AI+Labor Markets Presentation to CSM-16-may-2024Joaquim Jorge
Presentation Title: AI & Labor Markets
Presenter: Joaquim Jorge
Description:
Explore the transformative impact of Artificial Intelligence (AI) on labor markets in this comprehensive presentation by Joaquim Jorge. This insightful slideset delves into the opportunities and challenges that AI integration brings to various industries, highlighting key AI techniques and their real-world applications.
Bias in Hiring and Firing:
The presentation critically examines biases in AI systems used for hiring and firing decisions:
Hiring Bias: Instances where AI systems, like LinkedIn’s recommendation system and OpenAI's GPT, have shown biases in résumé ranking and job advertisements, including gender bias and cost-efficiency algorithms inadvertently favoring male candidates.
Firing Bias: AI's role in monitoring productivity and making termination decisions, with examples from Amazon’s “Time off Task” system and Uber’s driver performance metrics, highlighting unfair terminations affecting minority groups.
Mitigation Strategies:
Bias Audits: Regularly auditing AI systems to identify and mitigate biases.
Diverse Training Data: Ensuring training data are diverse and representative of all demographic groups.
Human Oversight: Implementing human oversight to review and validate AI decisions.
Explainable AI (XAI): Making AI decisions transparent and accountable to detect and correct biases.
Future of Labor Markets:
The presentation explores potential futures of labor markets with AI, presenting both utopian and dystopian scenarios:
Utopian Scenario: AI could lead to increased worker satisfaction by automating repetitive tasks, creating new career opportunities, and reducing physical labor demands, resulting in better work-life balance and economic opportunities.
Dystopian Scenario: AI could widen the economic divide, increase job precarity, and erode worker rights. Risks include increased surveillance, loss of autonomy, and the social and psychological impacts of job displacement.
Key Takeaways:
Understand the role and impact of different AI technologies in various sectors.
Recognize and address biases in AI systems, especially in hiring and firing decisions.
Explore potential futures of labor markets with AI integration.
Learn strategies for ensuring ethical and fair AI applications.
This presentation is essential for professionals, researchers, and policymakers interested in the intersection of AI and labor markets, providing a detailed analysis of current trends, challenges, and future possibilities.
Artificial Intelligence: Facts and MythsJoaquim Jorge
The presentation explores the development and application of artificial intelligence (AI) from its inception to its current status in the modern world. The term "artificial intelligence" was first coined by John McCarthy in 1956 to describe efforts to develop computer programs capable of performing tasks that typically require human intelligence. This concept was first introduced at a conference held at Dartmouth College, where programs demonstrated capabilities such as playing chess, proving theorems, and interpreting texts.
In the early stages, Alan Turing contributed to the field by defining intelligence as the ability of a being to respond to certain questions intelligently, proposing what is now known as the Turing Test to evaluate the presence of intelligent behavior in machines. As the decades progressed, AI evolved significantly. The 1980s focused on machine learning, teaching computers to learn from data, leading to the development of models that could improve their performance based on their experiences.
The 1990s and 2000s saw further advances in algorithms and computational power, which allowed for more sophisticated data analysis techniques, including data mining. By the 2010s, the proliferation of big data and the refinement of deep learning techniques enabled AI to become mainstream. Notable milestones included the success of Google's AlphaGo and advancements in autonomous vehicles by companies like Tesla and Waymo.
A major theme of the presentation is the application of generative AI, which has been used for tasks such as natural language text generation, translation, and question answering. Generative AI uses large datasets to train models that can then produce new, coherent pieces of text or other media.
The presentation also discusses the ethical implications and the need for regulation in AI, highlighting issues such as privacy, bias, and the potential for misuse. These concerns have prompted calls for comprehensive regulations to ensure the safe and equitable use of AI technologies.
Artificial intelligence has also played a significant role in healthcare, particularly highlighted during the COVID-19 pandemic, where it was used in drug discovery, vaccine development, and analyzing the spread of the virus. The capabilities of AI in healthcare are vast, ranging from medical diagnostics to personalized medicine, demonstrating the technology's potential to revolutionize fields beyond just technical or consumer applications.
In conclusion, AI continues to be a rapidly evolving field with significant implications for various aspects of society. The development from theoretical concepts to real-world applications illustrates both the potential benefits and the challenges that come with integrating advanced technologies into everyday life. The ongoing discussion about AI ethics and regulation underscores the importance of managing these technologies responsibly to maximize their their benefits while minimizing potential harms.
Recent advances in VR and AR technology have enabled interactive graphics applications to support healthcare professionals in training, diagnosis, planning, and treatment. This field has progressed enough to warrant a course that can inspire new ideas within the graphics community. Medical images create virtual human anatomy models, allowing for natural interaction and visualization in healthcare scenarios. VR and AR are conceptually different and suited for different types of problems. VR is immersive and suitable for learning anatomy, surgical skills, and analyzing 3D medical data. AR, on the other hand, overlays helpful information onto the physical environment, making it useful for tasks such as communication with patients and training assistants. However, several challenges, such as nonstandard equipment and disorientation, still limit the widespread use of these technologies. This course covers current advances and challenges in this area, including integrating AI techniques.
