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A lecture on research directions in Augmented Reality as part of the COSC 426 class on AR. Taught by Mark Billinghurst from the HIT Lab NZ at the University of Canterbury.
A lecture on research directions in Augmented Reality as part of the COSC 426 class on AR. Taught by Mark Billinghurst from the HIT Lab NZ at the University of Canterbury.
Haptic Technology- Interaction with Virtualityvivatechijri
Our daily routine activities revolves on our sense of "touch" or "feel". And a technology that helps in experiencing this sense through a device is called "haptic technology". Haptic tries to evaluate the sensation of touch through various mechanisms. Haptic devices make virtual objects seam real when they are touched. Haptic technology uses force, motions and vibrations to the user to initiate interaction between virtual environment and user. With this technology we can now touch the objects that is only in the mind of a computer system but does not exist in reality. Users can receive feedbacks in the form of felt sensations in the hand or other parts of the body from computer applications using various input and output devices. The idea of haptic technology evolved from virtual reality. Haptic is a technology that is evolving day-by-day. As the demand for virtual reality is being intensified the haptic technology will also intensify. In this paper we will study the idea and evolution of haptic technology, haptic devices and their applications. Finally we will conclude with the future of haptic in our daily life.
Saiful hidayar santri indigo telkom republika pondok pesantren keresek garut ...Saiful Hidayat
Presentasi pada acara Santri Indigo di Pondok Pesantren Keresk Garut Jawa Barat pada tanggal 19 Mei 2010 yang diselenggarakan oleh TELKOM dan Republika dengan Topic Syiar Islam melalui pemanfaatan IT
Activity-Based Micro-pricing: Realizing Sustainable Behavior Changes through ...Tetsuo Yamabe
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Prototyping Augmented Traditional Games: Concept, Design and Case StudiesTetsuo Yamabe
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Tetsuo Yamabe, Ilkka Kosunen, Inger Ekman, Lassi A. Liikkanen, Kai Kuikkaniemi, and Tatsuo Nakajima, Biofeedback Training with EmoPoker: Controlling Emotional Arousalfor Better Poker Play. Fun and Games Conference 2010 (Fun and Games’10, WIP paper)
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Haptic Technology- Interaction with Virtualityvivatechijri
Our daily routine activities revolves on our sense of "touch" or "feel". And a technology that helps in experiencing this sense through a device is called "haptic technology". Haptic tries to evaluate the sensation of touch through various mechanisms. Haptic devices make virtual objects seam real when they are touched. Haptic technology uses force, motions and vibrations to the user to initiate interaction between virtual environment and user. With this technology we can now touch the objects that is only in the mind of a computer system but does not exist in reality. Users can receive feedbacks in the form of felt sensations in the hand or other parts of the body from computer applications using various input and output devices. The idea of haptic technology evolved from virtual reality. Haptic is a technology that is evolving day-by-day. As the demand for virtual reality is being intensified the haptic technology will also intensify. In this paper we will study the idea and evolution of haptic technology, haptic devices and their applications. Finally we will conclude with the future of haptic in our daily life.
Saiful hidayar santri indigo telkom republika pondok pesantren keresek garut ...Saiful Hidayat
Presentasi pada acara Santri Indigo di Pondok Pesantren Keresk Garut Jawa Barat pada tanggal 19 Mei 2010 yang diselenggarakan oleh TELKOM dan Republika dengan Topic Syiar Islam melalui pemanfaatan IT
Activity-Based Micro-pricing: Realizing Sustainable Behavior Changes through ...Tetsuo Yamabe
Tetsuo Yamabe, Vili Lehdonvirta, Hitoshi Ito, Hayuru Soma, Hiroaki Kimura, and Tatsuo Nakajima, Activity-Based Micro-Pricing: Realizing Sustainable Behavior Changes Through Economic Incentives. In Proceedings of The Fifth International Conference on Persuasive Technology (Persuasive’10, full paper)
Prototyping Augmented Traditional Games: Concept, Design and Case StudiesTetsuo Yamabe
Tetsuo Yamabe, Takahiro Iwata, Takahiro Shichinohe, and Tatsuo Nakajima, Prototyping Augmented Traditional Games: Concept, Design and Case Studies. In Proceedings of the Sixth International Conference on Grid and Pervasive Computing (GPC’11, full paper)
Tetsuo Yamabe, Ilkka Kosunen, Inger Ekman, Lassi A. Liikkanen, Kai Kuikkaniemi, and Tatsuo Nakajima, Biofeedback Training with EmoPoker: Controlling Emotional Arousalfor Better Poker Play. Fun and Games Conference 2010 (Fun and Games’10, WIP paper)
Empowering End-users to Find Point-of-interests with a Public DisplayTetsuo Yamabe
