.
The document discusses the development of an intelligent multimedia interface system that allows a user to control a pan/tilt camera through speech and hand gestures. The system uses a stationary camera to capture images of the user's hand gestures and a microphone to capture speech commands. By processing images and audio, the system is able to point the pan/tilt camera in the direction indicated by the user's hand gesture and then fine tune the position using voice commands. The system aims to make human-computer interaction more natural by replacing traditional input devices like keyboards and mice with speech and gestures. Experiments were conducted to evaluate the system's accuracy, efficiency, reliability and limitations.
Thesis' paper from the Master in Information Design. Universidad de las Américas Puebla.
Omar Sosa Tzec.
(Thesis presented on Dec of 2006).
The information design, regarded as the act of creating usable messages, has a direct application on designing graphic user interfaces. In this regard, it is possible to consider schematic visualization as an option for users to unload cognitively through more stress on the visual characteristics of the interface. This represents a way to apply the Calm Technology paradigm proposed by Mark Weiser. By considering the level of iconicity conveyed into an interface of this nature, the understanding of how schematics works on the interface should be evaluated under a different approach rather than a traditional usability evaluation, for example by doing a communicability test (from the Semiotic Engineering theory). Thus, this paper describes the overall process to design and evaluation of an instant messaging client under these considerations and it also introduces a standpoint for interface design based on the three rhetorical appealing modes.
Mobile speech and advanced natural language solutionsSpringer
This document discusses two frameworks for semantic interpretation in natural language technology for mobile devices: a rule-based framework and a statistical framework. The rule-based framework draws from expert systems and uses production rules and ontologies. The statistical framework uses data-driven methods. Both frameworks have advantages and drawbacks, and the document speculates that future systems may combine aspects of both frameworks to better understand user intent and resolve ambiguities.
A case study analysis on digital convergent design: Skynet Platformdi8it
This document presents the results of a case study analysis on the SkyNet digital convergent design platform. The study employed structured interviews to survey people's attitudes, perceptions, and behaviors regarding convergent services. Key findings include:
1) Participants were most likely to engage with interactive TV features directly related to enhancing TV content experience, such as getting additional information about shows.
2) Internet-based interactive services saw less usage, suggesting people view TV as primarily for passive viewing.
3) Exposure to interactive features through devices like Sky+ boxes increased likelihood of using interactivity.
4) Constraints like slow performance or disrupting the TV experience reduced openness to interactivity. Participants preferred features that
This document provides an overview of visual literacy and communication skills, outlining their importance in everyday life and various fields like media. It discusses how visual literacy allows people to understand and think critically about images, and involves more than just identification skills, requiring higher-level comprehension of visual relationships and contexts. The intent of the course is to expand understanding and use of visual expression across disciplines by examining visual elements, composition strategies, and various media formats for visual communication.
This document provides an overview of visual literacy and communication skills, outlining their importance in everyday life and various fields of media. It discusses how visual literacy allows people to understand and think critically about images, and emphasizes that visual communication is an important tool for effective messaging. The document also explores how specific visual formats require unique approaches to analysis and comprehension of the information and ideas contained within images.
International Journal of Engineering and Science Invention (IJESI) is an international journal intended for professionals and researchers in all fields of computer science and electronics. IJESI publishes research articles and reviews within the whole field Engineering Science and Technology, new teaching methods, assessment, validation and the impact of new technologies and it will continue to provide information on the latest trends and developments in this ever-expanding subject. The publications of papers are selected through double peer reviewed to ensure originality, relevance, and readability. The articles published in our journal can be accessed online.
Ana Amorim is an interaction designer and design strategist focused on creating meaningful, useful, and delightful experiences between people and technology. Over 2 years at IDEO she worked across industries as a designer, information architect, analyst, strategist, and project manager. She aims to build an understanding of global trends through diverse work. Her skills include concept development, storytelling, prototyping, and interface design.
Interaction design beyond human computer interactionKenny Nguyen
This document provides an overview of interaction design and human-computer interaction. It discusses how interaction design has evolved beyond traditional human-computer interaction to include new paradigms like ubiquitous and pervasive computing using wireless and collaborative technologies. The book aims to be up-to-date by including many examples of contemporary research. It defines interaction design as designing interactive products to support people in their everyday lives. The book has 15 chapters that cover cognitive, social, and affective issues in interaction design and emphasize an iterative design process relying on both theory and practice. It includes many learning features like activities, assignments, and interviews.
This document summarizes perspectives from six colleagues at DMI on creating holistic customer experiences. It discusses Apple's success with minimizing risks in the iPhone experience. It also describes Motorola's efforts to create a unified contact experience on Android devices and the challenges of designing for open platforms where many factors can affect the user experience. Finally, it discusses Audiobrain's work designing the sonic branding for Microsoft's Xbox 360 video game system through collaborative research and guidelines to create a coherent audio identity.
The quality of high-end videoconferencing systems has improved significantly over the last few years
enabling a class of applications known as “telepresence” wherein the users engaged in a communication
session experience a feeling of mutual presence in a shared virtual space. Telepresence systems have
reached a maturity level that seriously challenges the old familiar truism that a face-to-face meeting is
always better than a technology-mediated alternative. To explore the state of the art in telepresence
technology and outline future opportunities, this paper proposes an optimality condition, expressed as a
“Turing Test,” whereby the subjective experience of using a telepresence system is compared to the
corresponding face-to-face situation. The requirements and challenges of designing a system passing such
a Turing Test for telepresence are analyzed with respect to the limits of human perception, and the
feasibility of achieving this goal with currently available or near future technology is discussed
This document provides an overview of natural user interface (NUI) research as it relates to human-computer interaction (HCI). It defines HCI and notes that NUI is an emerging paradigm that aims to make interfaces invisible through natural motions, gestures, and interactions. The document outlines relevant areas of HCI including computer science, behavioral sciences, and design. It discusses NUI focus areas like touch, vision, speech and technologies like touchscreens, voice input, and augmented reality. Examples of NUI applications are also presented. Challenges with NUI include the currently high costs of developing the specialized technology.