About the Speaker: Joaquim Jorge holds the UNESCO Chair of Artificial Intelligence & Extended Reality at the University of Lisboa, Portugal. He joined Eurographics in 1986 and ACM/SIGGRAPH in 1989. He is Editor-in-Chief of the Computers and Graphics Journal, Eurographics Fellow, ACM Distinguished Member, and member of IEEE Computer Society Board of Governors. He organized 50+ conferences, including Eurographics 2016 (IPC CO-Chair), IEEE VR 2020/21/22 as co-(papers)chair, and ACM IUI 2012 (IPC co-chair). He served on 210+ program committees and (co)authored over 360 peer-reviewed publications and five books. His research interests include graphics, virtual reality, and advanced HCI techniques applied to health technologies.
Websites:
https://en.wikipedia.org/wiki/Joaquim_Jorge_(computer_scientist)
Google Scholar:
https://scholar.google.com/citations?user=RgiMdpAAAAAJ&hl=en
D.S. Lopes, D. Medeiros, S.F. Paulo, P.B. Borges, V. Nunes, V. Mascarenhas, M. Veiga, J.A. Jorge, Interaction Techniques for Immersive CT Colonography: A Professional Assessment, In: Frangi A., Schnabel J., Davatzikos C., Alberola-López C., Fichtinger G. (eds) Medical Image Computing and Computer Assisted Intervention – MICCAI 2018. MICCAI 2018. Lecture Notes in Computer Science, vol 11071, Pages 629–637, Springer, Cham, 2018. DOI: 10.1007/978-3-030-00934-2_70
M. Sousa, D. Mendes, S. Paulo, N. Matela, J. Jorge, D.S. Lopes, VRRRRoom: Virtual Reality for radiologists in the reading room, Proceedings of the 35th Annual ACM Conference on Human Factors in Computing Systems (CHI 2017), New York: ACM Press, 2017. DOI: 10.1145/3025453.3025566
D.S. Lopes, P.F. Parreira, S.F. Paulo, V. Nunes, P.A. Rego, M.C. Neves, P.S. Rodrigues, J.A. Jorge, On the utility of 3D hand cursors to explore medical volume datasets with a touchless interface, Journal of Biomedical Informatics, 72, Pages 140–149, 2017. DOI: 10.1016/j.jbi.2017.07.009
Invited paper from the Computers & Graphics Journal Presented at the SMI 2023 Conference in Genoa, Italy on July 4th 2023. Abstract: Highly complex and dense models of 3D objects have recently become indispensable in digital industries. Mesh decimation then plays a crucial role in the production pipeline to efficiently get visually convincing yet compact expressions of complex meshes. However, the current pipeline typically does not allow artists control the decimation process, just a simplification rate. Thus a preferred approach in production settings splits the process into a first pass of saliency detection highlighting areas of greater detail, and allowing artists to iterate until satisfied before simplifying the model. We propose a novel, efficient multi-scale method to compute mesh saliency at coarse and finer scales, based on fast mesh entropy of local surface measurements. Unlike previous approaches, we ensure a robust and straightforward calculation of mesh saliency even for densely tessellated models with millions of polygons. Moreover, we introduce a new adaptive subsampling and interpolation algorithm for saliency estimation. Our implementation achieves speedups of up to three orders of magnitude over prior approaches. Experimental results showcase its resilience to problem scenarios that efficiently scales up to process multi-million vertex meshes. Our evaluation with artists in the entertainment industry also demonstrates its applicability to real use-case scenarios.
Authors:
Rafael Kuffner dos Anjos, Leeds, UK
Richard Andrew Roberts and Benjamin Allen, VUW, NZ,
Joaquim Jorge, INESC-ID, U Lisboa, PT
Ken Anjyo, OLM, JP
How to Craft and Deliver Winning PresentationsJoaquim Jorge
Public speaking is often referred to as a soft skill. However, your career, your job opportunities, promotion, and tenure (for professors) are intrinsically tied to being able to speak in public and persuade others of your ideas.
Being able to "sell" your work, opinions, ideas, and points of view can be as important as being good at Math, Coding, and doing good science.
Many tend to ignore this (at their peril). This talk will present ways to make your ideas, thoughts, and theses look appealing, engaging and engaging to others. While I am using PowerPoint, these practices and techniques will work equally well if you have PDF slides, Keynote presentations, or even (gasp!) Prezi...
I will also cover slide preparation techniques, practical multimedia advice, and delivery how-tos (and not-tos).
Bio: Joaquim Jorge heads the Graphics and Interaction Research Line at INESC-ID and is a Full Professor of Computer Science at Instituto Superior Técnico (IST), the School of Engineering of the University of Lisboa, Portugal, and is Editor-in-Chief of the Computers and Graphics Journal. He received Ph.D. and MSc degrees in Computer Science from Rensselaer Polytechnic Institute, Troy, NY, in 1995 and a BSEE from IST in 1984. An organizer of 50+ scientific conferences, Jorge has preferred over 42 invited talks and public presentations. He is a Distinguished Speaker and Member of the Association for Computing Machinery (ACM) and a Distinguished Visitor of the Institute of Electrical and Electronics Engineers (IEEE). He received the IFIP Silver Core in 2014 and is a Fellow of the Eurographics Association.