Tetsuo Yamabe, Yasuyuki Washio, Sota Matsuzawa, Tatsuo Nakajima, Empowering End-users to Find Point-of-interests with a Public Display. In Proceedings of the 2010 International Conference on Pervasive Services (ICPS’10, full paper)
Augmented Reality Go: Extending Traditional Game Play with Interactive Self-L...Tetsuo Yamabe
Takahiro Iwata, Tetsuo Yamabe, and Tatsuo Nakajima, Augmented Reality Go: Extending Traditional Game Play with Interactive Self-Learning Support. In Proceedings of the 17th IEEE International Conference on Embedded and Real-Time Computing Systems and Applications (RTCSA’11, full paper)
The current presentation presents the approach followed for the derivation of the Use Cases developed in the context of ÆGIS Integrating Project (Grant Agreement: 224348) of the 7th Framework Programme, which constitute the core outputs of the user needs phase of the project, together with the Personas and the conceptual models, setting the basis for the upcoming development and evaluation phases of the project. ÆGIS aims to embed support for accessibility through the development of an Open Accessibility Framework (OAF), upon which, open source accessibility interfaces and applications for the users as well as accessibility toolkits for the developers will be built. Within ÆGIS, three mainstream markets are targeted, namely the desktop, rich Internet applications and mobile devices/applications market segments. The Use Cases developed address all three application areas, targeted by ÆGIS. The User Centred Design (UCD) plan defined from the early beginning of the initiative constituted the cornerstone of the work for the Use Cases, Personas and conceptual models. Following this plan, the project Use Cases have built on the outcomes of the field trials and the workshops (national and Pan-European), where a representative sample of all ÆGIS targeted user groups has participated and the valuable expertise of the ÆGIS Consortium members. Following a concrete development methodology, 36 Use Cases (12 for desktop, 15 for mobile and 9 for rich Internet applications), accompanied by Unified Modeling Language (UML) diagrams, 17 Personas covering all major target groups of the project and 13 conceptual models, which are mapped to the Use Cases, have emerged. The Use Cases will be further elaborated to specific application scenarios that will orient the evaluation to take place in ÆGIS in three iterative phases and across 4 Pilot sites (Belgium, Spain, Sweden and in the UK). The Use Cases are seen as working document, which may be subject to updates and revisions throughout the project, following and keeping up with the progress noticed in ÆGIS project and the overall open source accessibility community.
Mobile Software Engineering (at University of Cambridge Wednesday Seminars)3scale.net
The talk gave an insight into characteristics and challenges in software engineering of mobile apps from a more industrial perspective. A model for mobile software engineering was discussed and various best-practices proposed. Essential mobile software engineering techniques, such as experience prototyping, in-context requirement gathering (and testing), or UI/UIX design were explained using examples, case studies from real-world projects, and tools.
In our latest POV Mobile: The Great Connector, we examine how mobile is changing the world and how brands can create immersive and O.P.E.N. mobile experiences to exceed consumers’ expectations.
Sundeep Gupta (Director, Orative Corp) takes us through his perspectives on Enterprise mobility and the mobile value-chain on his series on "Hot areas to startup"
Tnooz-Amadeus Webinar: The impact of the always-connected travelerKevin May
The mobile device is now part of everyday life and becoming the hub for all traveler activity, replacing PC, telephone, kiosk, boarding pass.
The traveler’s handheld device is now an integral part of the entire journey, not just from pre-trip planning and booking, but through the actual trip itself.
But what does this mean for the travel industry? What are suppliers and intermediaries doing to take advantage of this trend in traveler behavior?
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Rain Fletcher, Choice Hotels International, VP application development & architecture
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NFC, the intuitive contactless technology is finding its way into more and more mobile phone devices. NFC stands for Near Field Communication and is a contactless technology gearing to massively ease information gathering and content sharing. It's very easy to use and allows short range, point to point communication between NFC enabled devices as well as access to content on passive tags and cards. The presentation will focus to provide a technology introduction, some hints on already available applications with a life demonstration of the technology. We will discuss the use cases driving the technology, the level of NFC integration in Android. The NCF API and it's classes will be presented and last but not least we plan to run a little life coding session to show how easy applications can be enabled and can benefit from NFC.