This document discusses human-centered computing (HCC), which aims to shift computing from a traditional paradigm to one based on human behaviors, responses, and values. It defines some key terms related to HCC and discusses its scope and applications. Specifically, it explores how HCC focuses on improving human-computer interaction and considers social/cultural factors. Examples of HCC applications mentioned include using sensors and biometrics in gaming to simulate real-world experiences, developing more natural interfaces for mobile devices, and creating assistive technologies like a "smart wheelchair" for disabled users.
This document provides an introduction to human-computer interaction (HCI). It discusses how HCI considers all aspects of human perception, cognition, skills and experience with technology. It also discusses computers and how they mediate interactions between humans and tasks. The goal of HCI is to design interfaces that are as invisible as possible so users can focus on their tasks rather than the interface. HCI sits within the broader field of human factors engineering and is also related to fields like user interface design, user experience design and psychology.
Compile version communication in consructionYap Xin
This document discusses communication in the construction industry. It begins by defining communication and its importance. It then discusses various parties involved in construction communication like architects, engineers, contractors, and more. It outlines several theories of communication like media richness theory and media naturalness theory. It also identifies four main types of communication used in construction: verbal, non-verbal, written, and audiovisual. Various methods of communication are also outlined, including formal meetings, informal meetings, telephone calls, and written reports. The document emphasizes the importance of effective communication for successful construction projects.
The document provides an introduction to human-computer interaction (HCI). It defines HCI as the study of the interaction between humans and computers, including the design and evaluation of interactive systems. The document discusses why HCI is important, focusing on creating usable, intuitive systems. It also outlines some of the historical roots of HCI in fields like computer graphics, operating systems, and cognitive psychology. Finally, it discusses potential future developments in HCI, such as ubiquitous computing, mixed media interfaces, and more natural human-computer interaction.
Lunenburg, fred c advances in technology ijdaid v14 n1 2011William Kritsonis
Advances in information technology have influenced workplace communications by providing additional communication tools. Six key developments discussed are email, instant messaging, social networking, blogs, video conferencing, and computer presentations. Each technology impacts the quantity and quality of communication differently, such as enabling faster messaging but limiting nonverbal cues. While technology enhances communications, face-to-face interactions and developing teamwork remain important.
Human-computer interaction (HCI) is a multidisciplinary field that studies the design and use of computer technology and aims to ensure that systems are easy to use and meet the needs of users. HCI draws from both computer sciences like computer vision and programming as well as human sciences like cognitive psychology and ergonomics. Researchers in HCI develop new interaction methods, prototype systems, and explore paradigms to improve the interaction between humans and machines.
A consistent UI leaves an overall impression on user’s psychology, aesthetics and taste. Human–computer interaction (HCI) is
the study of how humans interact with computer systems. Many disciplines contribute to HCI, including computer science, psychology,
ergonomics, engineering, and graphic design. HCI is a broad term that covers all aspects of the way in which people interact with computers.
In their daily lives, people are coming into contact with an increasing number of computer-based technologies. Some of these computer
systems, such as personal computers, we use directly. We come into contact with other systems less directly — for example, we have all seen
cashiers use laser scanners and digital cash registers when we shop. We have taken the same but in extensible line and made more solid
justified by linking with other scientific pillars and concluded some of the best holistic base work for future innovations. It is done by
inspecting various theories of Colour, Shape, Wave, Fonts, Design language and other miscellaneous theories in detail.
Interaction design is about creating behaviors through the design of interfaces between humans and technology. Interaction designers consider business needs, aesthetics, and what makes interfaces intuitive from their backgrounds in fields like user research, information architecture, user interface design, and more. The process of interaction design involves ideation, exploration, refinement, production, and delivery through collaboration between designers, technologists, and other roles.
This document presents two studies that investigate whether mobile phone-based access to complex financial services can reach the unbanked, and if so, what type of user interface is best. The first study was an ethnographic exploration involving 90 subjects across 4 countries that examined how non-literate and semi-literate populations currently use existing mobile payment systems. The second study was a formal usability test with 58 subjects in India that compared text-based, spoken dialog, and rich multimedia interfaces for a mobile banking system. The results showed that non-text designs were preferred over text-based designs, and while task completion rates were better for rich multimedia, the spoken dialog interface was faster and required less assistance.
This document presents a Carneades-structured debate on communications technology in the workplace. It outlines two opposing perspectives - one arguing that communications technology is disruptive and counterproductive, and the other arguing it is manageable and efficient. Through refutations of each perspective's arguments, the debate concludes that the impact of communications technology depends on contextual organizational factors, and managers should thoroughly analyze these factors before investing. The goal of presenting opposing views and finding an agreeable solution was achieved.
CHAINED DISPLAYS: CONFIGURATION OF MULTIPLE CO-LOCATED PUBLIC DISPLAYSIJCNCJournal
Networks of pervasive display systems involving public and semi-public displays have
allowed experiences to be created that span across multiple displays to achieve a stronger
effect on the viewers. However, little research has been done so far on the configuration
of content for multiple displays, especially when encountered in sequence in what is
commonly referred to as chained displays. As a first step towards determining appropriate
configuration strategies for chained displays, we have identified and investigated different
approaches for configuring content. We report on a user study on the effect of the different
configuration models in terms of usability and user engagement.
Emotion-oriented computing: Possible uses and applicationsAndré Valdestilhas
This article discusses the concepts of using digital television affective computing and computer vision.
The proposal involves the union of some techniques such as capturing facial expressions through a video
camera, use of accelerometers in ball and touch holograms to work a certain level of interactivity with the
viewer. Some uses of the proposal in question are described, such as control of the hearing, background
content, among others. This article reveals numerous benefits that can be addressed with the use of
matters presented which can be applied in a broad context, such as for the blind in video games, among
others
Interaction design beyond human computer interactionKenny Nguyen
This document provides an overview of interaction design and human-computer interaction. It discusses how interaction design has evolved beyond traditional human-computer interaction to include new paradigms like ubiquitous and pervasive computing using wireless and collaborative technologies. The book aims to be up-to-date by including many examples of contemporary research. It defines interaction design as designing interactive products to support people in their everyday lives. The book has 15 chapters that cover cognitive, social, and affective issues in interaction design and emphasize an iterative design process relying on both theory and practice. It includes many learning features like activities, assignments, and interviews.