The growing interest of Augmented Reality (AR) together with the renaissance of
Virtual Reality (VR) has opened new approaches and techniques on how professionals interact with medical imagery, plan, train and perform surgeries and also help people with special needs in Rehabilitation tasks. Indeed, many medical specialties already rely on 2D and 3D image data for diagnosis, surgical planning, surgical navigation, medical education or patient-clinician communication.
However, the vast majority of current medical interfaces and interaction techniques continue
unchanged, while the most innovative solutions have not unleashed the full potential of VR and
AR. This is probably because extending conventional workstations to accommodate VR and AR
interaction paradigms is not free of challenges. Notably, VR and AR-based workstations,
besides having to render complex anatomical data in interactive frame rates, must promote
proper anatomical insight, boost visual memory through seamless visual collaboration between
professionals, free interaction from being seated at a desk (e.g., using mouse and
keyboard) to adopt non-stationary postures and freely walk within a workspace, and must also
support a fluid exchange of image data and 3D models as this fosters interesting discussions
to solve clinical cases. Moreover, VR and AR-based techniques must also be designed
according to good human-computer interaction principles since it is well known that medical
professionals can be resistant to changes in their workflow. In this course, we will survey recent approaches to healthcare, including diagnosis, surgical training, planning, and followup as well as AR/MR/VR tools for patient rehabilitation. We discuss challenges, techniques, and principles in applying Extended Reality in these contexts and outline opportunities for future research. References: https://dl.acm.org/citation.cfm?id=3359418 This course was also presented in Toronto in two additional talks.
AI+Labor Markets Presentation to CSM-16-may-2024Joaquim Jorge
Presentation Title: AI & Labor Markets
Presenter: Joaquim Jorge
Description:
Explore the transformative impact of Artificial Intelligence (AI) on labor markets in this comprehensive presentation by Joaquim Jorge. This insightful slideset delves into the opportunities and challenges that AI integration brings to various industries, highlighting key AI techniques and their real-world applications.
Bias in Hiring and Firing:
The presentation critically examines biases in AI systems used for hiring and firing decisions:
Hiring Bias: Instances where AI systems, like LinkedIn’s recommendation system and OpenAI's GPT, have shown biases in résumé ranking and job advertisements, including gender bias and cost-efficiency algorithms inadvertently favoring male candidates.
Firing Bias: AI's role in monitoring productivity and making termination decisions, with examples from Amazon’s “Time off Task” system and Uber’s driver performance metrics, highlighting unfair terminations affecting minority groups.
Mitigation Strategies:
Bias Audits: Regularly auditing AI systems to identify and mitigate biases.
Diverse Training Data: Ensuring training data are diverse and representative of all demographic groups.
Human Oversight: Implementing human oversight to review and validate AI decisions.
Explainable AI (XAI): Making AI decisions transparent and accountable to detect and correct biases.
Future of Labor Markets:
The presentation explores potential futures of labor markets with AI, presenting both utopian and dystopian scenarios:
Utopian Scenario: AI could lead to increased worker satisfaction by automating repetitive tasks, creating new career opportunities, and reducing physical labor demands, resulting in better work-life balance and economic opportunities.
Dystopian Scenario: AI could widen the economic divide, increase job precarity, and erode worker rights. Risks include increased surveillance, loss of autonomy, and the social and psychological impacts of job displacement.
Key Takeaways:
Understand the role and impact of different AI technologies in various sectors.
Recognize and address biases in AI systems, especially in hiring and firing decisions.
Explore potential futures of labor markets with AI integration.
Learn strategies for ensuring ethical and fair AI applications.
This presentation is essential for professionals, researchers, and policymakers interested in the intersection of AI and labor markets, providing a detailed analysis of current trends, challenges, and future possibilities.
Artificial Intelligence: Facts and MythsJoaquim Jorge
The presentation explores the development and application of artificial intelligence (AI) from its inception to its current status in the modern world. The term "artificial intelligence" was first coined by John McCarthy in 1956 to describe efforts to develop computer programs capable of performing tasks that typically require human intelligence. This concept was first introduced at a conference held at Dartmouth College, where programs demonstrated capabilities such as playing chess, proving theorems, and interpreting texts.
In the early stages, Alan Turing contributed to the field by defining intelligence as the ability of a being to respond to certain questions intelligently, proposing what is now known as the Turing Test to evaluate the presence of intelligent behavior in machines. As the decades progressed, AI evolved significantly. The 1980s focused on machine learning, teaching computers to learn from data, leading to the development of models that could improve their performance based on their experiences.
The 1990s and 2000s saw further advances in algorithms and computational power, which allowed for more sophisticated data analysis techniques, including data mining. By the 2010s, the proliferation of big data and the refinement of deep learning techniques enabled AI to become mainstream. Notable milestones included the success of Google's AlphaGo and advancements in autonomous vehicles by companies like Tesla and Waymo.
A major theme of the presentation is the application of generative AI, which has been used for tasks such as natural language text generation, translation, and question answering. Generative AI uses large datasets to train models that can then produce new, coherent pieces of text or other media.
The presentation also discusses the ethical implications and the need for regulation in AI, highlighting issues such as privacy, bias, and the potential for misuse. These concerns have prompted calls for comprehensive regulations to ensure the safe and equitable use of AI technologies.