About MLOVE Mobile Trend Report:
The MLOVE Mobile Trend report is a subscription-only monthly compilation of the latest mobile micro trends gathered by 80+ trends scouts worldwide.
It is directly connected to a trend database – the TrendONE Trendexplorer – via interactive functions. This enables you to access a video and some more images.
In a clear, compact digital format, we report about worldwide product innovations, intelligent business models and disruptive technological developments in the mobile industry.
Without doubt, our MLOVE Executive Mobile Trend Report is packed full with potential ideas for your business and will be your personal navigation tool through the fast moving landscape of innovation.
Key facts:
- 35 micro-trends monthly – filtered against a database of 20,000+ microtrends
- Subscription-only
- Available in English and German; other languages available on demand
- In an interactive PDF format
- For research professionals, thought leaders, innovators, passionistas, entrepreneurs and mobile lovers
More Information on http://mlove.com/trendreport
UiPath Test Automation using UiPath Test Suite series, part 3DianaGray10
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Pradeep Chinnala, Senior Consultant Automation Developer @WonderBotz and UiPath MVP
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
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- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
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We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
Search and Society: Reimagining Information Access for Radical FuturesBhaskar Mitra
The field of Information retrieval (IR) is currently undergoing a transformative shift, at least partly due to the emerging applications of generative AI to information access. In this talk, we will deliberate on the sociotechnical implications of generative AI for information access. We will argue that there is both a critical necessity and an exciting opportunity for the IR community to re-center our research agendas on societal needs while dismantling the artificial separation between the work on fairness, accountability, transparency, and ethics in IR and the rest of IR research. Instead of adopting a reactionary strategy of trying to mitigate potential social harms from emerging technologies, the community should aim to proactively set the research agenda for the kinds of systems we should build inspired by diverse explicitly stated sociotechnical imaginaries. The sociotechnical imaginaries that underpin the design and development of information access technologies needs to be explicitly articulated, and we need to develop theories of change in context of these diverse perspectives. Our guiding future imaginaries must be informed by other academic fields, such as democratic theory and critical theory, and should be co-developed with social science scholars, legal scholars, civil rights and social justice activists, and artists, among others.
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
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Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
Let's dive deeper into the world of ODC! Ricardo Alves (OutSystems) will join us to tell all about the new Data Fabric. After that, Sezen de Bruijn (OutSystems) will get into the details on how to best design a sturdy architecture within ODC.
To Graph or Not to Graph Knowledge Graph Architectures and LLMs
Design Issues and Empirical Study in Mobility Oriented Service Developmentﰀ
1. Design Issues and Empirical Study in Mobility Oriented
Service Development
Tetsuo Yamabe
Distributed Computing Laboratory
Waseda University
2. Preamble
¡ How we should design mobile/wearable service interaction, in
order to improve its mobility for nomadic people?
¡ This work aims to explore the service design principles, with developing
practical services.
¡ We are exploring approaches to decrease a user s cognitive load (i.e.
attention to a mobile service).
¡ This work was initiated in Nokia Research Center Tokyo.
Mobile Middleware: Embracing the Personal Communication Device (MobMid'08) , December 2, 2008,
Leuven, Belgium
3. Outline
¡ Introduction & Motivation
¡ Design issues in mobile interaction & Our approach
¡ Prototyping & Experimental evaluation
¡ Discussion from findings and comments
¡ Future works
¡ Conclusion
Mobile Middleware: Embracing the Personal Communication Device (MobMid'08) , December 2, 2008,
Leuven, Belgium
4. Introduction
!! Nowadays people are too addicted to mobile services.
!! Using mobile phones while walking, on a bicycle, even driving a car…
!! Current mobile service design is too attention-consuming.
!! From cognitive psychology point of view, attention is a key factor to
improve mobile usability in the wild.
Mobile Middleware: Embracing the Personal Communication Device (MobMid'08) , December 2, 2008,
Leuven, Belgium
5. Usability degradation on the move
!! Usability of mobile service becomes degraded while moving.
!! Environmental transition - Situational disabilities forces a user to pay
more attention.
!! Multitasking environment - Fragmentation of attention doesn t allow a
user to concentrate on mobile interaction.
!! Fine usability allows a user to perform tasks with less attention.
!! Flexible and multimodal interaction is required.
Mobile Middleware: Embracing the Personal Communication Device (MobMid'08) , December 2, 2008,
Leuven, Belgium
6. Design issues in mobile interaction
¡ Multimodality
¡ Cognitive resource is limited, so mobile services should support multimodal
interaction to approach available sense.