This document summarizes perspectives from six colleagues at DMI on creating holistic customer experiences. It discusses Apple's success with minimizing risks in the iPhone experience. It also describes Motorola's efforts to create a unified contact experience on Android devices and the challenges of designing for open platforms where many factors can affect the user experience. Finally, it discusses Audiobrain's work designing the sonic branding for Microsoft's Xbox 360 video game system through collaborative research and guidelines to create a coherent audio identity.
The quality of high-end videoconferencing systems has improved significantly over the last few years
enabling a class of applications known as “telepresence” wherein the users engaged in a communication
session experience a feeling of mutual presence in a shared virtual space. Telepresence systems have
reached a maturity level that seriously challenges the old familiar truism that a face-to-face meeting is
always better than a technology-mediated alternative. To explore the state of the art in telepresence
technology and outline future opportunities, this paper proposes an optimality condition, expressed as a
“Turing Test,” whereby the subjective experience of using a telepresence system is compared to the
corresponding face-to-face situation. The requirements and challenges of designing a system passing such
a Turing Test for telepresence are analyzed with respect to the limits of human perception, and the
feasibility of achieving this goal with currently available or near future technology is discussed
This document provides an overview of natural user interface (NUI) research as it relates to human-computer interaction (HCI). It defines HCI and notes that NUI is an emerging paradigm that aims to make interfaces invisible through natural motions, gestures, and interactions. The document outlines relevant areas of HCI including computer science, behavioral sciences, and design. It discusses NUI focus areas like touch, vision, speech and technologies like touchscreens, voice input, and augmented reality. Examples of NUI applications are also presented. Challenges with NUI include the currently high costs of developing the specialized technology.
This document discusses human-centered computing (HCC), which aims to shift computing from a traditional paradigm to one based on human behaviors, responses, and values. It defines some key terms related to HCC and discusses its scope and applications. Specifically, it explores how HCC focuses on improving human-computer interaction and considers social/cultural factors. Examples of HCC applications mentioned include using sensors and biometrics in gaming to simulate real-world experiences, developing more natural interfaces for mobile devices, and creating assistive technologies like a "smart wheelchair" for disabled users.
This document provides an introduction to human-computer interaction (HCI). It discusses how HCI considers all aspects of human perception, cognition, skills and experience with technology. It also discusses computers and how they mediate interactions between humans and tasks. The goal of HCI is to design interfaces that are as invisible as possible so users can focus on their tasks rather than the interface. HCI sits within the broader field of human factors engineering and is also related to fields like user interface design, user experience design and psychology.
Compile version communication in consructionYap Xin
This document discusses communication in the construction industry. It begins by defining communication and its importance. It then discusses various parties involved in construction communication like architects, engineers, contractors, and more. It outlines several theories of communication like media richness theory and media naturalness theory. It also identifies four main types of communication used in construction: verbal, non-verbal, written, and audiovisual. Various methods of communication are also outlined, including formal meetings, informal meetings, telephone calls, and written reports. The document emphasizes the importance of effective communication for successful construction projects.
The document provides an introduction to human-computer interaction (HCI). It defines HCI as the study of the interaction between humans and computers, including the design and evaluation of interactive systems. The document discusses why HCI is important, focusing on creating usable, intuitive systems. It also outlines some of the historical roots of HCI in fields like computer graphics, operating systems, and cognitive psychology. Finally, it discusses potential future developments in HCI, such as ubiquitous computing, mixed media interfaces, and more natural human-computer interaction.
Lunenburg, fred c advances in technology ijdaid v14 n1 2011William Kritsonis
Advances in information technology have influenced workplace communications by providing additional communication tools. Six key developments discussed are email, instant messaging, social networking, blogs, video conferencing, and computer presentations. Each technology impacts the quantity and quality of communication differently, such as enabling faster messaging but limiting nonverbal cues. While technology enhances communications, face-to-face interactions and developing teamwork remain important.
Human-computer interaction (HCI) is a multidisciplinary field that studies the design and use of computer technology and aims to ensure that systems are easy to use and meet the needs of users. HCI draws from both computer sciences like computer vision and programming as well as human sciences like cognitive psychology and ergonomics. Researchers in HCI develop new interaction methods, prototype systems, and explore paradigms to improve the interaction between humans and machines.
A consistent UI leaves an overall impression on user’s psychology, aesthetics and taste. Human–computer interaction (HCI) is
the study of how humans interact with computer systems. Many disciplines contribute to HCI, including computer science, psychology,
ergonomics, engineering, and graphic design. HCI is a broad term that covers all aspects of the way in which people interact with computers.
In their daily lives, people are coming into contact with an increasing number of computer-based technologies. Some of these computer
systems, such as personal computers, we use directly. We come into contact with other systems less directly — for example, we have all seen
cashiers use laser scanners and digital cash registers when we shop. We have taken the same but in extensible line and made more solid
justified by linking with other scientific pillars and concluded some of the best holistic base work for future innovations. It is done by
inspecting various theories of Colour, Shape, Wave, Fonts, Design language and other miscellaneous theories in detail.
Interaction design is about creating behaviors through the design of interfaces between humans and technology. Interaction designers consider business needs, aesthetics, and what makes interfaces intuitive from their backgrounds in fields like user research, information architecture, user interface design, and more. The process of interaction design involves ideation, exploration, refinement, production, and delivery through collaboration between designers, technologists, and other roles.