Artificial intelligence has also played a significant role in healthcare, particularly highlighted during the COVID-19 pandemic, where it was used in drug discovery, vaccine development, and analyzing the spread of the virus. The capabilities of AI in healthcare are vast, ranging from medical diagnostics to personalized medicine, demonstrating the technology's potential to revolutionize fields beyond just technical or consumer applications.
In conclusion, AI continues to be a rapidly evolving field with significant implications for various aspects of society. The development from theoretical concepts to real-world applications illustrates both the potential benefits and the challenges that come with integrating advanced technologies into everyday life. The ongoing discussion about AI ethics and regulation underscores the importance of managing these technologies responsibly to maximize their their benefits while minimizing potential harms.
Recent advances in VR and AR technology have enabled interactive graphics applications to support healthcare professionals in training, diagnosis, planning, and treatment. This field has progressed enough to warrant a course that can inspire new ideas within the graphics community. Medical images create virtual human anatomy models, allowing for natural interaction and visualization in healthcare scenarios. VR and AR are conceptually different and suited for different types of problems. VR is immersive and suitable for learning anatomy, surgical skills, and analyzing 3D medical data. AR, on the other hand, overlays helpful information onto the physical environment, making it useful for tasks such as communication with patients and training assistants. However, several challenges, such as nonstandard equipment and disorientation, still limit the widespread use of these technologies. This course covers current advances and challenges in this area, including integrating AI techniques.
About the Speaker: Joaquim Jorge holds the UNESCO Chair of Artificial Intelligence & Extended Reality at the University of Lisboa, Portugal. He joined Eurographics in 1986 and ACM/SIGGRAPH in 1989. He is Editor-in-Chief of the Computers and Graphics Journal, Eurographics Fellow, ACM Distinguished Member, and member of IEEE Computer Society Board of Governors. He organized 50+ conferences, including Eurographics 2016 (IPC CO-Chair), IEEE VR 2020/21/22 as co-(papers)chair, and ACM IUI 2012 (IPC co-chair). He served on 210+ program committees and (co)authored over 360 peer-reviewed publications and five books. His research interests include graphics, virtual reality, and advanced HCI techniques applied to health technologies.
Websites:
https://en.wikipedia.org/wiki/Joaquim_Jorge_(computer_scientist)
Google Scholar:
https://scholar.google.com/citations?user=RgiMdpAAAAAJ&hl=en
D.S. Lopes, D. Medeiros, S.F. Paulo, P.B. Borges, V. Nunes, V. Mascarenhas, M. Veiga, J.A. Jorge, Interaction Techniques for Immersive CT Colonography: A Professional Assessment, In: Frangi A., Schnabel J., Davatzikos C., Alberola-López C., Fichtinger G. (eds) Medical Image Computing and Computer Assisted Intervention – MICCAI 2018. MICCAI 2018. Lecture Notes in Computer Science, vol 11071, Pages 629–637, Springer, Cham, 2018. DOI: 10.1007/978-3-030-00934-2_70
M. Sousa, D. Mendes, S. Paulo, N. Matela, J. Jorge, D.S. Lopes, VRRRRoom: Virtual Reality for radiologists in the reading room, Proceedings of the 35th Annual ACM Conference on Human Factors in Computing Systems (CHI 2017), New York: ACM Press, 2017. DOI: 10.1145/3025453.3025566
D.S. Lopes, P.F. Parreira, S.F. Paulo, V. Nunes, P.A. Rego, M.C. Neves, P.S. Rodrigues, J.A. Jorge, On the utility of 3D hand cursors to explore medical volume datasets with a touchless interface, Journal of Biomedical Informatics, 72, Pages 140–149, 2017. DOI: 10.1016/j.jbi.2017.07.009
Invited paper from the Computers & Graphics Journal Presented at the SMI 2023 Conference in Genoa, Italy on July 4th 2023. Abstract: Highly complex and dense models of 3D objects have recently become indispensable in digital industries. Mesh decimation then plays a crucial role in the production pipeline to efficiently get visually convincing yet compact expressions of complex meshes. However, the current pipeline typically does not allow artists control the decimation process, just a simplification rate. Thus a preferred approach in production settings splits the process into a first pass of saliency detection highlighting areas of greater detail, and allowing artists to iterate until satisfied before simplifying the model. We propose a novel, efficient multi-scale method to compute mesh saliency at coarse and finer scales, based on fast mesh entropy of local surface measurements. Unlike previous approaches, we ensure a robust and straightforward calculation of mesh saliency even for densely tessellated models with millions of polygons. Moreover, we introduce a new adaptive subsampling and interpolation algorithm for saliency estimation. Our implementation achieves speedups of up to three orders of magnitude over prior approaches. Experimental results showcase its resilience to problem scenarios that efficiently scales up to process multi-million vertex meshes. Our evaluation with artists in the entertainment industry also demonstrates its applicability to real use-case scenarios.
Authors:
Rafael Kuffner dos Anjos, Leeds, UK
Richard Andrew Roberts and Benjamin Allen, VUW, NZ,
Joaquim Jorge, INESC-ID, U Lisboa, PT
Ken Anjyo, OLM, JP
How to Craft and Deliver Winning PresentationsJoaquim Jorge
Public speaking is often referred to as a soft skill. However, your career, your job opportunities, promotion, and tenure (for professors) are intrinsically tied to being able to speak in public and persuade others of your ideas.
