The document profiles Pedro Andrade and his background and experience in interaction design, product design, and user experience. It includes highlights of his portfolio and past work. Some of his focus areas include 3D modeling, tangible and embodied interaction, service design, prototyping, and user experience design. He has worked on projects related to mobility and recovery after bone fractures. The document emphasizes that Pedro sees his diverse background as an asset and a growing process rather than a search for one specific area.
This document outlines an exploratory design research workshop led by Elizabeth Goodman. The workshop introduces participants to various exploratory design research methods including observation, cultural probes, co-creation activities, and games. The document provides examples and exercises for each method. It emphasizes that the goal of exploratory research is to generate questions in new directions rather than precisely answer predetermined questions. The workshop schedule includes introducing methods, participating in hands-on exercises, and discussing lessons learned. References for further reading on each method are also provided.
The document discusses the benefits of visual thinking and visual recording. It explains that the brain is highly tuned for visual information, with 75% of neurons dedicated to vision and 50% of brain processing power used for visual tasks. Pictures are more memorable than words, with recall accuracy increasing from 10% for words alone to 65% when words are paired with images. The document then provides an overview of skills and tools for visual recording, such as sketchnoting and graphic facilitation. It offers tips for getting started, such as practicing observation skills and copying techniques from other artists. Overall, the document promotes visual thinking and recording as effective methods for improving communication, learning, and knowledge sharing.
The document describes the work and skills of an individual who specializes in user experience design and interface development. They help define, validate, and improve interfaces through activities like wireframing, prototyping, usability testing, and visual design. Their skills include research, analysis, front-end development, and tools like Adobe Creative Suite. They have work experience at companies in various roles related to information architecture, user experience, and graphic design.
Textsl: a screen reader accessible virtual world client for second lifeEelke Folmer
Virtual worlds are not accessible to users who are visually impaired as they lack any textual representation that can be read with a screen reader. We developed an interface modeled after text based adventure games like zork that allows a screen reader user to iteratively interact with the popular virtual world of second life.
1) O documento discute diversos conceitos relacionados à motivação, incluindo necessidades fisiológicas, segurança, afiliação e realização;
2) Apresenta a hierarquia de necessidades de Maslow, onde necessidades mais básicas devem ser satisfeitas antes de necessidades mais complexas;
3) Discutem experiências sobre privação alimentar e seus efeitos no comportamento e fisiologia humana.
The document profiles Pedro Andrade and his background and experience in interaction design, product design, and user experience. It includes highlights of his portfolio and past work. Some of his focus areas include 3D modeling, tangible and embodied interaction, service design, prototyping, and user experience design. He has worked on projects related to mobility and recovery after bone fractures. The document emphasizes that Pedro sees his diverse background as an asset and a growing process rather than a search for one specific area.
This document outlines an exploratory design research workshop led by Elizabeth Goodman. The workshop introduces participants to various exploratory design research methods including observation, cultural probes, co-creation activities, and games. The document provides examples and exercises for each method. It emphasizes that the goal of exploratory research is to generate questions in new directions rather than precisely answer predetermined questions. The workshop schedule includes introducing methods, participating in hands-on exercises, and discussing lessons learned. References for further reading on each method are also provided.
The document discusses the benefits of visual thinking and visual recording. It explains that the brain is highly tuned for visual information, with 75% of neurons dedicated to vision and 50% of brain processing power used for visual tasks. Pictures are more memorable than words, with recall accuracy increasing from 10% for words alone to 65% when words are paired with images. The document then provides an overview of skills and tools for visual recording, such as sketchnoting and graphic facilitation. It offers tips for getting started, such as practicing observation skills and copying techniques from other artists. Overall, the document promotes visual thinking and recording as effective methods for improving communication, learning, and knowledge sharing.
The document describes the work and skills of an individual who specializes in user experience design and interface development. They help define, validate, and improve interfaces through activities like wireframing, prototyping, usability testing, and visual design. Their skills include research, analysis, front-end development, and tools like Adobe Creative Suite. They have work experience at companies in various roles related to information architecture, user experience, and graphic design.
Textsl: a screen reader accessible virtual world client for second lifeEelke Folmer
Virtual worlds are not accessible to users who are visually impaired as they lack any textual representation that can be read with a screen reader. We developed an interface modeled after text based adventure games like zork that allows a screen reader user to iteratively interact with the popular virtual world of second life.
1) O documento discute diversos conceitos relacionados à motivação, incluindo necessidades fisiológicas, segurança, afiliação e realização;
2) Apresenta a hierarquia de necessidades de Maslow, onde necessidades mais básicas devem ser satisfeitas antes de necessidades mais complexas;
3) Discutem experiências sobre privação alimentar e seus efeitos no comportamento e fisiologia humana.
The document presents "The Ten and a Half Commandments of Visual Thinking," a chapter removed from Dan Roam's book The Back of the Napkin. It provides ten and a half tips for using visual thinking and visual tools to solve problems, including drawing a circle to get started, anthropomorphizing concepts, and using visual triggers to free up cognitive capacity. The tips encourage sketching aloud and erasing loudly to replace words with images.
Design for Physical Thinking by Jody Medich of Kicker Studiojmedich
Talk by Jody Medich, Co-Founder and Creative Director of Kicker Studio, on designing for physical thinking: the importance of Physical Interface given at IDSA 2012 in Boston.
Sketching To Communicate, Share Stories And Solve ProblemsKelsey Ruger
Visual thinking and sketching can help communicate ideas, solve problems, and share stories. Some key techniques include using basic shapes, practicing facial expressions and body poses, developing lettering skills, and incorporating arrows and frames. Regular practice is important to develop these visual thinking skills. Creating a visual library of common concepts and keeping sketching logs can also be helpful. Story structure and human relationships to stories are valuable to understand. Resources are available online to support further learning.
Communication Modeling for Personal and Professional Excellence - Jun 2009IIBA Rochester NY
Today more than ever, effective management and project execution depends on frequent team and individual interaction. When Communication styles differ, individuals may not be correctly understood, rapport is minimized and the interaction is assessed as being less than positive. Note, a key component of the Business Analysis Body of Knowledge® v2.0 is Requirement Management and Communication contained in Chapter 4.
This presentation will help you to improve your life experience and communication performance dramatically and measurably. It will provide you with powerful information, excellent techniques, and actionable strategies you can use to improve your relationships, and succeed more in business.
Ernest L. HicksErnest L. Hicks is Manager, Corporate Diversity for Xerox Corporation. He is responsible for external relationships, partnerships, communications, image programs and corporate diversity initiatives.
The document appears to be a summary of activities conducted by a school in Constanta, Romania between November 2012 and February 2013. It mentions answering an online questionnaire, conducting a graphic analysis of questionnaire responses from Romania, selecting and drawing photos for an exhibition of the town and its people, and putting together a conversation guide to help guests who speak Romanian.
This document provides an overview of memory improvement techniques. It discusses how to form associations between items to remember by creating vivid mental pictures and connections. It also explains how chunking information into meaningful groups allows one to remember more than the typical 7 items limit of short term memory by treating each chunk as a single item. The document advocates for finding ways to make information meaningful and interesting in order to better recall it.
This document provides an overview of mind mapping techniques. It discusses what mind maps are, how they are structured, and how they can be used. Some key points:
- Mind maps are visual tools that use images, words, and colors to depict relationships between concepts in a nonlinear, tree-like structure radiating from a central concept.
- Effective mind maps follow basic rules - using plain paper in landscape orientation, placing a central image, and adding keywords along curved branches.
- Mind maps can be used for brainstorming, note-taking, decision-making, planning, and more. They allow for richer associations between concepts compared to linear lists.
- Examples are provided of simple mind maps
The document discusses the myth of multitasking and the differences between right brain and left brain thinking. It notes that major studies have shown that multitasking decreases productivity by up to 40% and that it takes 20 minutes to refocus on a task after an interruption. The document also explains that right brain thinking is more visual and intuitive, focusing on shapes, lines and colors, while left brain thinking is more logical and uses symbols and labels. It emphasizes that to draw well, one needs to tap into right brain thinking and see objects as combinations of shapes and lines rather than symbols or labels.
This document discusses redefining public education to focus on self-directed learning and facilitating connections between individuals. It proposes developing an app that would allow people to talk or text about things they notice, dreams they have, people/ideas they connect with, and what matters to them. This data would then connect individuals with shared interests or goals. Over time, these connections would create a network for each person, potentially facilitating new opportunities and an alternative form of credentialing based on demonstrated passions and intentions. The app aims to provide a guided, but optional, process for self-reflection and community building as an alternative to standardized testing during a transition to a more flexible public education system.
We tend to judge past experiences based primarily on how they felt at their peak and how they ended, according to the peak-end rule. When designing customer experiences, it is important to focus on making the peak experiences and endpoints as positive as possible from the customer's perspective. Identifying the peak moments and endings in an experience and improving them can help make the overall experience more favorable.