This document presents two studies that investigate whether mobile phone-based access to complex financial services can reach the unbanked, and if so, what type of user interface is best. The first study was an ethnographic exploration involving 90 subjects across 4 countries that examined how non-literate and semi-literate populations currently use existing mobile payment systems. The second study was a formal usability test with 58 subjects in India that compared text-based, spoken dialog, and rich multimedia interfaces for a mobile banking system. The results showed that non-text designs were preferred over text-based designs, and while task completion rates were better for rich multimedia, the spoken dialog interface was faster and required less assistance.
This document presents a Carneades-structured debate on communications technology in the workplace. It outlines two opposing perspectives - one arguing that communications technology is disruptive and counterproductive, and the other arguing it is manageable and efficient. Through refutations of each perspective's arguments, the debate concludes that the impact of communications technology depends on contextual organizational factors, and managers should thoroughly analyze these factors before investing. The goal of presenting opposing views and finding an agreeable solution was achieved.
CHAINED DISPLAYS: CONFIGURATION OF MULTIPLE CO-LOCATED PUBLIC DISPLAYSIJCNCJournal
Networks of pervasive display systems involving public and semi-public displays have
allowed experiences to be created that span across multiple displays to achieve a stronger
effect on the viewers. However, little research has been done so far on the configuration
of content for multiple displays, especially when encountered in sequence in what is
commonly referred to as chained displays. As a first step towards determining appropriate
configuration strategies for chained displays, we have identified and investigated different
approaches for configuring content. We report on a user study on the effect of the different
configuration models in terms of usability and user engagement.
Emotion-oriented computing: Possible uses and applicationsAndré Valdestilhas
This article discusses the concepts of using digital television affective computing and computer vision.
The proposal involves the union of some techniques such as capturing facial expressions through a video
camera, use of accelerometers in ball and touch holograms to work a certain level of interactivity with the
viewer. Some uses of the proposal in question are described, such as control of the hearing, background
content, among others. This article reveals numerous benefits that can be addressed with the use of
matters presented which can be applied in a broad context, such as for the blind in video games, among
others
This document provides information on Mobil 1 Motorcycle Oils, which are full synthetic, high-performance engine oils formulated for motorcycle engines. It describes the advantages of synthetic oils over conventional oils, and highlights the features and benefits of three Mobil 1 Motorcycle oil products: Mobil 1 MX4T 10W-40 for 4-cycle sport bikes, Mobil 1 V-Twin 20W-50 for air-cooled 4-cycle V-twin engines, and Mobil 1 MX2T for high-performance 2-cycle engines. It also provides specifications, approvals and typical properties for each product.
The document discusses competitive intelligence analysis tools for economic development. It introduces competitive intelligence and why analysis is important. It then describes the top 5 analysis tools: SWOT analysis, competitor profile, STEEP analysis, Porter's Five Forces model, and SPACE matrix. For each tool, it provides a description, objective, and details on the type of information needed to conduct the analysis. It concludes by offering some tips to remember and providing information about Intelegia, the company discussing the tools.
Emotion-oriented computing: Possible uses and resourcesAndré Valdestilhas
This article discusses the concepts of using Digital Television Affective Computing and Computer Vision. The proposal involves the union of some techniques such as capturing facial expressions through a video camera, use of accelerometers in ball and touch holograms to work a certain level of interactivity with the viewer. Some examples of uses of the proposal in question are described, such as control of the hearing, background content, among others.
1) The document proposes reducing identifier heterogeneity in knowledge bases by developing a GUI that allows users to evaluate links between entities and suggest new links.
2) It presents a workflow involving importing data from multiple sources, normalizing identifiers, and allowing users to rate the quality and suggest improvements to links between entities.
3) Results showed that 10.35% of links were transitive or redirects, and usability testing of the GUI indicated a high level of usability with an average SUS score of 82.
1) The document proposes reducing identifier heterogeneity in knowledge bases by developing a GUI that allows users to evaluate links between entities and suggest new links.
2) It presents a workflow involving importing data from multiple sources, normalizing identifiers, and allowing users to rate the quality and suggest improvements to links between entities.
3) Usability testing of the GUI indicated a high level of usability, and results from link ratings could be used in future work to further improve interlinking between knowledge bases.
An Overview of Interactive Surfaces: Applications, Sensors, and Dimensionsgaup_geo
This document provides an overview of interactive surface technology by exploring applications, sensors, and dimensions. It surveys application areas such as entertainment, collaboration, communication, computer interfaces, and customer-vendor interfaces. It also breaks down sensing technologies like capacitive touch screens, optical imaging, and frustrated total internal reflection. Finally, it discusses the size and complexity of different interactive surfaces. The goal is to give a broad overview of current interactive surface technology applications and sensing methods.
Critically review the role of three-dimensional photorealistic simulations in the public engagement exercise throughout the urban design process and suggest improvement measures
SMARCOS Abstract Paper submitted to ICCHP 2012Smarcos Eu
This study is part of the European project "Smarcos" (http://www.smarcos-project.eu/) that includes among its goals the development of services which are specifically designed and accessible for blind users.
In this paper we present the prototype application designed to make the main phone features available in a way which is accessible for a blind user. The prototype has been developed to firstly evaluate the interaction modalities based on gestures, audio and vibro-tactile feedback.
Supporting relationships with awareness systemsOnno Romijn
The paper describes the design of a novel end-to-end communication system for helping elderly people and their grandchildren keep in touch in a pleasurable, low-pace interaction. The paper focuses on the requirements gathering process that combined diaries with field testing of prototypes and interviews; thereby bringing elements of more ‘playful’ design to a well- structured requirements engineering process.
The document is a proposal for a digital media project exploring the history of mobile phones. The proposed interactive application would use fiducial markers and a webcam to play videos about different phone models throughout history. It would allow non-linear navigation through a database of phones represented as images with attached fiducials. The goal is to educate users about phone evolution in an engaging way inspired by interactive exhibits at the Walt Disney Family Museum. A prototype would be created using MAX MSP to test the concept before potential development for a museum installation.