Being able to "sell" your work, opinions, ideas, and points of view can be as important as being good at Math, Coding, and doing good science.
Many tend to ignore this (at their peril). This talk will present ways to make your ideas, thoughts, and theses look appealing, engaging and engaging to others. While I am using PowerPoint, these practices and techniques will work equally well if you have PDF slides, Keynote presentations, or even (gasp!) Prezi...
I will also cover slide preparation techniques, practical multimedia advice, and delivery how-tos (and not-tos).
Bio: Joaquim Jorge heads the Graphics and Interaction Research Line at INESC-ID and is a Full Professor of Computer Science at Instituto Superior Técnico (IST), the School of Engineering of the University of Lisboa, Portugal, and is Editor-in-Chief of the Computers and Graphics Journal. He received Ph.D. and MSc degrees in Computer Science from Rensselaer Polytechnic Institute, Troy, NY, in 1995 and a BSEE from IST in 1984. An organizer of 50+ scientific conferences, Jorge has preferred over 42 invited talks and public presentations. He is a Distinguished Speaker and Member of the Association for Computing Machinery (ACM) and a Distinguished Visitor of the Institute of Electrical and Electronics Engineers (IEEE). He received the IFIP Silver Core in 2014 and is a Fellow of the Eurographics Association.
The growing interest of Augmented Reality (AR) together with the renaissance of
Virtual Reality (VR) has opened new approaches and techniques on how professionals interact with medical imagery, plan, train and perform surgeries and also help people with special needs in Rehabilitation tasks. Indeed, many medical specialties already rely on 2D and 3D image data for diagnosis, surgical planning, surgical navigation, medical education or patient-clinician communication.
However, the vast majority of current medical interfaces and interaction techniques continue
unchanged, while the most innovative solutions have not unleashed the full potential of VR and
AR. This is probably because extending conventional workstations to accommodate VR and AR
interaction paradigms is not free of challenges. Notably, VR and AR-based workstations,
besides having to render complex anatomical data in interactive frame rates, must promote
proper anatomical insight, boost visual memory through seamless visual collaboration between
professionals, free interaction from being seated at a desk (e.g., using mouse and
keyboard) to adopt non-stationary postures and freely walk within a workspace, and must also
support a fluid exchange of image data and 3D models as this fosters interesting discussions
to solve clinical cases. Moreover, VR and AR-based techniques must also be designed
according to good human-computer interaction principles since it is well known that medical
professionals can be resistant to changes in their workflow. In this course, we will survey recent approaches to healthcare, including diagnosis, surgical training, planning, and followup as well as AR/MR/VR tools for patient rehabilitation. We discuss challenges, techniques, and principles in applying Extended Reality in these contexts and outline opportunities for future research. References: https://dl.acm.org/citation.cfm?id=3359418 This course was also presented in Toronto in two additional talks.
Anatomy Studio: a Tool for Virtual Dissection Through Augmented 3D Reconstruc...Joaquim Jorge
3D reconstruction from anatomical slices allows anatomists to reconstruct real structures by tracing organs from a lengthy series of cryosections.
Notwithstanding, conventional interfaces rely on isolated single-user experiences using mouse-based input for tracing.
In this work, we present Anatomy Studio, a collaborative mixed-reality approach, combined with tablets and styli, to assist anatomists by easing manual image segmentation and exploration tasks.
We contribute novel interaction techniques intended to promote spatial understanding and expedite manual segmentation.
By using mid-air interactions and interactive surfaces, anatomists can easily access any cryosection and edit contours, while following other user's contributions.
A user study including experienced anatomists and medical professionals, conducted in real working sessions, demonstrates that Anatomy Studio is appropriate and useful for 3D reconstruction.
Results indicate that our approach encourages closely-coupled collaborations and group discussion.
We also discuss the implications of our work and provide domain insights.
top 10 ways to get your paper rejected at Computers and Graphics JournalJoaquim Jorge
How NOT to get your paper published at the Computers and Graphics Journal. Top 10 mistakes you must do to help Editors and Reviewers Reject your paper. Also, some career advice for Computer Graphics and Interactive Techniques Researchers. Contains advice to students and researchers on traps and pitfalls to avoid.
Virtual Reality for Health Applications - siggraph asia 2018Joaquim Jorge
VROOOM: Reading room conditions such as illumination, ambient light, human factors, and display luminance, play an important role in how radiologists analyze and interpret images. Indeed, serious diagnostic errors can appear when studying images through everyday monitors, namely whenever professionals are ill-positioned with respect to the display or visualize images under improper light and luminance conditions. In this work, we show that virtual reality head-mounted displays can assist radiodiagnostics by considerably diminishing the effects of unsuitable ambient conditions. Our approach combines virtual reality displays with interactive surfaces to support professional radiologists in analyzing medical images and formulating diagnostics. We evaluated our prototype with senior radiologists and radiology residents, and results indicate that our approach constitutes a viable, flexible, portable and cost-efficient option to traditional radiology reading rooms.