The document summarizes the "Ten and a Half Commandments of Visual Thinking" from Dan Roam's book "The Back of the Napkin". It provides ten tips for using visual thinking and drawing to solve problems, such as starting with a simple circle and label, using common visual frameworks like portraits and timelines, and drawing conclusions to find insights. The tips encourage annotating drawings to explain ideas and avoiding misleading pictures. The overall message is that visual thinking is a powerful problem solving tool that anyone can use.
The banner summarizes key details about an online game:
- It features a character named Para Brown standing in the middle holding her bow downwards, with rain water and blood appearing to run down her arm.
- In the background is a shipwreck just outside a cave, suggesting the setting and online/multiplayer aspects of the game.
- It promotes the PEGI rating, developer name, and online compatibility of the title.
This document discusses various methods for visualizing information, including mind maps, concept maps, visual brainstorming, visual maps, sketchnotes, word-pictures, graphs, diagrams, and visual metaphors. It explains that visualizing information can reveal the big picture and details, show relationships between parts, and be more engaging for the brain compared to plain text. Examples are provided of each visualization method.
The document discusses the history and various approaches to artificial intelligence, including neural networks, expert systems, and genetic programming. It also examines applications such as speech recognition, game playing, and pattern recognition. Additionally, it addresses potential dangers of advanced AI, such as androids displacing human jobs or nanomachines achieving superintelligent computing power. The document concludes by considering whether developing powerful AI technologies is something researchers "should" pursue.
This document proposes ideas for wearable devices and an approach to implement them. It describes three wearable ideas: (1) a wearable audio diary to record self-talk sessions for self-reflection, (2) a device that tracks conversations throughout the day by time, mood, and person to increase self-awareness of communication patterns, and (3) "talking apparel" that responds to touch with sounds based on a chosen character to add fun and playfulness. It outlines prototyping the ideas with volunteers over several iterations to refine the designs before selecting a final prototype and fabrication approach.
The team explored different directions for their camera project, focusing on domains like music, cooking, physical therapy, and storytelling. They decided to focus on using the camera's voice recognition and sound output capabilities to enhance storytelling. The camera would produce sounds related to actions or environments described in stories in response to trigger words, images, gestures, or sounds. At a subsequent make session, the team further refined their idea to focus on adding ambiance to an environment using sound and movement in response to music.
1) This presentation introduces Thinking Maps as a tool to help students organize their thinking. It provides an overview of the different types of Thinking Maps and how they can be used in the classroom.
2) Key points from brain research are presented, such as vision being the dominant sense and that the brain pays attention to patterns. These points help explain why Thinking Maps are an effective learning tool.
3) The presentation models how to teach Thinking Maps to students through a jigsaw activity where teachers learn about different maps and then teach their peers. Authentic texts are also used to have teachers practice map skills.
A Framework for Linked Data Quality based on Data Profiling and RDF Shape Ind...Nandana Mihindukulasooriya
The document proposes a framework for assessing the quality of large-scale Linked Data through automated profiling and validation. It identifies key challenges with existing quality assessment approaches not scaling to large datasets. The framework includes developing: (1) a comprehensive Linked Data quality model, (2) an extended dataset description model and profiling tools for automatically extracting metrics, and (3) methods for inducing validation rules and detecting/repairing quality issues. The framework is evaluated on its ability to assess and improve the quality of large Linked Data sources.
Presentation of the paper titled "Leveraging Semantic Parsing for Relation Linking over Knowledge Bases" at the ISWC 2020 - Research Track.
@inproceedings{mihindu-sling-2020,
title = "Leveraging Semantic Parsing for Relation Linking over Knowledge Bases",
author = "Mihindukulasooriya, Nandana and Rossiello, Gaetano and Kapanipathi, Pavan and Abdelaziz, Ibrahim and Ravishankar, Srinivas and Yu, Mo and Gliozzo, Alfio and Roukos, Salim and Gray, Alexander",
booktitle="The Semantic Web -- ISWC 2020",
year="2020",
publisher="Springer International Publishing",
address="Cham",
pages="402--419",
url = "https://link.springer.com/chapter/10.1007/978-3-030-62419-4_23",
doi = "10.1007/978-3-030-62419-4_23"
}
The document presents "The Ten and a Half Commandments of Visual Thinking," a chapter removed from Dan Roam's book The Back of the Napkin. It provides ten and a half tips for using visual thinking and visual tools to solve problems, including drawing a circle to get started, anthropomorphizing concepts, and using visual triggers to free up cognitive capacity. The tips encourage sketching aloud and erasing loudly to replace words with images.
Design for Physical Thinking by Jody Medich of Kicker Studiojmedich
Talk by Jody Medich, Co-Founder and Creative Director of Kicker Studio, on designing for physical thinking: the importance of Physical Interface given at IDSA 2012 in Boston.
Sketching To Communicate, Share Stories And Solve ProblemsKelsey Ruger
Visual thinking and sketching can help communicate ideas, solve problems, and share stories. Some key techniques include using basic shapes, practicing facial expressions and body poses, developing lettering skills, and incorporating arrows and frames. Regular practice is important to develop these visual thinking skills. Creating a visual library of common concepts and keeping sketching logs can also be helpful. Story structure and human relationships to stories are valuable to understand. Resources are available online to support further learning.
Communication Modeling for Personal and Professional Excellence - Jun 2009IIBA Rochester NY
Today more than ever, effective management and project execution depends on frequent team and individual interaction. When Communication styles differ, individuals may not be correctly understood, rapport is minimized and the interaction is assessed as being less than positive. Note, a key component of the Business Analysis Body of Knowledge® v2.0 is Requirement Management and Communication contained in Chapter 4.
This presentation will help you to improve your life experience and communication performance dramatically and measurably. It will provide you with powerful information, excellent techniques, and actionable strategies you can use to improve your relationships, and succeed more in business.
Ernest L. HicksErnest L. Hicks is Manager, Corporate Diversity for Xerox Corporation. He is responsible for external relationships, partnerships, communications, image programs and corporate diversity initiatives.
The document appears to be a summary of activities conducted by a school in Constanta, Romania between November 2012 and February 2013. It mentions answering an online questionnaire, conducting a graphic analysis of questionnaire responses from Romania, selecting and drawing photos for an exhibition of the town and its people, and putting together a conversation guide to help guests who speak Romanian.
This document provides an overview of memory improvement techniques. It discusses how to form associations between items to remember by creating vivid mental pictures and connections. It also explains how chunking information into meaningful groups allows one to remember more than the typical 7 items limit of short term memory by treating each chunk as a single item. The document advocates for finding ways to make information meaningful and interesting in order to better recall it.
This document provides an overview of mind mapping techniques. It discusses what mind maps are, how they are structured, and how they can be used. Some key points:
- Mind maps are visual tools that use images, words, and colors to depict relationships between concepts in a nonlinear, tree-like structure radiating from a central concept.
- Effective mind maps follow basic rules - using plain paper in landscape orientation, placing a central image, and adding keywords along curved branches.
- Mind maps can be used for brainstorming, note-taking, decision-making, planning, and more. They allow for richer associations between concepts compared to linear lists.
- Examples are provided of simple mind maps
The document discusses the myth of multitasking and the differences between right brain and left brain thinking. It notes that major studies have shown that multitasking decreases productivity by up to 40% and that it takes 20 minutes to refocus on a task after an interruption. The document also explains that right brain thinking is more visual and intuitive, focusing on shapes, lines and colors, while left brain thinking is more logical and uses symbols and labels. It emphasizes that to draw well, one needs to tap into right brain thinking and see objects as combinations of shapes and lines rather than symbols or labels.
This document discusses redefining public education to focus on self-directed learning and facilitating connections between individuals. It proposes developing an app that would allow people to talk or text about things they notice, dreams they have, people/ideas they connect with, and what matters to them. This data would then connect individuals with shared interests or goals. Over time, these connections would create a network for each person, potentially facilitating new opportunities and an alternative form of credentialing based on demonstrated passions and intentions. The app aims to provide a guided, but optional, process for self-reflection and community building as an alternative to standardized testing during a transition to a more flexible public education system.
We tend to judge past experiences based primarily on how they felt at their peak and how they ended, according to the peak-end rule. When designing customer experiences, it is important to focus on making the peak experiences and endpoints as positive as possible from the customer's perspective. Identifying the peak moments and endings in an experience and improving them can help make the overall experience more favorable.
The document summarizes the "Ten and a Half Commandments of Visual Thinking" from Dan Roam's book "The Back of the Napkin". It provides ten tips for using visual thinking and drawing to solve problems, such as starting with a simple circle and label, using common visual frameworks like portraits and timelines, and drawing conclusions to find insights. The tips encourage annotating drawings to explain ideas and avoiding misleading pictures. The overall message is that visual thinking is a powerful problem solving tool that anyone can use.
The banner summarizes key details about an online game:
- It features a character named Para Brown standing in the middle holding her bow downwards, with rain water and blood appearing to run down her arm.
- In the background is a shipwreck just outside a cave, suggesting the setting and online/multiplayer aspects of the game.
- It promotes the PEGI rating, developer name, and online compatibility of the title.
This document discusses various methods for visualizing information, including mind maps, concept maps, visual brainstorming, visual maps, sketchnotes, word-pictures, graphs, diagrams, and visual metaphors. It explains that visualizing information can reveal the big picture and details, show relationships between parts, and be more engaging for the brain compared to plain text. Examples are provided of each visualization method.