Toward a More Robust Usability concept with Perceived Enjoyment in the contex...Waqas Tariq
Mobile multimedia service is relatively new but has quickly dominated people¡¯s lives, especially among young people. To explain this popularity, this study applies and modifies the Technology Acceptance Model (TAM) to propose a research model and conduct an empirical study. The goal of study is to examine the role of Perceived Enjoyment (PE) and what determinants can contribute to PE in the context of using mobile multimedia service. The result indicates that PE is influencing on Perceived Usefulness (PU) and Perceived Ease of Use (PEOU) and directly Behavior Intention (BI). Aesthetics and flow are key determinants to explain Perceived Enjoyment (PE) in mobile multimedia usage.
(Crestani et al., 2004) The proliferation of mobile devices and thMargaritoWhitt221
The document discusses several papers related to research in the field of mobile human-computer interaction (mobile HCI). The first paper discusses the International Workshop on Mobile and Ubiquitous Information Access that was held in 2003 in Italy and covered topics like interface design, interaction techniques, context-aware applications and implications of mobile computing. The second paper discusses a study that analyzed how often and for how long users look at their mobile devices on average. The third paper discusses the Mobile HCI 2004 conference that established mobile HCI as a central research area and impacted how the field is conducted today.
The document discusses designing a mobile app for previewing music and movies. It will:
- Target males aged 25-34 based on smartphone usage statistics.
- Incorporate cognitive psychology principles like minimizing cognitive load and promoting recognition over recall.
- Follow design principles of learnability, effectiveness and accommodation.
- Be developed using rapid application development tools like jQueryMobile for prototyping.
- Include multimedia content like video, audio and images to allow previews of movies and music.
The document discusses designing a mobile app for previewing music and movies. It will:
- Target males aged 25-34 based on smartphone usage statistics.
- Incorporate cognitive psychology principles like minimizing cognitive load and promoting recognition over recall.
- Follow design principles of learnability, effectiveness, and accommodation.
- Be developed using rapid application development tools like jQueryMobile for prototyping.
- Include multimedia content like video, audio, and images to allow previews of movies and music.
Multimodal and Affective Human Computer Interaction - Abhinav SharmaAbhinav Sharma
This document discusses human-computer interaction and related topics such as multimodal and affective HCI. It begins with an introduction to the history and development of HCI. It then discusses more recent developments like touch interfaces, voice assistants, and consistent cross-device experiences. Two areas of interest in HCI are identified as multimodal interaction using multiple modes like voice and touch simultaneously, and affective HCI which aims to understand human emotions during interaction. Several research papers are summarized that explore topics like the definitions of multimodal HCI, challenges and opportunities it presents, as well as efforts in the field of automatic emotion recognition in HCI. Overall issues discussed include how to design more natural and seamless multimodal experiences, and how
A DEVELOPMENT FRAMEWORK FOR A CONVERSATIONAL AGENT TO EXPLORE MACHINE LEARNIN...mlaij
This study aims to introduce a discussion platform and curriculum designed to help people understand how
machines learn. Research shows how to train an agent through dialogue and understand how information
is represented using visualization. This paper starts by providing a comprehensive definition of AI literacy
based on existing research and integrates a wide range of different subject documents into a set of key AI
literacy skills to develop a user-centered AI. This functionality and structural considerations are organized
into a conceptual framework based on the literature. Contributions to this paper can be used to initiate
discussion and guide future research on AI learning within the computer science community.
This document provides an introduction to human-computer interaction (HCI). It discusses what HCI is, its importance, and some key principles of HCI design. HCI deals with how humans interact with computing devices through interaction models and interfaces. Some important HCI principles discussed include understanding the target users, reducing memory load, maintaining consistency, providing reminders to refresh memory, and designing for naturalness and preventing errors. The document emphasizes the multidisciplinary nature of HCI and how following design principles can help create usable, efficient and satisfying user experiences.
Mobile devices are increasingly becoming part of everyday
life for many different uses. These devices are mainly based
on using touch-screens, which is challenging for people
with disabilities. For visually-impaired people interacting
with touch-screens can be very complex because of the lack
of hardware keys or tactile references. Thus it is necessary
to investigate how to design applications, accessibility
supports (e.g. screen readers) and operating systems for
mobile accessibility. Our aim is to investigate interaction
modality so that even those who have sight problems can
successfully interact with touch-screens. A crucial issue
concerns the lack of HW buttons on the numpad. Herein
we propose a possible solution to overcome this factor. In
this work we present the results of evaluating a prototype
developed for the Android platform used on mobile
devices. 20 blind users were involved in the study. The
results have shown a positive response especially with
regard to users who had never interacted with touchscreens
Technology is starting to merge, creating integrated experiences and opening truly significant possibilities in the way we solve problems and creating better products and experiences.
(Part 4) This is the ICT students' module for Malaysia's previous ICT education syllabus. SHARED ONLY FOR EDUCATIONAL PURPOSES.
-I apologize but (Part 3) is not available for sharing-
Smart keyboards automatically display the most relevant keyboard for the data being entered. For example, in contacts the keyboard will show buttons for entering phone numbers. This saves users from switching between keyboards and makes data entry faster and easier. Animations and gestures are important parts of many new UI patterns as they make interactions intuitive and engaging for users. Gestures like swipes and taps replace buttons and menus in many apps, freeing up screen space.
The document discusses various user interface design patterns used in popular mobile apps. It begins by defining what UI design patterns are and how they should be used. It then covers some key patterns including gestures, animations, smart keyboards, default values and autocomplete, immediate immersion, action bars, social login, and huge buttons. The document provides examples of popular apps that utilize each pattern and short descriptions of how the pattern solves common user problems.