ICOLONIC: CT Colonography (CTC) is considered the leading imaging
technique for colorectal cancer (CRC) screening. However, conventional CTC systems rely on clumsy 2D input devices and stationary displays that make it hard to perceive the colon structure in 3D. To visualize such anatomically complex data, the immersion and freedom of movement afforded by Virtual Reality (VR) systems bear the promise to assist clinicians to improve 3D reading, hence, enabling more expedite diagnoses. To
this end, we propose iCOLONIC, a set of interaction techniques using VR to perform CTC reading. iCOLONIC combines immersive Fly-Through navigation with positional tracking, multi-scale representations and mini-maps to guide radiologists and surgeons while navigating throughout the colon. Contrary to stationary VR solutions, iCOLONIC allows users to freely walk within a workspace to analyze both local and global 3D
features.
Touching More than 3 Dimensions Research Into Novel Interfaces – three dimen...Joaquim Jorge
Work on interactive tabletops and surfaces has focused mostly on two-dimensional issues, such as multi-finger gestures and tangible interaction. Interesting as it is, however this picture is missing several dimensions. I will describe work on 2D and 3D semi-immersive environments and present novel on-and-above-the-surface techniques based on bi-manual models to take advantage of the continuous interaction space for creating and editing 3D models in stereoscopic environments. I will also discuss means to allow for more expressive interactions, including novel uses of sound and combining hand and finger tracking in the space above the table with multitouch gestures on its surface continuously. These combinations can provide alternative design environments and allow novel interaction modalities.
Game Over? New Approaches to Teaching Engineering CoursesJoaquim Jorge
Keynote Presentation at SIGGRAPH Asia Symposium on Education
Kobe, Japan November 1st 2015
Abstract: Gamification has been explored recently as a way to promote content delivery in education, yielding promising results. However, little is known regarding how it helps different students experience learning and acquire knowledge.
In this talk I discussed our experiences with gamified engineering courses and the reactions of students to the gamified experience.
By examining student performance and attitude data collected from several years we identified distinct student types.
I described the different student types, according to behavior and explained how gamification can provide for smarter learning by catering to students with different profiles.
Contact Activity Visualization for SeniorsJoaquim Jorge
Over the years, people raise their children and watch them as they make their adult lives away from home.
Because of that, seniors lose contact and intimacy with their loved ones, as physical presence isn’t as possible as desirable. Also, because of physical impairments that may arrive as years pass by, seniors may experience difficulties in communicating and interacting. Thus, a research project called PAELife (Personal Assistant for the Elderly Life) was created with the aim of fighting isolation and exclusion. Our personal contribution to this project is displaying the most active contacts in a visual, powerful way so that they notice which friends are contacting them more and which ones don’t contact in a long time. To achieve that, we built a set of prototypes that display contacts’ activity from different sources (email, social
networks, etc.) and performed two user tests, in order to identify the best alternatives and understand if the senior citizens can correctly perceive the contacts’ activity. The tests’ feedback allowed us to know what prototypes to choose and the ones to discard. After analyzing the results we implemented a final functional prototype that matched all the requirements collected from the users.
Invited Presentation at the Visual Computing Trends 2013 - Symposium - Vienna January 30th 2013. http://www.vrvis.at/about/events/vct/2013
Abstract:
We are living in a post-WIMP world. Indeed, more and more users access information, communicate and operate mobile information appliances foregoing the still common mouse and keyboard of yonder. However, no matter how powerful or elegant the new mobile devices are, it is the user interface that ultimately governs how successful new devices or systems will be. We looked at current multimedia systems and their applications to virtual environments and ubiquitous computing. Multimedia user interfaces currently engage people using images, video and sound but virtual environments not only involve interactive 3D graphics, but further need to take more advantage of our senses through spatial audio, haptics and many other novel and exciting communication modalities. This talk explored key research issues and future directions up to and before the prophesized singularity. (note: Some videos are not presented here)
Game Over? Improving Engineering Courses via Gamification and Adaptive ContentJoaquim Jorge
Keynote Presentation to 9th International Conference on
Interfaces and Human Computer Interaction
22 July 2015, Las Palmas de Gran Canaria, Spain
Abstract: Gamification has been explored recently as a way to promote content delivery in education, yielding promising results. However, little is known regarding how it helps different students experience learning and acquire knowledge.
In this talk I discuss our experiences with gamified engineering courses and the reactions of students to the gamified experience.
By examining student performance and attitude data collected from several years we identified distinct student types. I will describe different student types, according to behavior and explain how gamification can provide for smarter learning by catering to students with different profiles.
Explore the innovative world of trenchless pipe repair with our comprehensive guide, "The Benefits and Techniques of Trenchless Pipe Repair." This document delves into the modern methods of repairing underground pipes without the need for extensive excavation, highlighting the numerous advantages and the latest techniques used in the industry.
Learn about the cost savings, reduced environmental impact, and minimal disruption associated with trenchless technology. Discover detailed explanations of popular techniques such as pipe bursting, cured-in-place pipe (CIPP) lining, and directional drilling. Understand how these methods can be applied to various types of infrastructure, from residential plumbing to large-scale municipal systems.
Ideal for homeowners, contractors, engineers, and anyone interested in modern plumbing solutions, this guide provides valuable insights into why trenchless pipe repair is becoming the preferred choice for pipe rehabilitation. Stay informed about the latest advancements and best practices in the field.