The document discusses the history and various approaches to artificial intelligence, including neural networks, expert systems, and genetic programming. It also examines applications such as speech recognition, game playing, and pattern recognition. Additionally, it addresses potential dangers of advanced AI, such as androids displacing human jobs or nanomachines achieving superintelligent computing power. The document concludes by considering whether developing powerful AI technologies is something researchers "should" pursue.
This document proposes ideas for wearable devices and an approach to implement them. It describes three wearable ideas: (1) a wearable audio diary to record self-talk sessions for self-reflection, (2) a device that tracks conversations throughout the day by time, mood, and person to increase self-awareness of communication patterns, and (3) "talking apparel" that responds to touch with sounds based on a chosen character to add fun and playfulness. It outlines prototyping the ideas with volunteers over several iterations to refine the designs before selecting a final prototype and fabrication approach.
The team explored different directions for their camera project, focusing on domains like music, cooking, physical therapy, and storytelling. They decided to focus on using the camera's voice recognition and sound output capabilities to enhance storytelling. The camera would produce sounds related to actions or environments described in stories in response to trigger words, images, gestures, or sounds. At a subsequent make session, the team further refined their idea to focus on adding ambiance to an environment using sound and movement in response to music.
1) This presentation introduces Thinking Maps as a tool to help students organize their thinking. It provides an overview of the different types of Thinking Maps and how they can be used in the classroom.
2) Key points from brain research are presented, such as vision being the dominant sense and that the brain pays attention to patterns. These points help explain why Thinking Maps are an effective learning tool.
3) The presentation models how to teach Thinking Maps to students through a jigsaw activity where teachers learn about different maps and then teach their peers. Authentic texts are also used to have teachers practice map skills.
A Framework for Linked Data Quality based on Data Profiling and RDF Shape Ind...Nandana Mihindukulasooriya
The document proposes a framework for assessing the quality of large-scale Linked Data through automated profiling and validation. It identifies key challenges with existing quality assessment approaches not scaling to large datasets. The framework includes developing: (1) a comprehensive Linked Data quality model, (2) an extended dataset description model and profiling tools for automatically extracting metrics, and (3) methods for inducing validation rules and detecting/repairing quality issues. The framework is evaluated on its ability to assess and improve the quality of large Linked Data sources.
Presentation of the paper titled "Leveraging Semantic Parsing for Relation Linking over Knowledge Bases" at the ISWC 2020 - Research Track.
@inproceedings{mihindu-sling-2020,
title = "Leveraging Semantic Parsing for Relation Linking over Knowledge Bases",
author = "Mihindukulasooriya, Nandana and Rossiello, Gaetano and Kapanipathi, Pavan and Abdelaziz, Ibrahim and Ravishankar, Srinivas and Yu, Mo and Gliozzo, Alfio and Roukos, Salim and Gray, Alexander",
booktitle="The Semantic Web -- ISWC 2020",
year="2020",
publisher="Springer International Publishing",
address="Cham",
pages="402--419",
url = "https://link.springer.com/chapter/10.1007/978-3-030-62419-4_23",
doi = "10.1007/978-3-030-62419-4_23"
}
Grupapp es una aplicación móvil que permite a los viajeros compartir gastos y experiencias durante sus viajes. La aplicación conecta a personas con intereses similares para que puedan planificar y realizar viajes juntos de forma asequible, ahorrando tiempo y dinero. Grupapp también ofrece información sobre lugares menos concurridos, guías locales, y genera ingresos a través de comisiones en reservas y publicidad personalizada.
Mihindukulasooriya, Nandana, Raúl García-Castro, and Asunción Gómez-Pérez. "A Distributed Transaction Model for Read-Write Linked Data Applications." In International Conference on Web Engineering, pp. 631-634. Springer International Publishing, 2015.
Knowledge Graphs (KG) are becoming core components of most artificial intelligence applications. Linked Data, as a method of publishing KGs, allows applications to traverse within, and even out of, the graph thanks to global dereferenceable identifiers denoting entities, in the form of IRIs. However, as we show in this work, after analyzing several popular datasets (namely DBpedia, LOD Cache, and Web Data Commons JSON-LD data) many entities are being represented using literal strings where IRIs should be used, diminishing the advantages of using Linked Data. To remedy this, we propose an approach for identifying such strings and replacing them with their corresponding entity IRIs. The proposed approach is based on identifying relations between entities based on both ontological axioms as well as data profiling information and converting strings to entity IRIs based on the types of entities linked by each relation. Our approach showed 98\% recall and 76\% precision in identifying such strings and 97\% precision in converting them to their corresponding IRI in the considered KG. Further, we analyzed how the connectivity of the KG is increased when new relevant links are added to the entities as a result of our method. Our experiments on a subset of the Spanish DBpedia data show that it could add 25% more links to the KG and improve the overall connectivity by 17%.
Loupe API - A Linked Data Profiling Service for Quality Assessment
Nandana Mihindukulasooriya, Raúl García-Castro, Freddy Priyatna, Edna Ruckhaus and Nelson Saturno. "Loupe API - A Linked Data Profiling Service for Quality Assessment". In the proceedings of the 4th Workshop on Linked Data Quality (LDQ2017). Monday, 29th of May 2017. Portorož, Slovenia.
co-located with the the 14th Extended Semantic Web Conference (ESWC 2017).
A presentation on how to prepare and present an effective research paper based on a summary of the paper by the paper “Preparing and Presenting Effective Research Poster” by
Jane E. Miller in Health Services Research journal.
Since more than a decade, theoretical research on ontology evolution has been published in literature and frameworks for managing ontology changes have been developed. However, there are less studies that analyze widely used ontologies developed in a collaborative manner to understand community-driven ontology evolution in practice.
We performed an empirical analysis on how four well-known ontologies (DBpedia, Schema.org, PROV-O, and FOAF) have evolved through their lifetime and an analysis of the data quality issues caused by some of the ontology changes.
The document discusses Erasmus+, an EU program that provides scholarships and educational opportunities in Europe. It offers academic mobility programs for students and staff in higher education. Over 4 million people will benefit from €14.7 billion in funding over 2014-2020. The programs include studying or teaching abroad, international credit mobility, joint master's degrees (EMJMD), and academic cooperation. EMJMD programs are developed and delivered by university consortiums, offer full scholarships of around €50,000 for 2 years of study in 2+ countries, and lead to a joint degree. The timeline for EMJMD applications is to select a program by December, apply by the deadline in December/January, and find out results in March
This document outlines use cases and requirements for Loupe, a model for exploring and analyzing billions of RDF triples. Loupe allows users to understand datasets, uncover patterns, and detect quality issues. It indexes data from sources like DBpedia, Wikidata, and the LOD Laundromat. Example use cases include comparing dataset statistics, monitoring dataset evolution, generating dataset summaries and quality reports, validating data with RDF shapes, and assisting in ontology development. The Loupe model represents datasets, classes/properties, triple patterns, languages, and vocabularies to support these analysis and exploration tasks.
This document provides a progress report from the Ontology Engineering Group at Universidad Politécnica de Madrid on their work related to the Loupe tool for inspecting datasets in the Linked Open Data cloud. It discusses ongoing development of Loupe including integrating additional datasets from LOD Laundromat and developing a Loupe ontology. It also analyzes issues with properties in the Spanish DBpedia dataset such as redundant properties, inconsistent domains and ranges, and values not adhering to formal definitions. Methods discussed for addressing these issues include detecting inconsistent mappings, providing feedback to mapping teams, and automatically generating RDF shapes for validation.
A set of slides that provides a high-level overview of the W3C Linked Data Platform specification presented at the 4th Linked Data in Architecture and Construction Workshop.
For more detailed and technical version of the presentation, please refer to
http://www.slideshare.net/nandana/learning-w3c-linked-data-platform-with-examples
LDAC 2016 programme
http://smartcity.linkeddata.es/LDAC2016/#programme
A Two-Fold Quality Assurance Approach for Dynamic Knowledge Bases : The 3cixt...Nandana Mihindukulasooriya
This document describes a two-fold quality assurance approach for dynamic knowledge bases that was used for the 3cixty knowledge base project. The approach uses exploratory testing with the Loupe tool to find unexpected errors and scripted fine-grained analysis with SPARQL queries tested by the SPARQL Interceptor tool. Both techniques were complementary and helped identify issues like inconsistencies, outliers, missing properties, and constraint violations during knowledge base generation. The approach aims to adapt lessons from software engineering for quality assurance of knowledge bases.
An analysis of the quality issues of the properties available in the Spanish ...Nandana Mihindukulasooriya
DBpedia exposes data from Wikipedia as machine-readable Linked Data. The DBpedia data extraction process generates RDF data in two ways; (a) using the mappings that map the data from Wikipedia infoboxes to the DBpedia ontology and other vocabularies, and (b) using infobox-properties, i.e., properties that are not defined in the DBpedia
ontology but are auto-generated using the infobox attribute-value pairs. The work presented in this paper inspects the quality issues of the properties used in the Spanish DBpedia dataset according to conciseness, consistency, syntactic validity, and semantic accuracy quality dimensions.