Materials science experiments involve complex data that are often very heterogeneous and challenging to reproduce. Challenges with materials science data were observed, for example, in a previous study on harnessing lightweight design potentials via the Materials Data Space for which the data from materials sciences engineering experiments were generated using linked open data principles, e.g., Resource Description Framework (RDF) as the standard model for data interchange on the Web. However, detailed knowledge of formulating questions in the query language SPARQL is necessary to query the data. It was noticed that domain experts in Materials Science lack knowledge of querying the data using SPARQL queries. With this work, we aim to develop NaturalMSEQueries an approach for the material science domain expert where instead of SPARQL queries, the user can develop expressions in natural language, e.g., English, to query the data. This will significantly improve the usability of Semantic Web approaches in materials science and lower the adoption threshold of the methods for the domain experts. We plan to evaluate our approach, with varying amounts of data, from different sources. Furthermore, we want to compare with synthetic data to assess the quality of the implementation of our approach.
The document summarizes research on the intersection of materials science engineering (MSE) and semantic web technologies (SWT). It conducted a literature review identifying 20 key papers using SWT in MSE. The review found ontologies and converting tabular data to RDF were most common applications. It also presented several projects at the Federal Institute for Materials Research and Testing applying SWT to MSE challenges like visualizing methods, natural language queries, and accelerating materials discovery. Overall, the document aimed to illustrate SWT's impact on MSE and identify open challenges at their intersection.
The document describes an approach and system called WIMU that indexes URIs and linked data sources to enable finding relevant RDF data sources for a given URI. WIMU indexes over 4 billion URIs and 668 thousand datasets. It ranks datasets based on the number of literals associated with a URI to determine where that URI is defined. The system was experimentally found to have high precision and provides a web interface and API for querying URI locations. Future work includes integrating WIMU with the LinkLion link discovery system.
Andre Valdestilhas, Tommaso Soru, and Axel-Cyrille Ngonga Ngomo propose CEDAL, a time-efficient approach for detecting erroneous links in large-scale link repositories. CEDAL uses union-find and graph partitioning to scale to millions of links in O(mlogn) time, improving over the state of the art which has O(n^2) complexity. Experiments show CEDAL outperforms existing approaches and is able to parallelize processing across CPU and GPU cores. The authors conclude CEDAL provides an efficient way to maintain link consistency in large knowledge bases.
Presently, an amount of publications in Machine Learning and Data Mining contexts are contributing to the improvement of algorithms and methods in their respective fields. However, with regard to publication and sharing of scientific experiment achievements, we still face problems on searching and ranking these methods. Scouring the Internet to search state-of-the-art information about specific contexts, such as Named Entity Recognition (NER), is often a time-consuming task. Besides, this process can lead to an incomplete investigation, either because search engines may return incomplete information or keywords may not be properly defined. To bridge this gap, we present WASOTA, a web portal specifically designed to share and readily present metadata about the state of the art on a specific domain, making the process of searching this information easier.
The document proves that the Most Frequent K Characters (MFKC) approach for measuring string similarity is both correct and complete. It does this by showing that the output of MFKC (A) is equal to the set of all string pairs with a similarity score above the threshold (A*). MFKC uses three filters (R1, R2, R3) to iteratively reduce the set of string pairs. It is shown that no pair discarded by the filters has a similarity above the threshold, proving completeness. Correctness follows from the definition of the final output A matching the definition of A*.
Um estudo sobre localização de serviços sensíveis ao contexto para Televisão ...André Valdestilhas
O documento discute três abordagens para fornecer sensibilidade ao contexto em televisão digital móvel: Ginga-NCL, PlaceLab e ContexTV. Ginga-NCL permite aplicativos sensíveis ao contexto em dispositivos portáteis. PlaceLab usa sinais Wi-Fi e Bluetooth para estimar a localização do usuário. ContexTV usa comunicação sem fio entre dispositivos e um servidor para fornecer conteúdo personalizado de acordo com o contexto.
The binding of cosmological structures by massless topological defectsSérgio Sacani
Assuming spherical symmetry and weak field, it is shown that if one solves the Poisson equation or the Einstein field
equations sourced by a topological defect, i.e. a singularity of a very specific form, the result is a localized gravitational
field capable of driving flat rotation (i.e. Keplerian circular orbits at a constant speed for all radii) of test masses on a thin
spherical shell without any underlying mass. Moreover, a large-scale structure which exploits this solution by assembling
concentrically a number of such topological defects can establish a flat stellar or galactic rotation curve, and can also deflect
light in the same manner as an equipotential (isothermal) sphere. Thus, the need for dark matter or modified gravity theory is
mitigated, at least in part.
Immersive Learning That Works: Research Grounding and Paths ForwardLeonel Morgado
We will metaverse into the essence of immersive learning, into its three dimensions and conceptual models. This approach encompasses elements from teaching methodologies to social involvement, through organizational concerns and technologies. Challenging the perception of learning as knowledge transfer, we introduce a 'Uses, Practices & Strategies' model operationalized by the 'Immersive Learning Brain' and ‘Immersion Cube’ frameworks. This approach offers a comprehensive guide through the intricacies of immersive educational experiences and spotlighting research frontiers, along the immersion dimensions of system, narrative, and agency. Our discourse extends to stakeholders beyond the academic sphere, addressing the interests of technologists, instructional designers, and policymakers. We span various contexts, from formal education to organizational transformation to the new horizon of an AI-pervasive society. This keynote aims to unite the iLRN community in a collaborative journey towards a future where immersive learning research and practice coalesce, paving the way for innovative educational research and practice landscapes.
Or: Beyond linear.
Abstract: Equivariant neural networks are neural networks that incorporate symmetries. The nonlinear activation functions in these networks result in interesting nonlinear equivariant maps between simple representations, and motivate the key player of this talk: piecewise linear representation theory.
Disclaimer: No one is perfect, so please mind that there might be mistakes and typos.
dtubbenhauer@gmail.com
Corrected slides: dtubbenhauer.com/talks.html
EWOCS-I: The catalog of X-ray sources in Westerlund 1 from the Extended Weste...Sérgio Sacani
Context. With a mass exceeding several 104 M⊙ and a rich and dense population of massive stars, supermassive young star clusters
represent the most massive star-forming environment that is dominated by the feedback from massive stars and gravitational interactions
among stars.
Aims. In this paper we present the Extended Westerlund 1 and 2 Open Clusters Survey (EWOCS) project, which aims to investigate
the influence of the starburst environment on the formation of stars and planets, and on the evolution of both low and high mass stars.