Anatomy Studio: a Tool for Virtual Dissection Through Augmented 3D Reconstruc...Joaquim Jorge
3D reconstruction from anatomical slices allows anatomists to reconstruct real structures by tracing organs from a lengthy series of cryosections.
Notwithstanding, conventional interfaces rely on isolated single-user experiences using mouse-based input for tracing.
In this work, we present Anatomy Studio, a collaborative mixed-reality approach, combined with tablets and styli, to assist anatomists by easing manual image segmentation and exploration tasks.
We contribute novel interaction techniques intended to promote spatial understanding and expedite manual segmentation.
By using mid-air interactions and interactive surfaces, anatomists can easily access any cryosection and edit contours, while following other user's contributions.
A user study including experienced anatomists and medical professionals, conducted in real working sessions, demonstrates that Anatomy Studio is appropriate and useful for 3D reconstruction.
Results indicate that our approach encourages closely-coupled collaborations and group discussion.
We also discuss the implications of our work and provide domain insights.
top 10 ways to get your paper rejected at Computers and Graphics JournalJoaquim Jorge
How NOT to get your paper published at the Computers and Graphics Journal. Top 10 mistakes you must do to help Editors and Reviewers Reject your paper. Also, some career advice for Computer Graphics and Interactive Techniques Researchers. Contains advice to students and researchers on traps and pitfalls to avoid.
Virtual Reality for Health Applications - siggraph asia 2018Joaquim Jorge
VROOOM: Reading room conditions such as illumination, ambient light, human factors, and display luminance, play an important role in how radiologists analyze and interpret images. Indeed, serious diagnostic errors can appear when studying images through everyday monitors, namely whenever professionals are ill-positioned with respect to the display or visualize images under improper light and luminance conditions. In this work, we show that virtual reality head-mounted displays can assist radiodiagnostics by considerably diminishing the effects of unsuitable ambient conditions. Our approach combines virtual reality displays with interactive surfaces to support professional radiologists in analyzing medical images and formulating diagnostics. We evaluated our prototype with senior radiologists and radiology residents, and results indicate that our approach constitutes a viable, flexible, portable and cost-efficient option to traditional radiology reading rooms.
ICOLONIC: CT Colonography (CTC) is considered the leading imaging
technique for colorectal cancer (CRC) screening. However, conventional CTC systems rely on clumsy 2D input devices and stationary displays that make it hard to perceive the colon structure in 3D. To visualize such anatomically complex data, the immersion and freedom of movement afforded by Virtual Reality (VR) systems bear the promise to assist clinicians to improve 3D reading, hence, enabling more expedite diagnoses. To
this end, we propose iCOLONIC, a set of interaction techniques using VR to perform CTC reading. iCOLONIC combines immersive Fly-Through navigation with positional tracking, multi-scale representations and mini-maps to guide radiologists and surgeons while navigating throughout the colon. Contrary to stationary VR solutions, iCOLONIC allows users to freely walk within a workspace to analyze both local and global 3D
features.
Touching More than 3 Dimensions Research Into Novel Interfaces – three dimen...Joaquim Jorge
Work on interactive tabletops and surfaces has focused mostly on two-dimensional issues, such as multi-finger gestures and tangible interaction. Interesting as it is, however this picture is missing several dimensions. I will describe work on 2D and 3D semi-immersive environments and present novel on-and-above-the-surface techniques based on bi-manual models to take advantage of the continuous interaction space for creating and editing 3D models in stereoscopic environments. I will also discuss means to allow for more expressive interactions, including novel uses of sound and combining hand and finger tracking in the space above the table with multitouch gestures on its surface continuously. These combinations can provide alternative design environments and allow novel interaction modalities.
Game Over? New Approaches to Teaching Engineering CoursesJoaquim Jorge
Keynote Presentation at SIGGRAPH Asia Symposium on Education
Kobe, Japan November 1st 2015
Abstract: Gamification has been explored recently as a way to promote content delivery in education, yielding promising results. However, little is known regarding how it helps different students experience learning and acquire knowledge.
In this talk I discussed our experiences with gamified engineering courses and the reactions of students to the gamified experience.
By examining student performance and attitude data collected from several years we identified distinct student types.
I described the different student types, according to behavior and explained how gamification can provide for smarter learning by catering to students with different profiles.
Contact Activity Visualization for SeniorsJoaquim Jorge
Over the years, people raise their children and watch them as they make their adult lives away from home.
Because of that, seniors lose contact and intimacy with their loved ones, as physical presence isn’t as possible as desirable. Also, because of physical impairments that may arrive as years pass by, seniors may experience difficulties in communicating and interacting. Thus, a research project called PAELife (Personal Assistant for the Elderly Life) was created with the aim of fighting isolation and exclusion. Our personal contribution to this project is displaying the most active contacts in a visual, powerful way so that they notice which friends are contacting them more and which ones don’t contact in a long time. To achieve that, we built a set of prototypes that display contacts’ activity from different sources (email, social
networks, etc.) and performed two user tests, in order to identify the best alternatives and understand if the senior citizens can correctly perceive the contacts’ activity. The tests’ feedback allowed us to know what prototypes to choose and the ones to discard. After analyzing the results we implemented a final functional prototype that matched all the requirements collected from the users.
