The document proposes an interaction abstraction toolkit for public display applications. It identifies challenges in public display interactivity due to varied environments and input methods. It presents interaction abstractions like "footprints" to gather user data and "controls" for developers. The author developed the PuReWidgets toolkit providing high-level widgets, control independence from input, and evaluated its performance, usability and real deployments. The toolkit and applications are open-source, with the goal of better tools for open display networks.
Interacção em ambientes de realidade virtualJorge Cardoso
O documento resume a história e o estado atual da realidade virtual. Começa com uma breve introdução do que é realidade virtual e como foi representada na cultura popular. Em seguida, traça os principais marcos históricos, desde os anos 50 com o Cinerama até os sistemas de realidade virtual dos anos 60-70 de Sensorama e Ivan Sutherland. Por fim, descreve as principais tecnologias de realidade virtual atuais como CAVEs, headsets e controladores, e os desafios remanescentes.
The document discusses the AEGIS project, which aims to deeply embed accessibility support into mainstream ICT products and services. It originated from an EC call to develop open, plug-and-play accessibility architectures and standards. AEGIS seeks to build accessibility into all facets of ICT development and use by starting with user needs analysis, and providing accessibility solutions for desktops, web applications, and mobile devices. Examples of AEGIS work presented at a conference are described.
The document discusses the AEGIS project which aimed to deeply embed accessibility support into mainstream ICT products and services. It summarizes the origins and concept of AEGIS, which was to build accessibility into all facets of ICT creation and use, inspired by principles of universal design used in architecture. The project realized open accessibility frameworks for desktop, web, and mobile applications to support users with disabilities. It utilized user feedback loops to iteratively develop and test accessibility features. Key results included accessibility tools and standards for operating systems, web applications, documents, and mobile devices.
IoT Meets Exhibition Areas: a Modular Architecture to Improve Proximity Inter...Teodoro Montanaro
Presentation given at the 3rd International Conference on Future Internet of Things and Cloud (FiCloud 2015)
August 26, 2015, Rome, Italy
The paper is available on the PORTO open access repositor of Politecnico di Torino: http://porto.polito.it/2610554/
Human-Computer Interaction (HCI) is a multidisciplinary field that focuses on the design and interaction between humans and computers. It encompasses the study, planning, and design of the user interface in computer systems, aiming to create effective, efficient, and enjoyable interactions. HCI integrates principles from computer science, cognitive psychology, design, and other related fields to understand how users interact with technology and how to enhance this interaction.
The document proposes an interaction abstraction toolkit for public display applications. It identifies challenges in public display interactivity due to varied environments and input methods. It presents interaction abstractions like "footprints" to gather user data and "controls" for developers. The author developed the PuReWidgets toolkit providing high-level widgets, control independence from input, and evaluated its performance, usability and real deployments. The toolkit and applications are open-source, with the goal of better tools for open display networks.
Interacção em ambientes de realidade virtualJorge Cardoso
O documento resume a história e o estado atual da realidade virtual. Começa com uma breve introdução do que é realidade virtual e como foi representada na cultura popular. Em seguida, traça os principais marcos históricos, desde os anos 50 com o Cinerama até os sistemas de realidade virtual dos anos 60-70 de Sensorama e Ivan Sutherland. Por fim, descreve as principais tecnologias de realidade virtual atuais como CAVEs, headsets e controladores, e os desafios remanescentes.
The document discusses the AEGIS project, which aims to deeply embed accessibility support into mainstream ICT products and services. It originated from an EC call to develop open, plug-and-play accessibility architectures and standards. AEGIS seeks to build accessibility into all facets of ICT development and use by starting with user needs analysis, and providing accessibility solutions for desktops, web applications, and mobile devices. Examples of AEGIS work presented at a conference are described.
The document discusses the AEGIS project which aimed to deeply embed accessibility support into mainstream ICT products and services. It summarizes the origins and concept of AEGIS, which was to build accessibility into all facets of ICT creation and use, inspired by principles of universal design used in architecture. The project realized open accessibility frameworks for desktop, web, and mobile applications to support users with disabilities. It utilized user feedback loops to iteratively develop and test accessibility features. Key results included accessibility tools and standards for operating systems, web applications, documents, and mobile devices.
IoT Meets Exhibition Areas: a Modular Architecture to Improve Proximity Inter...Teodoro Montanaro
Presentation given at the 3rd International Conference on Future Internet of Things and Cloud (FiCloud 2015)
August 26, 2015, Rome, Italy
The paper is available on the PORTO open access repositor of Politecnico di Torino: http://porto.polito.it/2610554/
Human-Computer Interaction (HCI) is a multidisciplinary field that focuses on the design and interaction between humans and computers. It encompasses the study, planning, and design of the user interface in computer systems, aiming to create effective, efficient, and enjoyable interactions. HCI integrates principles from computer science, cognitive psychology, design, and other related fields to understand how users interact with technology and how to enhance this interaction.