¡ Also wearable devices play important role to change the modality/presentation of
feedback according to the level of its importance.
¡ Simplicity
¡ Direct feedback (stimulus) makes interaction style passive, so that a user doesn t
have to interact with a mobile service proactively (i.e. event-driven interaction).
¡ However, the direct stimulus should be simple in order to decrease cognitive load.
¡ Adaptability
¡ System should change the modality of interaction, since available sense changes
according to mobile context.
¡ Also combination of available device changes according to users.
Mobile Middleware: Embracing the Personal Communication Device (MobMid'08) , December 2, 2008,
Leuven, Belgium
7. Multi-layered, Multi-modal and Multi-presentation
approach for mobile/wearable interaction
Pedestrian navigation on a mobile device
Mobile Middleware: Embracing the Personal Communication Device (MobMid'08) , December 2, 2008,
Leuven, Belgium
8. Multi-layered, Multi-modal and Multi-presentation
approach for mobile/wearable interaction
Direct feedback:
Pedestrian navigation on a mobile device symbolic presentation
Simple format indication
on a head-mounted display
Detailed map on a ordinary
mobile phone
Mobile Middleware: Embracing the Personal Communication Device (MobMid'08) , December 2, 2008,
Leuven, Belgium
9. Multi-layered, Multi-modal and Multi-presentation
approach for mobile/wearable interaction
Direct feedback:
Pedestrian navigation on a mobile device symbolic presentation
Simple format indication
on a head-mounted display
LED/LCD indication on a
wrist watch type device
Detailed map on a ordinary
mobile phone
Mobile Middleware: Embracing the Personal Communication Device (MobMid'08) , December 2, 2008,
Leuven, Belgium
10. Multi-layered, Multi-modal and Multi-presentation
approach for mobile/wearable interaction
Direct feedback: Direct feedback:
Pedestrian navigation on a mobile device ambient presentation symbolic presentation
Simple format indication
on a head-mounted display
LED/LCD indication on a
wrist watch type device
Detailed map on a ordinary
mobile phone
Mobile Middleware: Embracing the Personal Communication Device (MobMid'08) , December 2, 2008,
Leuven, Belgium
11. Multi-layered, Multi-modal and Multi-presentation
approach for mobile/wearable interaction
Direct feedback: Direct feedback:
Pedestrian navigation on a mobile device ambient presentation symbolic presentation
Simple format indication
on a head-mounted display
LED/LCD indication on a
wrist watch type device
Tactile indication on a
Detailed map on a ordinary belt type wearable device
mobile phone
Mobile Middleware: Embracing the Personal Communication Device (MobMid'08) , December 2, 2008,
Leuven, Belgium
12. Multi-layered, Multi-modal and Multi-presentation
approach for mobile/wearable interaction
Direct feedback: Direct feedback:
Pedestrian navigation on a mobile device ambient presentation symbolic presentation
Simple format indication
on a head-mounted display
Text
LED/LCD indication on a
wrist watch type device
Tactile indication on a
belt type wearable device
A ticker tape style indication LED indication on an
Audio based indication ordinary mobile phone
Mobile Middleware: Embracing the Personal Communication Device (MobMid'08) , December 2, 2008,
Leuven, Belgium
13. Empirical study on a pedestrian navigation
¡ A pedestrian navigation service
on N800 Nokia internet tablet.
¡ Added some simplified user
interfaces and route navigation
feature to maemo-mapper.
¡ 3 different presentation styles
are supported:
¡ Simple text sentence
¡ Simple voice message
¡ Simple visual indication
Mobile Middleware: Embracing the Personal Communication Device (MobMid'08) , December 2, 2008,
Leuven, Belgium
14. ¡ The event types in the prototype, which makes direct feedback as
an indication to a user.
Mobile Middleware: Embracing the Personal Communication Device (MobMid'08) , December 2, 2008,
Leuven, Belgium
15. 1. Determine a user s location with a GPS receiver
2. Identify event types
Mobile Middleware: Embracing the Personal Communication Device (MobMid'08) , December 2, 2008,
Leuven, Belgium
16. 3. Navigate the user according to detected event types
Mobile Middleware: Embracing the Personal Communication Device (MobMid'08) , December 2, 2008,
Leuven, Belgium
17. Preliminary experimentation
¡ As the first step, we mainly focused on the simplicity in this
evaluation.