The document describes how to model an address book application using the Linked Data Platform (LDP) and Hydra Core Vocabularies. It provides examples of modeling an address book container and contacts as LDP resources, supporting common operations like GET, POST and PATCH. It also shows how to describe the application's API using the Hydra Core Vocabulary, including supported classes, operations and documentation. Potential conflicts between LDP and Hydra concepts like containers vs collections and paging are discussed.
The W3C Linked Data Platform (LDP) specification describes a set of best practices and simple approach for a read-write Linked Data architecture, based on HTTP access to web resources that describe their state using the RDF data model. This presentation provides a set of simple examples that illustrates how an LDP client can interact with an LDP server in the context of a read-write Linked Data application i.e. how to use the LDP protocol for retrieving, updating, creating and deleting Linked Data resources.
The W3C Linked Data Platform (LDP) specification defines a standard HTTP-based protocol for read/write Linked Data and provides the basis for application integration using Linked Data. This poster presents an LDP adapter for the Bugzilla issue tracker and demonstrates how to use the LDP protocol to expose a traditional application as a read/write Linked Data application. This approach provides a flexible LDP adoption strategy with minimal changes to existing applications.
LDP4j: A framework for the development of interoperable read-write Linked Da...Nandana Mihindukulasooriya
This presentation introduces LDP4j, an open source Java-based framework for the development of read-write Linked Data applications based on the W3C Linked Data Platform 1.0 (LDP) specification and available under the Apache 2.0 license. This was presented in the ISWC 2014 Developer Woskshop.
http://www.ldp4j.org/
Leonardo DiCaprio Super Bowl: Hollywood Meets America’s Favorite Gamegreendigital
Introduction
Leonardo DiCaprio is synonymous with Hollywood stardom and acclaimed performances. has a unique connection with one of America's most beloved sports events—the Super Bowl. The "Leonardo DiCaprio Super Bowl" phenomenon combines the worlds of cinema and sports. drawing attention from fans of both domains. This article delves into the multifaceted relationship between DiCaprio and the Super Bowl. exploring his appearances at the event, His involvement in Super Bowl advertisements. and his cultural impact that bridges the gap between these two massive entertainment industries.
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Leonardo DiCaprio: The Hollywood Icon
Early Life and Career Beginnings
Leonardo Wilhelm DiCaprio was born in Los Angeles, California, on November 11, 1974. His journey to stardom began at a young age with roles in television commercials and educational programs. DiCaprio's breakthrough came with his portrayal of Luke Brower in the sitcom "Growing Pains" and later as Tobias Wolff in "This Boy's Life" (1993). where he starred alongside Robert De Niro.
Rise to Stardom
DiCaprio's career skyrocketed with his performance in "What's Eating Gilbert Grape" (1993). earning him his first Academy Award nomination. He continued to gain acclaim with roles in "Romeo + Juliet" (1996) and "Titanic" (1997). the latter of which cemented his status as a global superstar. Over the years, DiCaprio has showcased his versatility in films like "The Aviator" (2004). "Start" (2010), and "The Revenant" (2015), for which he finally won an Academy Award for Best Actor.
Environmental Activism
Beyond his film career, DiCaprio is also renowned for his environmental activism. He established the Leonardo DiCaprio Foundation in 1998, focusing on global conservation efforts. His commitment to ecological issues often intersects with his public appearances. including those related to the Super Bowl.
The Super Bowl: An American Institution
History and Significance
The Super Bowl is the National Football League (NFL) championship game. is one of the most-watched sporting events in the world. First played in 1967, the Super Bowl has evolved into a cultural phenomenon. featuring high-profile halftime shows, memorable advertisements, and significant media coverage. The event attracts a diverse audience, from avid sports fans to casual viewers. making it a prime platform for celebrities to appear.
Entertainment and Advertisements
The Super Bowl is not only about football but also about entertainment. The halftime show features performances by some of the biggest names in the music industry. while the commercials are often as anticipated as the game itself. Companies invest millions in Super Bowl ads. creating iconic and sometimes controversial commercials that capture public attention.
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A Celebrity Among the Fans
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Introduction to the Hypothesis: Morgan Freeman is Jimi Hendrix
The idea that Morgan Freeman is Jimi Hendrix stems from a mix of historical anomalies, physical resemblances. and a penchant for myth-making that surrounds celebrities. While Jimi Hendrix's official death in 1970 is well-documented. some theorists suggest that Hendrix did not die but instead reinvented himself as Morgan Freeman. a man who would become one of Hollywood's most revered actors. This article aims to delve into the various aspects of this hypothesis. examining its origins, the supporting arguments. and the cultural impact of such a theory.
The Genesis of the Theory
Early Life Parallels
The hypothesis that Morgan Freeman is Jimi Hendrix begins by comparing their early lives. Jimi Hendrix, born Johnny Allen Hendrix in Seattle, Washington, on November 27, 1942. and Morgan Freeman, born on June 1, 1937, in Memphis, Tennessee, have lived very different lives. But, proponents of the theory suggest that the five-year age difference is negligible and point to Freeman's late start in his acting career as evidence of a life lived before under a different identity.
The Disappearance and Reappearance
Jimi Hendrix's death in 1970 at the age of 27 is a well-documented event. But, theorists argue that Hendrix's death staged. and he reemerged as Morgan Freeman. They highlight Freeman's rise to prominence in the early 1970s. coinciding with Hendrix's supposed death. Freeman's first significant acting role came in 1971 on the children's television show "The Electric Company," a mere year after Hendrix's passing.
Physical Resemblances
Facial Structure and Features
One of the most compelling arguments for the hypothesis that Morgan Freeman is Jimi Hendrix lies in the physical resemblance between the two men. Analyzing photographs, proponents point out similarities in facial structure. particularly the cheekbones and jawline. Both men have a distinctive gap between their front teeth. which is rare and often highlighted as a critical point of similarity.
Voice and Mannerisms
Supporters of the theory also draw attention to the similarities in their voices. Jimi Hendrix known for his smooth, distinctive speaking voice. which, according to some, resembles Morgan Freeman's iconic, deep, and soothing voice. Additionally, both men share certain mannerisms. such as their calm demeanor and eloquent speech patterns.
Artistic Parallels
Musical and Acting Talents
Jimi Hendrix was regarded as one of t
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Introduction
Tom Cruise long hair has often been more than a style choice. it has been a significant element of his persona both on and off the screen. From the tousled locks of the rebellious Maverick in "Top Gun" to the sleek, sophisticated mane in "Mission: Impossible II." Cruise's hair has played a pivotal role in shaping his image and the characters he portrays. This article explores the various stages of Tom Cruise long hair. Examining how this iconic look has evolved and influenced his career and broader fashion trends.
Early Days: The Emergence of a Style Icon
The 1980s: The Birth of a Star
In the early stages of his career during the 1980s, Tom Cruise sported a range of hairstyles. but in "Top Gun" (1986), his hair began to gain significant attention. Though not long by later standards, his hair in this film was longer than the military crew cuts associated with fighter pilots. adding a rebellious edge to his character, Pete "Maverick" Mitchell.
Risky Business: The Transition Begins
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The 1990s: Experimentation and Iconic Roles
Far and Away: Embracing Length
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Interview with the Vampire: Gothic Elegance
In "Interview with the Vampire" (1994). Tom Cruise long hair reached new lengths of sophistication and elegance. Portraying the vampire Lestat. Cruise's flowing blonde locks were integral to the character's ethereal and timeless allure. This hairstyle not only suited the gothic aesthetic of the film but also showcased Cruise's ability to transform his appearance for a role.
Mission: Impossible II: The Pinnacle of Long Hair
One of the most memorable instances of Tom Cruise long hair came in "Mission: Impossible II" (2000). His character, Ethan
Leonardo DiCaprio House: A Journey Through His Extravagant Real Estate Portfoliogreendigital
Introduction
Leonardo DiCaprio, A name synonymous with Hollywood excellence. is not only known for his stellar acting career but also for his impressive real estate investments. The "Leonardo DiCaprio house" is a topic that piques the interest of many. as the Oscar-winning actor has amassed a diverse portfolio of luxurious properties. DiCaprio's homes reflect his varied tastes and commitment to sustainability. from retreats to historic mansions. This article will delve into the fascinating world of Leonardo DiCaprio's real estate. Exploring the details of his most notable residences. and the unique aspects that make them stand out.
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Leonardo DiCaprio House: Malibu Beachfront Retreat
A Prime Location
His Malibu beachfront house is one of the most famous properties in Leonardo DiCaprio's real estate portfolio. Situated in the exclusive Carbon Beach. also known as "Billionaire's Beach," this property boasts stunning ocean views and private beach access. The "Leonardo DiCaprio house" in Malibu is a testament to the actor's love for the sea and his penchant for luxurious living.
Architectural Highlights
The Malibu house features a modern design with clean lines, large windows. and open spaces blending indoor and outdoor living. The expansive deck and patio areas provide ample space for entertaining guests or enjoying a quiet sunset. The house has state-of-the-art amenities. including a gourmet kitchen, a home theatre, and many guest suites.