Slides from Mr. Joel Bacquet, EC, DG CONNECT, Net Futures, Experimental Platforms. Presented at CSC 2016, session 1: OASC 101 – getting hands-on with API, data models
and platforms.
The PuReWidgets toolkit was created to address the inconsistent approaches to interaction in public displays by providing a common widget-based toolkit. It supports multiple input mechanisms, concurrent interaction from multiple users, and asynchronous interaction. The toolkit uses widgets to represent interactive features, handles user identification, and automatically generates GUIs for different devices. PuReWidgets was implemented using Google Appengine for the server and Google Web Toolkit for the client to take advantage of their development environments. An iterative development process of building applications and refining the toolkit based on insights aims to lower the barrier to creating interactive public display applications.
Colombia, the new NEM destination: Project initiatives and country capacities...CINTELColombia
This document summarizes several project initiatives in Colombia related to new and emerging media technologies. It describes 8 specific projects, providing an overview of each project's objectives and expected results. The projects relate to areas such as 3D gaming tools, augmented reality systems, social gaming engines, emergency communications, and educational multimedia content. Each project is presented along with the profile and contact information for the Colombian organization proposing it. The document aims to facilitate collaboration between European and Colombian researchers and organizations.
Copy of GDSC23 - Speaker Presentation Template.pptx_20230829_075717_0000.pptxSipraMohanty11
The GDSC Infosession held on August 28th, 2023, was a dynamic and informative event that provided attendees with a comprehensive overview of the club's initiatives and activities for the upcoming year. Hosted by Abhipsha Dash, the GDSC Lead, the session was structured to give participants a clear understanding of the various domains and opportunities within the club.
The event commenced with a speech from the faculty advisor, who highlighted the significance of technological advancements and the role of GDSC in fostering innovation and learning among students. The advisor's address set the tone for the rest of the session, emphasizing the importance of collaborative learning and skill development.
One of the highlights of the event was the introduction of the core team members. Each member was introduced along with their respective roles and responsibilities. This step was essential in acquainting attendees with the individuals who would be leading various aspects of GDSC's operations.
A pivotal part of the infosession was the introduction of different domains that GDSC would be focusing on throughout the year. The domains covered a wide array of topics, catering to the diverse interests of the students. These domains included:
AI/ML (Artificial Intelligence/Machine Learning): Abhipsha Dash, the GDSC Lead, took the stage to shed light on the potential of AI and ML technologies. She emphasized the growing significance of these domains in various industries and gave attendees a glimpse into the exciting projects and workshops GDSC would be organizing.
App Development:Pratik Ranjan Sahu and Anirudh Parida took the opportunity to discuss the world of app development. They shared insights into the mobile app landscape and highlighted the tools and platforms that would be covered in the upcoming workshops.
Web Development: Swapneel Das delved into the realm of web development, outlining the key programming languages and frameworks that participants could expect to explore through GDSC's initiatives. Attendees were introduced to the evolving landscape of web technologies.
Designing and Management:Sipra Mohanty touched upon the essential aspects of designing and management in the tech industry. She highlighted the role of user-centric design and efficient project management in creating successful tech products.
Cloud Computing: Sanchita Sahay provided an insightful overview of cloud computing, discussing its benefits and applications. Her presentation aimed to demystify cloud technology and encourage students to delve into this dynamic domain.
The session also introduced attendees to the concept of Cloud Jams, fostering a sense of collaboration and practical learning. Cloud Jams would serve as platforms for students to experiment and gain hands-on experience with cloud technologies.
In conclusion, the GDSC Infosession on August 28th, 2023, proved to be an insightful and engaging event.
1) The Open Cities project aims to explore how to apply open innovation in the public sector, specifically for fostering future internet services in smart cities.
2) It will conduct research on open innovation and run real-life pilots using crowdsourcing, open data, fiber networks, and sensor networks in Berlin, Amsterdam, Paris, and Barcelona.
3) The goals are to understand how to integrate open innovation and technological platforms in public-private partnerships, validate different open innovation approaches, and deliver advanced future internet services and applications.
The LUNA Project aims to create a wide wireless network across several cities in Trentino, Italy. The network will be entirely wireless using mesh networking. The goal is to provide free or low-cost internet access to encourage an "e-society". The paper evaluates similar applications to Google Desktop, Jing, and Finetune to design a client application called LUNA Ads that will provide network services in exchange for viewing advertisements. A prototype was created with a moon-shaped icon in the desktop corner that expands to show tabbed services and advertising. Future work includes expanding the network coverage, adding a browser toolbar, and a downloadable prototype in early 2009.