¡ How the simplified indication works and affects to a user s behavior?
¡ Compared normal interaction mode and simple interaction mode.
¡ Field experiments are performed with using the prototype.
¡ 5 participants from NRC Tokyo joined.
¡ Two tasks are given to each participant.
Mobile Middleware: Embracing the Personal Communication Device (MobMid'08) , December 2, 2008,
Leuven, Belgium
18. Tasks
¡ Task A: Participants are instructed to walk Route A only with the normal interaction
mode. The normal interaction mode shows the user's current location and route to
the destination. The user can reach the destination by following the route, but the
shown area on the display is small enough so that the user can not remember the
entire route.
¡ Task B: Participants are instructed to walk Route B with a combination of the
simple interaction mode (i.e. blink indication) and the normal interaction mode. In
this case, the simple interaction mode has to be mainly used and the normal
interaction mode is used auxiliary when the user has lost his/her way. Users can
switch modes by manually pushing a hardware key.
Mobile Middleware: Embracing the Personal Communication Device (MobMid'08) , December 2, 2008,
Leuven, Belgium
19. ¡ Number of corners and total distance are almost same.
Mobile Middleware: Embracing the Personal Communication Device (MobMid'08) , December 2, 2008,
Leuven, Belgium
20. Examinee observation
¡ Two observers pursued the participant with video cameras to
record a user s behavior and surrounding environment.
Mobile Middleware: Embracing the Personal Communication Device (MobMid'08) , December 2, 2008,
Leuven, Belgium
21. Experimental results
!! TT [sec]: Total time spent to reach the destination
!! ST [sec]: Total time of stationary state (i.e. just standing without walking)
!! LT [sec]: Total (loss) time spent for walking incorrect route
!! LD [m]: Total (loss) distance of incorrect route walking
!! SP [km/h]: Average walking speed
!! GR [%]: Proportion of time that the participant watch the display to TT
!! MT [sec]: Total time of the normal interaction mode
Mobile Middleware: Embracing the Personal Communication Device (MobMid'08) , December 2, 2008,
Leuven, Belgium
22. Some findings and discussions
¡ Users would expect the next event and attempt to know when it
will occur.
¡ Time to next event helps to create mental model in a user s mind and
prepare for the event.
¡ Some events and indications seem to be unnecessary.
¡ The blinking pattern was comprehensible, but no indication seems to be
needed while the user is walking on the right route.
¡ Since the user interface on the simple user interaction mode was
not interesting, users started to look the scenery.
Mobile Middleware: Embracing the Personal Communication Device (MobMid'08) , December 2, 2008,
Leuven, Belgium
23. Future work #1: Multiple device deployment
!! Advanced version of the prototype with multiple wearable devices.
!! HMD: Nikon UP300x
!! Visual/Audio modality
!! Head gesture with 3D accelerometer
!! Wrist watch: SunSpot based prototype
!! Visual/Haptic modality
!! Gesture with 3D accelerometer
!! Environmental sensors
!! Mobile: iPhone/iPod touch (or maemo platform)
!! Visual/Audio modality
!! Gesture with 3D accelerometer
!! Support gesture/context based adaptation
Mobile Middleware: Embracing the Personal Communication Device (MobMid'08) , December 2, 2008,
Leuven, Belgium
24. Future work #2: System support development
Event
¡ Develop a middleware for multi- desc
device interaction App App
¡ Device (resource) management
¡ Adaptation policy management Context Adaptation
pool policy
¡ I/O management
¡ Context sensing
Event
¡ Gesture input Dispatcher
¡ Simplified event notification
Resource
mgmr
¡ Develop a framework for multi-
layered interaction design
Dev Dev
¡ Multimodality
¡ Simplicity Dev
¡ Adaptability
sensor display I/O
desc
Mobile Middleware: Embracing the Personal Communication Device (MobMid'08) , December 2, 2008,
Leuven, Belgium
25. Conclusion
¡ We have pointed out design issues in mobile interaction design, in
order to improve usability of mobile services on the move.
¡ A pedestrian navigation service was developed and we evaluated
its feasibility through field experiments.
¡ We have successfully decreased a user s cognitive load by adding
a simple interaction mode.
¡ Also, we have proved that the service semantics was successfully kept
even in the simple interaction mode.
¡ We will continue to develop the system based on the comments
and discussions, in order to realize the complete a picture of the
proposed design framework.
Mobile Middleware: Embracing the Personal Communication Device (MobMid'08) , December 2, 2008,
Leuven, Belgium