Sustainable Features
Leonardo DiCaprio is a well-known environmental activist. whose Malibu house reflects his commitment to sustainability. The property incorporates solar panels, energy-efficient appliances, and sustainable building materials. The landscaping around the house is also designed to be water-efficient. featuring drought-resistant plants and intelligent irrigation systems.
Leonardo DiCaprio House: Hollywood Hills Hideaway
Privacy and Seclusion
Another remarkable property in Leonardo DiCaprio's collection is his Hollywood Hills house. This secluded retreat offers privacy and tranquility. making it an ideal escape from the hustle and bustle of Los Angeles. The "Leonardo DiCaprio house" in Hollywood Hills nestled among lush greenery. and offers panoramic views of the city and surrounding landscapes.
Design and Amenities
The Hollywood Hills house is a mid-century modern gem characterized by its sleek design and floor-to-ceiling windows. The open-concept living space is perfect for entertaining. while the cozy bedrooms provide a comfortable retreat. The property also features a swimming pool, and outdoor dining area. and a spacious deck that overlooks the cityscape.
Environmental Initiatives
The Hollywood Hills house incorporates several green features that are in line with DiCaprio's environmental values. The home has solar panels, energy-efficient lighting, and a rainwater harvesting system. Additionally, the landscaping designed to support local wildlife and promote
1. ISSN 1754-3657 (Print)
ISSN 1754-3665 (Online)
Computer Science for Fun Issue 13
Facing
How to get a head in
up to robotics
Exploring face space
faces Pulling a face: truth
and online dating
2. Welcome to cs4fn
Fingers
feeling
focus
People with visual impairments use
interfaces to get online that don’t rely on
sight. For example, instead of reading text
printed on a screen, screen readers can
turn text on a webpage into speech. That
works OK, but sometimes the methods for
images can be a bit indirect, like relying on
wordy descriptions of what’s in a picture.
But now researchers in the USA have
come up with a way for people with visual
impairment to get more out of images – they
have a method for automatically turning
The photos of faces into raised pictures that
people can feel with their fingers.
faces The computer program concerned,
TactileFace, first needs a portrait photo.
Once it detects where in the photo the face
issue is, it sets about redrawing the various
features. The tough bit is that people can’t
feel as much detail with their fingers as they
Know someone’s face, and you can see with eyes, so the raised portraits
know who they are. Sure, you need to be simpler than the original photos.
To do this the computer needs to know
know what they look like, but which important lines to keep, and which
their face is also the closest details it can discard. Luckily, it’s been
thing you have to a window into trained to know the big landmarks of a
face, like the eyes, nose and mouth. It
their mind. A facial expression can then detect line edges in the rest of
can tell you what they think and the face, ending up with a face that’s got a
reasonable amount of detail without being
feel, even when sometimes they too much to handle.
would rather keep it hidden.
Faces help us socialise, bond Finally, the portrait goes to a printer, where
it’s printed on to special paper that swells
with people and even find love. when it’s exposed to the heat of the print
head. A person with a visual impairment
In this issue you’ll find out how much faces
can then feel the face to find out what a
help computer science. You’ll read about the
person looks like. The researchers tested
face space in our brains, robotic faces that
their system with a range of people, and it
mimic human emotion and the tricks that
works well – folk were good at locating facial
faces play on us. There are stories about faces
features, could figure out the pose the
on the Internet, on clocks and in the Earth. All
picture was taken in, and could even pick
humans are natural face experts – even babies
out two different pictures of the same
an hour old can recognise a face – but here’s
person from a group. Feels like they’ve
your chance to find out even more.
found a good solution!
2 www.cs4fn.org
3. Changing
the face of
the Earth
We tend to think of a jigsaw these days as being a gentle pastime –
or a psychotic serial killer in the Saw movies. But being able to put
the pieces together in one particular jigsaw has helped us understand
the planet we live on and how it will look in the future.
Put it together
Way back in the 1500s a Flemish map-maker called Abraham
Ortelius noticed something strange about the shape of the world. If
you took the shapes of the continents and moved them around, they
all seem to fit together. For example, South America kinda fits into
the bend in the west side of Africa, just like jigsaw pieces. It wasn’t
till the 1900s, when meteorologist Alfred Wagner added some
significant extra layers to the puzzle, that scientists began to realise
that all the land on the Earth had once been joined in a giant super-
continent called Pangaea. Areas of ancient rock and mineral belts
matched across the continents, the scars and debris caused by
ancient icy glaciation were shared, and the fossil sequences were the
same. These tell-tale fingerprints all helped to support the idea that
today’s separate continents had once been joined together.
As if!
At first, as is always the way when new ideas come along,
scientists didn’t believe it. However as time passed, and more
information became available, the idea of continental drift
became accepted. Studies in paleomagnetism, the study of the
magnetic properties of rock, showed either the continents had
moved or there were two North Poles. Since, well, there’s only
one North Pole, it looked like maybe the continents really had
moved. It wasn’t an easy ride, though. Most scientists at the
time worked in the northern hemisphere, where the evidence
was less obvious. More importantly no one agreed on
how the continents had drifted apart in the first place.
Continents didn’t move – you just had to look at them. See, nothing
moves! It was only when the clever idea of plate tectonics came
around that the final piece was put into the jigsaw. Plate tectonics
was the discovery that we live on a load of floating plates – rocky
rafts that drift around on the molten liquid at the core of the earth.
These rafts could move when the squiggly lava contents below
squeezed up through cracks, pushing them apart.
Coming soon to a planet near you
That’s the past, but what about the future? Continental drift happens,
but at such a slow pace that humans never see it – even over
generations. However it is possible to see the shape of the
world to come. Computer scientists have created programs that
mimic the way the plates will move over millions of years. Our future
will definitely have a different shape as our continents drift, but
predicted changes in sea level will also delete sections of familiar
countries. The scientists may be showing us the possible faces of
our future, but some of what it will look like is up to us.
cs4fn eecs.qmul.ac.uk 3
4. Go exp
Space is the stuff all Y our face looks like...
There are all sorts of ways to describe a face,
components analysis’ to find a set of images
that we can add to the average face to let us
around us – up, down, like nose width, eye separation and so on. recreate any of the original faces. In effect we
You can build up a complicated face space convert our huge combined face into a series
back, front, left, right. by deciding what the important features are, of independent images, which then become
Wherever we go, we all measuring lots of them, finding the average the staging posts in face space, starting from
and then putting the bits making up the average face at the centre. So any face
move through space. Now individual faces at different positions relative has a place in the space, a certain distance
imagine instead that the to the average for those features. Eventually, and direction away from the central average
researchers began to see evidence that there face. As we move out into the space, we
space you inhabit isn’t might actually be an average face stored in combine the different component images to
filled with space but is our brains too. We tend to recognise recreate the face from our original set that
distinctive faces more easily. They are further lies at our current position. In essence, we
filled with faces. Welcome from the average so we get a stronger signal. can determine positions in face space much
to the strange world of An average face shape doesn’t seem to carry like GPS can on the Earth.
any particular information about a person’s
face space. identity – it’s what’s different from the Girl face vs boy face
average that lets us identify people. By using That’s not all we can do. We can turn boys
Enter face space a series of cartoons of varying levels of into girls! We can take a load of female faces,
We’ll try and give you an idea of what face extremeness researchers showed that certain find the average and the staging post faces,
space is like. Start by imagining a room. On cells in the brain became more active the and we can do the same with male faces.
one side of your room is an open door and more different the face presented is from the For any particular male face we can calculate
on the other is a window. Starting in the average face. Somewhere deep inside our its distance and direction from the average
middle, as you move towards the window brain, it seems, we have learned an average male face at the centre. Now, imagine a line
things get lighter, and as you move toward face to compare other faces against. on a map joining the starting place to the
the door you get more cooling air wafting in finish position. We can take the line we’ve
from outside. At any point in between the two Computers – our G S P drawn in the male face space and draw the
you have a specific combination of light and in face space same one in the female face space. Anchor
breeze. Now let’s teleport the room to face To create this face space in a computer we its starting point at the average female face
space, so that on one side of this new ‘room’ first take lots of pictures of faces. We can and see what female face it ends at. This will
is a really narrow nose, on the other side is a align the features like the eyes and nose by be the closest female equivalent of the male
really broad nose. Now take any nose – how changing the size and the orientation of the face. By moving in face space we can
about yours if you’re not using it at the images. A picture of a face is just a massive change the gender of faces.
moment? You can place your nose at a number of pixels, where each pixel is the
specific position between the two extreme colour value needed at that particular point Enter the antiface
noses so that it’s just the right distance from in the image – for example the shiny white of We can also change the direction of our line
both. Right in the middle would be the the teeth. With hundreds of face pictures all in face space so it points backwards. If you
average nose, created by combining all the aligned, it’s easy to calculate the average follow this line all the way through the centre,
noses you know. Your nose might be wider face. Just add the values for all the images then continue for the same distance out the
than average or narrower than average, and together, pixel by pixel, and divide the final other side, you’ll end up at the antiface: the
you could let people know exactly what your value for each pixel by the number of face that is essentially the opposite of the
nose looks like by giving them the average images used. original face. People rate these antifaces as
nose measurements and an indication of being more dissimilar from the original than
how much broader or narrower your nose But there is more information we can extract. randomly created faces. It seems our brain
was from this. Knowing the average and how We know about the average so let’s take that knows its way around the face space we
far you are from it in each direction are the away from our information and look at what’s create in a computer, which might mean we
signposts in face space. left. We can use a method called ‘principal keep a face space in our heads too.