The primary targets of this project are Westerlund 1 and 2, the closest supermassive star clusters to the Sun.
Methods. The project is based primarily on recent observations conducted with the Chandra and JWST observatories. Specifically,
the Chandra survey of Westerlund 1 consists of 36 new ACIS-I observations, nearly co-pointed, for a total exposure time of 1 Msec.
Additionally, we included 8 archival Chandra/ACIS-S observations. This paper presents the resulting catalog of X-ray sources within
and around Westerlund 1. Sources were detected by combining various existing methods, and photon extraction and source validation
were carried out using the ACIS-Extract software.
Results. The EWOCS X-ray catalog comprises 5963 validated sources out of the 9420 initially provided to ACIS-Extract, reaching a
photon flux threshold of approximately 2 × 10−8 photons cm−2
s
−1
. The X-ray sources exhibit a highly concentrated spatial distribution,
with 1075 sources located within the central 1 arcmin. We have successfully detected X-ray emissions from 126 out of the 166 known
massive stars of the cluster, and we have collected over 71 000 photons from the magnetar CXO J164710.20-455217.
The debris of the ‘last major merger’ is dynamically youngSérgio Sacani
The Milky Way’s (MW) inner stellar halo contains an [Fe/H]-rich component with highly eccentric orbits, often referred to as the
‘last major merger.’ Hypotheses for the origin of this component include Gaia-Sausage/Enceladus (GSE), where the progenitor
collided with the MW proto-disc 8–11 Gyr ago, and the Virgo Radial Merger (VRM), where the progenitor collided with the
MW disc within the last 3 Gyr. These two scenarios make different predictions about observable structure in local phase space,
because the morphology of debris depends on how long it has had to phase mix. The recently identified phase-space folds in Gaia
DR3 have positive caustic velocities, making them fundamentally different than the phase-mixed chevrons found in simulations
at late times. Roughly 20 per cent of the stars in the prograde local stellar halo are associated with the observed caustics. Based
on a simple phase-mixing model, the observed number of caustics are consistent with a merger that occurred 1–2 Gyr ago.
We also compare the observed phase-space distribution to FIRE-2 Latte simulations of GSE-like mergers, using a quantitative
measurement of phase mixing (2D causticality). The observed local phase-space distribution best matches the simulated data
1–2 Gyr after collision, and certainly not later than 3 Gyr. This is further evidence that the progenitor of the ‘last major merger’
did not collide with the MW proto-disc at early times, as is thought for the GSE, but instead collided with the MW disc within
the last few Gyr, consistent with the body of work surrounding the VRM.
The debris of the ‘last major merger’ is dynamically young
Using semiotic profile
1. Using Semiotic Profiles to Design Graphical User Interfaces for Social Media Data
Spaces on Mobile Phone Screens
Paulo Marcotti
Ansgar Scherp
Andre Valdestilhas
Termomecnica College of Technology (FTT)
Sao Paulo, Brazil Research Group on Data and Web Science
Caminho do Mar. Avenue, 2.652, Sao Bernardo do Campo.
University of Mannheim
firmao@gmail.com
So Paulo -Brazil
Mannheim, Germany
pmarcotti@gmail.com
ansgar@informatik.uni-mannheim.de
Abstract—Providing an intuitive and user friendly interface
is a challenging task. This challenge is even harder when it
comes to mobile phones as such devices have limited interaction
possibilities and smaller display size. The present work will
develop a study about semiotic profiles as a way to improve
techniques for designing graphical interfaces using large social
media data spaces such as GeoNames, Eventful and DBpedia
in the context of mobile phones screens.
Keywords-Semiotic profile; social media; mobile;
I. I NTRODUCTION
New services for mobile phones have been developed
with the aim of allowing people to create, develop and
strengthen social bonds. Similarly to social networking sites
on Internet [1] [1], these services can help users to build
valuable networks through which it is possible to share
information and resources. MySpace and Facebook both
made agreements with mobile operators to develop limited
phone versions of their services [16]. When going this step,
one has two answer to questions.
1) How can we provide an intuitive and user friendly
interface capable of exploring a big data space on
mobile devices?
2) What are the limits of mobile device displays and how
to deal with them?
Among the goals of this work, we are particularly concerned with developing and evaluating new interfaces for
mobile devices so that they are able to examine large
amounts of data in social media spaces and assessing the
portability, usability and technical constraints of applications
in smart mobile devices such as smartphones, tablets, among
others. Bearing these challenges in mind, we suggest semiotic profiles in order to find ways to develop and evaluate
novel user interfaces for mobile devices.
inches), projectors (100 inches) and theatre screens (50 feet).
There are two underlying reasons why considering screen
size as a problem, the human visual perception system and
human attention [6]. Human visual perception not only limits
the level of small detail that can be grasped as it also affects
users’ attention span. To deal with this problem, users can
zoom in to make images and videos bigger. However, in this
situation, users have to mentalize all the visual information
and build up an impression of the whole picture. Their ability
to do it will be limited by the capabilities of human attention
span. What if a tailor-made video, created to suit television
screen, had to be delivered on a mobile phone?
A study carried out by Knoche [4] suggested that screen
size affects the quality of viewers’ visual experience as well
as their perception and attention, when delivering television
programmes on mobile phone. The study also suggested that
mobile TV programmes such as football and soap operas
should be tailor-made to screen environment with extensive
use of close-ups to raise viewers’ quality of experience.
There have been suggestions that screen size is critical to the success of effective learning [10,12]. This idea
is also supported by an empirical work that has already
demonstrated that screen size can affect the general usability
of a mobile device [14,2,7]. However, no other work has
specifically investigated the effect mobile device screen sizes
have on video-based learning.
Tailoring content for mobile phones may be a solution, but
there are no such algorithms or guidelines to convert already
existing television programmes into mobile viewing format
[9]. Mobile phone operators are investing considerably in
the delivery and design areas for mobile video content [13],
but there is no such investment made by some institutions
to adapt your videos designed for mobile environment.