Invited Presentation at the Visual Computing Trends 2013 - Symposium - Vienna January 30th 2013. http://www.vrvis.at/about/events/vct/2013
Abstract:
We are living in a post-WIMP world. Indeed, more and more users access information, communicate and operate mobile information appliances foregoing the still common mouse and keyboard of yonder. However, no matter how powerful or elegant the new mobile devices are, it is the user interface that ultimately governs how successful new devices or systems will be. We looked at current multimedia systems and their applications to virtual environments and ubiquitous computing. Multimedia user interfaces currently engage people using images, video and sound but virtual environments not only involve interactive 3D graphics, but further need to take more advantage of our senses through spatial audio, haptics and many other novel and exciting communication modalities. This talk explored key research issues and future directions up to and before the prophesized singularity. (note: Some videos are not presented here)
Game Over? Improving Engineering Courses via Gamification and Adaptive ContentJoaquim Jorge
Keynote Presentation to 9th International Conference on
Interfaces and Human Computer Interaction
22 July 2015, Las Palmas de Gran Canaria, Spain
Abstract: Gamification has been explored recently as a way to promote content delivery in education, yielding promising results. However, little is known regarding how it helps different students experience learning and acquire knowledge.
In this talk I discuss our experiences with gamified engineering courses and the reactions of students to the gamified experience.
By examining student performance and attitude data collected from several years we identified distinct student types. I will describe different student types, according to behavior and explain how gamification can provide for smarter learning by catering to students with different profiles.
Explore the innovative world of trenchless pipe repair with our comprehensive guide, "The Benefits and Techniques of Trenchless Pipe Repair." This document delves into the modern methods of repairing underground pipes without the need for extensive excavation, highlighting the numerous advantages and the latest techniques used in the industry.
Learn about the cost savings, reduced environmental impact, and minimal disruption associated with trenchless technology. Discover detailed explanations of popular techniques such as pipe bursting, cured-in-place pipe (CIPP) lining, and directional drilling. Understand how these methods can be applied to various types of infrastructure, from residential plumbing to large-scale municipal systems.
Ideal for homeowners, contractors, engineers, and anyone interested in modern plumbing solutions, this guide provides valuable insights into why trenchless pipe repair is becoming the preferred choice for pipe rehabilitation. Stay informed about the latest advancements and best practices in the field.
Hierarchical Digital Twin of a Naval Power SystemKerry Sado
A hierarchical digital twin of a Naval DC power system has been developed and experimentally verified. Similar to other state-of-the-art digital twins, this technology creates a digital replica of the physical system executed in real-time or faster, which can modify hardware controls. However, its advantage stems from distributing computational efforts by utilizing a hierarchical structure composed of lower-level digital twin blocks and a higher-level system digital twin. Each digital twin block is associated with a physical subsystem of the hardware and communicates with a singular system digital twin, which creates a system-level response. By extracting information from each level of the hierarchy, power system controls of the hardware were reconfigured autonomously. This hierarchical digital twin development offers several advantages over other digital twins, particularly in the field of naval power systems. The hierarchical structure allows for greater computational efficiency and scalability while the ability to autonomously reconfigure hardware controls offers increased flexibility and responsiveness. The hierarchical decomposition and models utilized were well aligned with the physical twin, as indicated by the maximum deviations between the developed digital twin hierarchy and the hardware.
Student information management system project report ii.pdfKamal Acharya
Our project explains about the student management. This project mainly explains the various actions related to student details. This project shows some ease in adding, editing and deleting the student details. It also provides a less time consuming process for viewing, adding, editing and deleting the marks of the students.
Industrial Training at Shahjalal Fertilizer Company Limited (SFCL)MdTanvirMahtab2
This presentation is about the working procedure of Shahjalal Fertilizer Company Limited (SFCL). A Govt. owned Company of Bangladesh Chemical Industries Corporation under Ministry of Industries.
Welcome to WIPAC Monthly the magazine brought to you by the LinkedIn Group Water Industry Process Automation & Control.
In this month's edition, along with this month's industry news to celebrate the 13 years since the group was created we have articles including
A case study of the used of Advanced Process Control at the Wastewater Treatment works at Lleida in Spain
A look back on an article on smart wastewater networks in order to see how the industry has measured up in the interim around the adoption of Digital Transformation in the Water Industry.
Final project report on grocery store management system..pdfKamal Acharya
In today’s fast-changing business environment, it’s extremely important to be able to respond to client needs in the most effective and timely manner. If your customers wish to see your business online and have instant access to your products or services.
Online Grocery Store is an e-commerce website, which retails various grocery products. This project allows viewing various products available enables registered users to purchase desired products instantly using Paytm, UPI payment processor (Instant Pay) and also can place order by using Cash on Delivery (Pay Later) option. This project provides an easy access to Administrators and Managers to view orders placed using Pay Later and Instant Pay options.
In order to develop an e-commerce website, a number of Technologies must be studied and understood. These include multi-tiered architecture, server and client-side scripting techniques, implementation technologies, programming language (such as PHP, HTML, CSS, JavaScript) and MySQL relational databases. This is a project with the objective to develop a basic website where a consumer is provided with a shopping cart website and also to know about the technologies used to develop such a website.
This document will discuss each of the underlying technologies to create and implement an e- commerce website.