4 www.cs4fn.org
5. ploring
F acing forward
You can probably see that recognising faces
is a very complex job for our brains to do.
Fortunately, it looks as though we have
particular parts of our brains that specialise
in helping us perceive faces. By building
computer software that, as with face spaces,
mimics the way our brains understand
faces, we can start to explore and test
our understanding of them. Then these
discoveries can help us build new
technologies, like robots that can
recognise and express emotions
(see pages 6 and 18). That should
give us something to smile
about in the future.
cs4fn eecs.qmul.ac.uk 5
6. How to get
a head in
robotics
(what its internal computer program is
processing and planning to do next), is
still in its infancy. A group of researchers
in Poland, at Wroclaw University of
Technology, have come up with a clever
new design for a robot head that could
help a computer show its feelings. It’s
inspired by the Teenage Mutant Ninja
Turtles cartoon and movie series.
The real T eenage
Mutant Ninja T urtle
Their turtle-inspired robotic head called
EMYS, which stands for EMotive headY
If humans System is cleverly also the name of a
are ever to get European pond turtle, Emys orbicularis.
to like and live Taking his inspiration from cartoons, the
with robots we need project’s principal ‘head’ designer Jan
to understand each other. Kedzierski created a mechanical marvel
One of the ways that people let that can convey a whole range of different
others know how they are feeling is emotions by tilting a pair of movable
through the expressions on their faces. discs, one of which contains highly
A smile or a frown on someone’s face flexible eyes and eyebrows.
tells us something about how they are
feeling and how they are likely to Eye see
react. Some scientists think it might The lower disc imitates the movements
be possible for robots to express of the human lower jaw, while the upper
feelings this way too, but disk can mimic raising the eyebrows and
understanding how a robot can wrinkling the forehead. There are eyelids
usefully express its ‘emotions’ and eyebrows linked to each eye. Have a
6 www.cs4fn.org
7. look at your face in the mirror, then try High tech head robot FLASH (FLexible Autonomous
pulling some expressions like sadness and builder Social Helper) and also with other robot
anger. In particular look at what these do The mechanical internals of EMYS consist bodies as part of the LIREC project
to your eyes. In the robot, as in humans, of lightweight aluminium, while the (www.lirec.eu). This big project explores
the eyelids can move to cover the eye. covering external elements, such as the the question of how robot companions
This helps in the expression of emotions eyes and discs, are made of lightweight could interact with humans, and helps
like sadness or anger, as your mirror plastic using 3D rapid prototyping find ways for robots to usefully show
experiment probably showed. technology. This technology allows a their ‘emotions’.
design on the computer to be ‘printed’
Pop eye in plastic in three dimensions. The design Do try this at home
But then things get freaky and fun. in the computer is first converted into In this issue, there is a chance for you
Following the best traditions of cartoons, a stack of thin slices. Each slice of the to program an EMYS-like robot. Follow
when EMYS is ‘surprised’ the robot’s eyes design, from the bottom up, individually the instructions on the Emotion Machine
can shoot out to a distance of more than oozes out of a printer and on to the slice in the centre of the magazine and build
10 centimetres! This well-known ‘eyes out underneath, so layer-by-layer the design your own EMYS. By selecting a series of
on stalks’ cartoon technique, which in the computer becomes a plastic reality, different commands in the Emotion
deliberately over-exaggerates how people’s ready for use. Engine boxes, the expression on EMYS’s
eyes widen and stare when they are face will change. How many different
startled, is something we instinctively Facing the future expressions can you create? What are the
understand even though our eyes don’t A ‘gesture generator’ computer program instructions you need to send to the face
really do this. It makes use of the fact controls the way the head behaves. for a particular expression? What emotion
that cartoons take the real world to Expressions like ‘sad’ and ‘surprised’ do you think that expression looks like –
extremes, and audiences understand and are broken down into a series of simple how would you name it? What would you
are entertained by this sort of comical commands to the high-speed motors, expect the robot to be ‘feeling’ if it pulled
exaggeration. In fact it’s been shown that moving the various lightweight parts of that face?
people are faster at recognising cartoons the face. In this way EMYS can behave
of people than recognising the un- in an amazingly fluid way – its eyes can Go further
exaggerated original. ‘blink’, its neck can turn to follow a Why not draw your own sliders, with
person’s face or look around. EMYS different eye shapes, mouth shapes and
can even shake or nod its head. EMYS so on. Explore and experiment! That’s
is being used on the Polish group’s social what computer scientists do.
cs4fn eecs.qmul.ac.uk 7
8. Pulling a face
How close is your online self to your real this – where there are big incentives accurate. The independent judges didn’t
self? When you tell people about yourself to do two completely opposite things – agree. The average score was closer to
online, on social networking sites like they know they’ve found a gold mine. ‘barely accurate’. Almost a third of the
Facebook, you’ve got the luxury of being Jeffery Hancock and Catalina Toma, pictures were found to be downright
able to edit your life a bit. You can choose two sociologists from Cornell University inaccurate. There were differences
the profile picture you look best in, and in the USA, wanted to see what people between the genders, too: women tended
you can write status updates that make eventually choose to do, so they decided to have more inaccurate pictures than
you seem as interesting, funny and to find out whether people’s online dating men (possibly because they face more
exciting as possible. Wanting to present profile pictures matched their real-life social pressure about their appearance),
yourself in the best light is pretty natural, appearance. To do it they needed to get and the judges tended to see different
and all of us do it at least a little bit. some people round to their place. Well, inaccuracies in men’s and women’s
Even we here at cs4fn aren’t immune. For their lab anyway. photos. The differences that made judges
example, right now we’re tempted to look think women’s photos were inaccurate
clever by pointing out that there’s a line Here’s what the researchers did: they were related to their hair, their weight and
from Shakespeare about this – “God has found some people with dating profiles (oddly) their teeth, but judges took notice
given you one face, and you make yourself online, who all agreed to visit a when men’s online photos made them
another”. But when does this impulse go psychology lab in New York City. When look younger or less bald.
too far? Is there a line where a little self- the test subjects got there they were
editing becomes more like lying? shown their own profile from a dating So when faced with a dilemma between
website, and asked to say how accurate looking more attractive and being more
Do you match up? they thought their own profile picture was. true-to-life, it seems people are more
One place where this question becomes Then they had a second picture taken in likely to choose attractiveness. But when
important is on online dating sites. On the the lab, in the same pose as their online does good presentation become fakeness?
one hand, everyone is there to get dates, photo. Later on, independent judges, who For that matter, when does being true-to-
so it’s important to make yourself look as had never met the volunteers, compared life become, well, just sloppy? The more
good as possible. On the other hand, if the two photos and rated the accuracy of you think about this, the more you realise
you do find a date you’re going to meet the online version. What they found was: just how fine a line it can be, and it
each other in person. That means any big people are tricky. seems harder to judge the people who try
differences between your profile and the and make themselves look hotter online
real-life you will be rumbled. There are Rate my date than they are in real life. On the other
good reasons to lie, and other good When the volunteers were asked to rate hand, this experiment seems to say that
reasons to tell the truth. When the accuracy of their own profile photos, even if the line is fine, it does exist, and
researchers find a situation like they tended to say the photos were very you can be caught out if you try and push
the fib too far.
8 www.cs4fn.org
10. The robot dog Green line
illusion
Yellow
line
Green line
Orange
line
Red line
Purple
line re
he
ld
Ho
Blue line
Build this robot dog's head and watch it
2 Make a valley fold on the blue, purple 5 Grab the neck where it says 'hold here'.
pop into 3D life! This activity is based on and yellow lines, and a mountain fold Hold the face upright in front of you,
an optical illusion where the brain is on the orange and red lines. shut one eye, and slowly tilt the face
fooled into thinking that a hollow face is from side to side. Eventually the dog’s
actually popping out towards you. It's also A valley fold A mountain fold nose should pop out at you. It may take
inspired by the LIREC project looks like this: looks like this: some time – try different angles or
(www.lirec.eu), which is trying to discover switching which eye you’ve closed.
how to make robots as friendly as a real- How it works
life pooch. This illusion works because we don't
normally see faces that bend inwards.
Putting it together When our brains try to make sense of the
information, we end up seeing a normal
1 Punch out the cartoon. By the end of
3D face. In fact, our brains treat lots of
these steps, you'll have made a face 3 Do a valley fold on all the tabs.
concave objects the same way.
that bends inwards, rather than
pointing out like a normal face. Even 4 Bring the green lines together so they
meet. Tape or glue the tabs so they
though the dog's face is hollow, you can
wrap round the back of the cartoon,
make your brain see it coming out
joining the pieces together.
towards you!
www.cs4fn.org/faces/
11. A B C D E Eyebrows
A B C D E Eyes
A B C Mouth
The emotion
machine
Eyebrows Try programming this
robot face!