III. THE SEMIOTIC PROFILE
II. MOBILE PHONE SCREENS
According to Nipan [9], the screen size of a typical
mobile phone is approximately 1.65 inches diagonally, comparing with the screen size of a PDA (2.75 inches), laptop
(12 inches), desktop computer (17 inches), television (25
According De Souza [3], it is largely agreed that usability
and user interface design emphasize behavior and presentation of interface elements rather than their meaning, a
typical case in which a semiotic approach would positively
intervene.
2. Figure 2.
Figure 1. This version of the semiotic model is adapted from the work
of the American philosopher Charles S. Pierce [11].
The Semiotic Engineering [3] goes further and proposes
a theory for Human-Computer Interaction (HCI) in which
the designer”s role is as important as the user’s because
they are both ends of a two-way communication process.
The theory supports the practice, creating epistemological
tools to improve communication between the designer and
the user via interface. Unlike the main surveys that focus
on HCI, the analysis of interfaces behavior has mostly to do
with content. Mullet and Sano [5] contextualize Semiotics in
the graphic design of interfaces, but restricts its application
to the creation and evaluation of interface elements, how
Figure 1 shows.
The model is most often represented as the semiotic
triangle [11]:
•
•
•
Representation (sign): something which is perceived,
but which stands for something else,
The concept (Meaning): the thoughts or images that are
brought to mind by the perception of the sign,
The object (Thing): the ”something else” in the world
to which the sign refers.
Icons. From Free Icons [17].
Figure 3.
Examples of indexes.
IV. SEMIOTIC PROFILE IN GRAPHIC
INTERFACES ON LARGE SOCIAL MEDIA DATA
SPACES FOR MOBILE PHONES
To specify a friendlier graphical interface, we can use
semiotic profiles which, according to Peirce [11], originate
from three types of signals, as follows:
A. Icons
A clear representation of the object itself that keeps its
characteristics. There is no distinction between the icon and
the real object [11]. Examples are photographs, drawings,
imitations, and other onomatopoeia, shown in Figure 2.
B. Index
They indicate something. The index is related to its
meaning (not arbitrary), but unlike the icon, it is not the
object itself. As an example, we can say that smoke indicates
fire, smiles indicate happiness, the smell of fresh coffee in
the morning indicates the preparation of the breakfast. Even
medical symptoms and measuring instruments are indexes,
because they represent something, shown in Figure 3, as
follows [11]:
C. Symbols
But there is a problem identified by the term unlimited
semiosis [11] which is to be obtained where the meaning of
significance and so on.
In a similar way, it is also important to discuss how semiotic profiles help us to develop and evaluate new interfaces
for mobile devices so that they can explore large amounts
of data social media spaces.
According Pierce [11] they have no resemblance to the
actual object; symbols are results of convention. A symbol
can only make sense if the person already knows the agreed
meaning. It is then a matter of culture and prior knowledge.
We all know that a dove represents peace, but there is no
actual connection between the animal and peace. Letters
and words are examples of symbols. The graphic sign
3. Figure 4.
Examples of symbols.
revealed, showing what happens when indexing and when
users get in contact with their final products. We can conclude that even without guidelines based on the document
structure or a formalized standard (manual) to perform the
indexing of documents, based on the semiotic model, it is
possible to understand how the process actually occurs.
Applying the same process to the development of graphical interfaces for mobile phones, one can draw a semiotic
profile for them, providing a thematic treatment while indexing.
V. C HOOSING THE SIGNS
According to Valente [15] an important step in the
Semiotic Engineering of the mobile phone interface is to
choose the appropriate signification system(s) that user and
designer will use to communicate with each other, excluding
systems that just rely on visual representations. Choices of
signification systems must be based on cultural conventions
associated with the messages that have to be communicated
on mobile phone screens.
Failing to do so will require users to learn an unfamiliar
and arbitrary signification system to manipulate the mobile
phone, which is surely a source of usability problems. We
have resorted to mobile phone screen interfaces, which often
apply such cultural conventions as ancillary reinforcements
to communication. For example, to increase the perceived
sensations and emotional setting in the mobile phone screen,
sound and music may be used, as well as tactile signs of different sorts. The role of cognitive metaphors is particularly
important to compose this setting.
Figure 5.
Semiose Index [8].
(words) has no direct connection with the thing itself, but to
each culture, they make sense. In our culture, mourning is
represented by the colour black, but it changes from culture
to culture, following some examples, shown in Figure 4:
It is believed that the problem of unlimited semiosis can
be avoided by using a certain limit, and this limit should
be the moment when signs are understood by the user,
according an idea presented by Mai [8].
The semiotic model of indexing presented in the Figure 5
is only a representation of a larger process; each triangle is
a sign that constitutes an element in the process of unlimited
semiosis. The clear distinction between elements and steps
of indexing collapses because there are no precise bounding
lines to separete elements and steps [8]. It is important to
remember that when the index performs indexing, it does
not distinguish elements and steps, everything is done almost
simultaneously from the standpoint of semiotic.
The unlimited semiosis semiotic model presented in [8]
contributes directly to studies on thematic treatment of
information. Through this model, the interpretive process is
VI. CONCLUSION AND FUTURE WORKS
The construction of a graphical user’s interface indexing,
using semiotic profile concepts, can improve the organization of information in large data spaces for social media
mobile phones. To provide an intuitive and user friendly
interface for exploring an area such as complex data is
a challenging task. Yet, given not only the reduced size
of mobile devices but also their limited possibilities of
interaction, the proposed research may be an interesting
direction of future research
A. Future works
Expected as future works are:
•
•
•
An analysis of portability, technical demands and usability of existing applications to access the portals of
commercial content considering their access via mobile
devices.
An assessment of the impact of mobility and usability
in the context of smart-phones applications.
Provide a prototype or mockup to help explain the idea
of this work.
4. ACKNOWLEDGMENT
To Termomecnica College of Technology for financial
support.
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