Punch out along the dotted lines, so
1 you've got the emotion machine and face
with some empty slots in them, plus three
strips to slide through the slots.
Weave the strips through the slots for the
2 eyebrows, eyes and mouth.
Eyes
Get programming! Moving the strips to
3 different letters will give you different
expressions.
Things to try
What combination of letters makes the robot
www.cs4fn.org/faces/
look happy? Can you come up with different
expressions for mild happiness and utter joy?
How about a series of combinations to make
Mouth the robot look happy, surprised, then sad?
Create your own new emotions by drawing
different eyebrows, eyes and mouths. What
expressions would the robot need to do if it
were going to be someone's friend?
The Emotion Our robot face is based on a real design used
Machine in the LIREC research project. To see the real
one in action go to www.lirec.eu.
12.
13. How can you tell if someone looks Here’s where things get very subtle: it
trustworthy? Could it have anything to do turns out that genuine smiles take longer
C with their facial expression? Some new to build up to, and come back from, than
a research suggests that people are less fake smiles. For a real smile, your facial
n likely to trust someone if their smile
looks fake. Of course, that seems like
muscles begin to move, eventually
forming the grin we’re all familiar with,
tr yo common sense – you’d never think to
yourself ‘wow, what a phoney’ and then
after which your face gradually returns to
normal. When people try to fake a smile,
u u decide to trust someone anyway. But their face tends to snap into the grin
sm st we’re talking about very subtle clues
here. The kind of thing that might only
produce a bit of a gut feeling, or you
almost immediately and hold it there
for an unnaturally long time. Suddenly
the smile disappears and their face
a might never be conscious of at all. goes back to normal. In short, fakers
concentrate just on making the ‘smiley
To do this experiment, researchers at face’, but the fake emotion snaps on
il Cardiff University told volunteers to pick
someone to play a trust game with.
The scientists told the volunteers
and off like a switch. A real smile
washes over the face like a wave.
e? to make their choice based
on a short video of each
person smiling – but
they didn’t know
The researchers used computer graphics
to control the timing of each stage of a
smile. In some videos, the smile built up
and diminished the way real smiles tend
the scientists could to; in others it snapped into and out of
control certain aspects of existence in a more fake way. Amazingly,
each smile, and could make the differences amounted to less than a
some smiles look more second for many of the stages. Could the
genuine than others. volunteers tell the difference with such a
difficult clue? It seems they could. The
volunteers were less likely to pick the
people with less authentic smiles. They
didn’t always spot the phoney, and some
fake smilers still ended up being
trusted enough to play the game.
Still, it suggests that we as
humans have evolved some
pretty sophisticated ways of
catching cheaters if all it can
take to give you away is a
smile that’s too sudden. It’s
a lesson to trust your gut
feelings: those feelings are often
a sign that your brain is adding
together a lot of tiny but important
clues.
Robot street smarts?
In the future, artificial intelligence might have to learn this
trick too. Imagine a robot interacting with a human – the robot
would need to be able to pick up the clues if the human was
trying to trick them! We wouldn’t want robots falling for
confidence tricksters, now would we?
cs4fn eecs.qmul.ac.uk 13
14. Something
special in
the brain
On the face of it faces are easy. We all recognise
friends and family, and we can tell how they are
feeling by the look on their face. But if we look
inside our brains we find that the whole process
of understanding faces, which scientists call face
perception, is far from easy. It’s also proving hard to
work out whether our brains treat faces as a special
case or not.
Are there Faces vs things
places for While some think that those special
faces? parts of the brain only process faces,
Our brains seem others argue that a face is just
to work particularly another sort of ‘thing’ to
hard at recognising process. The reason, they
and processing say, for the increase of
faces. That’s brain activity for faces in
perhaps not particular is that faces are
surprising as we are social animals. We live hard. Most faces on the
in groups and faces are the way we often whole are similar to one
signal our intentions – if I look angry avoid another, and it’s far more
annoying me – or identify who we are difficult to tell the
interacting with. Inside our skulls, at certain difference between your
spots in our brains, are millions of neurons mates’ faces than, say, the
that seem to respond to faces and do the difference between their
work for us. These areas, landmarks on the houses. So it would be no surprise
wiggles on the surface of our brain, occur that it takes more effort, so more blood
mostly on the right hand side. But how do to the brain, and thus those areas would
we know these places take care of face light up in a brain scan. Some experiments the parts of a face in a jumbled order.
perception? Well, we can use scanners have, in fact, shown that the same brain Video recordings show that babies (even
that measure the amount of blood going to areas are active when we try to tell the some less than an hour old!) tend to spend
particular brain areas when doing particular difference between types of cars or types of longer looking at the face than the jumbled
things. When we look at faces certain birds, so perhaps faces aren’t that special parts. Both pictures contain the same
areas light up on the scans, flooding with after all? information, just presented in a different
more blood as they crack on with the face way. That suggests faces do have a special
processing business. Some experiments Baby look at that place in our brains after all!
also suggest that the face processing Using an experimental method called
activity differs between men and women: ‘preferential looking’ researchers have So has the notion of special brain
in men the greatest activity happens on the shown that babies spend more time processing for faces had its chips?
right side of the brain and for women it’s looking at faces than at other things. The The jury is still out.
the left. Why? That’s yet to be discovered. experiment is simple: on the right side of a
screen is a face, and on the left side all
14 www.cs4fn.org
15. That illusionary
smile
Do illusions tell us classic example. Two upside-down faces
are put next to one another. They both look
stretching plastic over a mould of a
person’s face. Looking at the mask from
anything about how our like normal faces, but when you turn them the front it’s clearly a face protruding out
both the right way up, you see that one at you. Now take a look behind. It starts
brain processes faces? picture has had the eyes and mouth turned out looking hollow, but if you look at it for
In everyday life we encounter faces that are upside down. It now looks grotesque and a bit, perhaps closing one eye, it starts to
mostly in the right order: eyes above nose, obvious, but you didn’t notice this when the look like a face peaking out at you too.
nose above mouth. Researchers call this pictures were inverted. Why? Because your Researchers have argued that this is
a configuration, and our brains seem to brain has problems with inverted faces. You because we don’t normally experience
understand that a face is there even if don’t see many of them in daily life, so all it faces that curve inwards, only faces
it’s fairly low in details. A good example can manage to do is recognise all the parts that point outwards, so given the same
is the smilies (aka emoticons) used in text of a face in roughly the right upside down information our brains will see a hollow face
messages. There is very little information order. The fine detail – the fact that the as a normal face. Perhaps this is a special
in :-) or :-( but we still see a happy or sad eyes and mouth are the wrong way – is face thing? Well, perhaps not. You can take
face. That’s because the configuration lost. any shape – for example, a potato – and
(eyes, nose, mouth) still looks like a face make a plaster cast of it. Looking into this
even if it’s on its side. But what happens Facing up to cast it’s hollow, but your brain sees the
when you turn a face upside down? Our the potato potato shape bulging out, just like the
brains still recognise it as a face, but we Another illusion with faces comes about real thing.
can do strange things to it and our brains when you take a look inside a plastic
won’t notice. The Thatcher Illusion, named Halloween mask. They are made by Build your own hollow face! See the
after the famous UK prime minister, is a robot dog illusion in the centre of the
magazine.
cs4fn eecs.qmul.ac.uk 15
16. The
digital
age
Whether you’re young or old (or somewhere in
between), computer science can tell you something
about faces. Take a look at these stories on faces
and age.
A glimpse of the growing and developing, our faces change family members, all from different
future their actual structure: they get longer and stages of their lives. It doesn’t even have
Predicting what a person will look like when wider. But once we’ve finished growing, for to take information from your parents.
they’re older is tricky. At the moment it the rest of our life the changes are all in For example, by comparing how your
often depends on the imagination of a the soft tissues around the face. Wrinkles siblings looked years ago with how they
single person, whether it’s a sketch artist appear, and the facial muscles aren’t quite look now, the computer program can
helping to solve a missing person case, or a so toned. get clues about how you will look as
makeup artist trying to make someone look you get older.
older. A PhD computer science student in Having a set of general rules for how
Canada has designed a program to everybody ages is a good start. But a In the future Khoa’s system could help
automatically age people’s appearances, prediction will be more accurate if you can police when searching for a missing
by applying rules for how faces change use images from your subject’s family too. person or a fugitive, or it could even
as we get older. It’s a more sophisticated take on the old help cosmetics companies design anti-
rule of thumb that says you can tell what ageing products. Computer science is
The student, Khoa Luu, actually needed someone will look like when they’re older all about the future, but who knew it
to come up with two sets of rules. In the by looking at their parents. So Khoa put could predict your future face too?
beginning of our life, when we’re still together a database of photographs of
16 www.cs4fn.org
17. Y ou’ll never forget T urn back the clock
a face Now that you know how computer
When you’re young you might wonder scientists can make someone look
what there could possibly be to look older (see ‘A glimpse of the future’),
forward to at age 30. Boredom and how about making someone look
decrepitude? We’ll be honest: maybe. younger? Turns out psychologists can
But you can at least count on being help us there. Some researchers at
at the peak of your ability to recognise Jena University in Germany have
faces. Researchers at Harvard and found an easy way to make yourself
Dartmouth colleges in the USA have look younger than your years – just
found that while most of our mental hang out with a bunch of older people.
abilities peak in our early twenties,
the ability to recognise and remember Their experiment hinges on the idea
faces takes another decade to mature. that we average out the faces we see,
and judge other faces based on that
The researchers used an internet- average. The researchers got a group
based face memory test, completed of people to concentrate on a series
by 44,000 volunteers. For most of of pictures of elderly people on a
the mental tasks, like remembering computer screen. Then, when asked
names, people around the age of to guess the age of a middle-aged
23 or 24 scored the highest. That is person, the volunteers guessed
pretty consistent with other findings substantially younger than the person’s
that show people are generally at their real age. The effect was even more
brainy best in their early twenties. pronounced when the volunteers
Things were different when volunteers were asked to guess the age of
got to the face recognition test, in someone of the opposite sex.
which volunteers tried to recognise
and remember a lot of computer- For anyone who’s ever wished they
generated faces. There, people’s looked older rather than younger,
abilities got much better between 10 there’s good news: this effect goes the
and 20 years old, then continued to other way too. After looking at pictures
get better bit-by-bit throughout the of younger people, the volunteers
next decade. The group who scored thought the middle-aged person
highest on this bit of the test were looked older than they really were.
between 30 and 34 years old. After There’s no way to tell how long the
that, scores gradually declined. People effect lasts, but the researchers
who were 65 years old were about as helpfully point out that the age of the
good at recognising faces as 16 year- people next to you has an important
olds. effect on the age you’re perceived as.
So if you’re a celebrity looking for an
Researchers aren’t really sure entourage the scientific advice is clear:
why face recognition is at its best make sure they’re the right age to
almost ten years after our other mental make you look your best.
abilities. It could be that faces are so
complex that our brain needs some
extra time to practise. So if you’ve yet
to hit the big three-oh, settle in and
wait – your best face time is yet to
come.
The tests the researchers
used are all available to try at
www.testmybrain.org. You can try
tests on your memory, your ability
to read emotions, and even whether
your taste in beauty is the same as
other people! Fun to try, and you’ll
be helping science too.
cs4fn eecs.qmul.ac.uk 17
18. Your future
check mate
Robots that play games with you need to be able to tell
how you feel. When you’re playing with a friend they
know what’s on your mind, no matter if you’re winning
or losing. The expressions we make on
our faces are a part of the social
glue we call friendship. So if
we want to build robots that
can be our friends, they
need to be able to
read our faces.
18 www.cs4fn.org
19. The main features Check your learning
People’s faces are interesting. Over the by example
inflexible bone of our skull is stretched a Here’s how to train a computer to recognise
layer of skin and muscles that make us look a smile. The researchers gave the computer
like the people we are. We can wrinkle our around 500 of the videos, and programmed
noses, we can flex an eyebrow or two, we it to automatically recognise where a face
can smile or frown. Our faces are wonderfully was and notice how the important parts of
flexible. But this amazing flexibility is a real the face moved between a neutral expression
problem for computers. When is a smile a and a smile. Each time someone in the
smile? What did that narrowing of the eyes videos smiled, it was up to the computer
really mean? To work with us, computers to notice. If the computer got it right, great!
need to be able to give meaning to the If it missed the smile, the program used this
subtle shapes we create with our faces. error to correct itself so it got it right in future.
Researchers in the UK, Portugal and Poland Just as though it were in school, it learned by
working on a joint research project called example and by having a teacher telling it
LIREC have had to think of new ways to when it was right and wrong. After its
understand the expressions on faces. schooling, the computer was able to
That’s because they are developing a recognise new smiles it hadn’t seen
robot companion to help school kids before at about 90% accuracy – it
learn to play chess. had learned what the smile on a
young child’s face looks like.
Y our checkmate
and its secrets This face reading ability was then combined
The body of the robot is called the iCat. with information on the state of the game,
Shaped like a cartoon cat, it can make giving the robot the ability to ‘understand’
sounds, and move its mouth and eyes to what the human player was feeling. It could
create expressions that the other human constantly check the face of its human
player can understand. But how does the companion and make sure that it was
robot know what face to pull? It needs to playing at an appropriate level to help
understand how you are feeling about the them improve their game.
game. To do this the robot uses lots of
different clues: it can detect how often you
crouch over the board, which tells the robot
Using this technology, based on our
understanding of human faces, the
Tick-
how interested you are in what’s happening. companion robot became a checking
Perhaps most importantly, though, the iCat
has learned to recognise the expressions on
mate rather than just getting checkmate!
tock, a
children’s faces, which is particularly tough
for a computer. Playing for real
How can the iCat computer play on a
magic
Kids vs adults real chess set when most play on a
Adults in social situation tend to make fairly
strong expressions with their faces. It’s often
screen? Partly it’s because the chess
set contains a secret: there is a small
clock
clear when an adult means to smile, but microchip in each piece that lets the
kids’ expressions tend to be more subtle. So robot know how it’s being moved on In this quick magical effect you can
the researchers recorded hours of video at a the board. The robot also has a state- predict the future and also read your
local kids’ chess club and went through it by of-the-art chess program installed, so it friend’s mind at the same time. All you
hand, deciding when a smile or a frown was can play an easy or a more challenging need is a pack of playing cards and you
present. Then they noted the situations game as it sees fit. It then just tells you too can do magic with a clock face. Find
where these expressions occurred. Armed what move it wants to make. out how in the magazine+ section of our
with the videos, they were able to train up a website at www.cs4fn.org, if you have the
computer program to recognise how the time. As a bonus, find out how this trick
various parts of the face moved when the can save time for nurses!
kids were feeling in a particular mood.
cs4fn eecs.qmul.ac.uk 19
20. Back (page)
to front
In this edition we have explored the science behind
backwards and upside down faces, but it’s not just
faces that go funny when we look at them in different
ways.
Y ou can da Vinci code Sounds backwards?
For years, the Renaissance scientist and It’s been shown that when people listen
artist Leonardo da Vinci kept his journals to recordings of piano music played
secret using a simple code: he wrote all backwards they believe the sounds are
his letters and numbers backward. You played on an organ. This is because
can train your brain to learn his secret when played backwards, piano tones start
code too. All it needs is paper, a mirror quietly and grow in volume. This type
and practice. Start by writing out all the of sound, we have learned, is the way an Upside down
letters of the alphabet and the numbers in organ sounds. Our brains’ preconceptions weather
your best handwriting. Then take a mirror are fooled and so we make a mistake. The sun heats the land and the land heats
and use it to reflect what you have written. Playing music backwards was something the air above it, so as you go up things get
Copy all the letters as seen in the of a fashion in days gone by. In the cooler. However from time to time things
reflection on to another sheet of paper, fifteenth century it was fashionable to get a little upside down. This is called a
and when that’s done put the mirror away. create palindromic canons – pieces of temperature inversion: a layer of dense
Now take the sheet with your mirror copies music containing two melodies. One cold air traps the lighter, warmer air
and start to duplicate these on another melody was the notes of a tune played underneath it. When it does, smog from
sheet of paper. You will probably find that forward and the other, called the car fumes can be trapped near the ground,
the capital Q, lower-case b, d, j, k and q, counterpoint, was the same notes but in leading to an increase in health problems.
and the numbers 2, 3, 6 and 9 seem to the reverse order. Beethoven, Bach and If the trapped warm air contains a lot
be the most difficult, but keep at it. After Haydn all got into this mixing of musical of moisture, an inversion can lead to
a bit of practice in duplicating the shapes, symmetry. Mozart once helpfully composed violent thunderstorms as the cold layer
get the mirror out again. This time you’re a canon in which the second melody was prevents the humid warm air from rising.
going to try and draw those letters and the same as the first, but backward and Understanding how our weather works in
numbers so that they look right in the upside down. That meant it could be read order to make the daily weather forecast
mirror. Get a bit of paper and stick it to by the player from the opposite sides of needs complex computer programs to
the wall so you can see it in the mirror. the music sheet. What a thoughtful guy, calculate future events. Being able to
Now swing your arms and body and write that Mozart. look at the weather from lots of different
the letters and numbers on the paper so angles in a computer helps us plan for
that they look the right way round in the a tsuj si cisum :ottoM a rainy day.
mirror. Keep practising. After a while your revewoh nrett ap
brain will learn the body and hand t i t a kool uoy eht rehtehW :ottoM
movements (called motor memory) ro ,dloc eb reht aew
for mirror writing in the same way you eht rehtehw
learned to write the first time round. ,toh eb reht aew
You can then code like da Vinci. eht reht aew ll’ew
revet ahw ,reht aew
ro draw kcab :ottoM ,reht aew eht
si gnit irw ,tnor f ro t i ekil ew rehtehw
tnatropmi !ton
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