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Remote collaboration systems are a necessity for geographically dispersed teams in achieving a common goal. Real-time groupware systems frequently provide a shared workspace where users interact with shared artifacts. However, a shared workspace is often not enough for maintaining the awareness of other users. Video conferencing can create a visual context simplifying the user's communication and...
The goal of this project is to use projection augmented reality to add design studio learning models to a classroom for an introductory Media Computation computer science class. Students do classwork using an enhanced version of Pythy, a web IDE for Python and Jython, that captures students' work and displays it around the room. We leverage the Microsoft RoomAlive Toolkit to construct a room-scale...
User-Centric work Space (UCS) service enables a personalized (user-centric) work space for a user by orchestrating local and/or remote IT resources. Instances of IT resources include file, printer, monitor, keyboards. With UCS service, a user can have his personalized and secure work environment at anywhere and anytime by storing and processing his data in secure manner without any interference from...
This paper describes two mobile learning journeys in the zoo using either smartphones or tablets, and a mobile learning application SamEx, all designed and implemented as part of a research study in a Singapore primary school. Out-of-school semi-formal learning activities such as zoo trips present standard curricular topics where students go out of their schools in order to explore topics of interest...
The concept of second screen became popular with the introduction of interactive TVs. In this context, while the user focuses on the TV screen, the exploration of additional content is possible through the use of a smartphone or tablet as a second screen. Lately, dynamic applications, e.g. video games, also started to use a second screen. Nintendo DS and Wii U are the game consoles that began to incorporate...
The rapid uptake of smart mobile devices such as smartphones and the use of apps has been the great communication disruptor in civilian life in since 2007. This change has enabled always on and easy to use access to vast amounts of data and information, ranging from mapping via social media through to constant news updates and streaming media. This disruption is also rapidly spreading from the civilian...
Users can annotate themselves using free tags in micro-blogging website such as Sina Weibo. The tags of a user demonstrate the characteristics of the user and are generally in a random order without any importance or relevance information. It limits the effectiveness of user tags in system recommendation and other applications. In this paper, we proposed a user tag ranking schema which is based on...
Recently, various smart devices are interconnected within the home network environment and such smart home support collaborations between those devices based on the Web of Things (WoT). The evolving concept of the WoT in the smart home network not only provide a simply control by users either within or outside of the home, but requires to support ubiquitous accessibility and sharing resources. Current...
The MusiNet research project aims to provide a comprehensive architecture and a prototype implementation of a complete Networked Music Performance (NMP) system. In this paper we describe the current status of the project, focusing on critical decisions regarding the system's architecture and specifications, the low delay audio and video coding techniques to be employed, the media relay design, and...
The goal of this study was to investigate the efficient use of role-taking embodied conversational agents in the facilitation of creative cognition during collaborative activities. Two factors were investigated through an experimental design addressing the number of conversational agents (one vs. two), and method of communication (voice vs. text). Participants engaged in a simple interpretation game...
Currently, many E-Learning platforms of different qualities are available. Most of them lack in the direct interactivity between teacher and students and among students. In this paper, a framework of virtual classroom model on the Internet is proposed. It connects the advantages of existing offline approaches, like a white board, with the advantages of live streaming systems with many participants...
Web-based applications offer a range of the benefits over traditional desktop applications; they are good for wide accessibility, platform independence, rich user experience, dynamic content, high scalability easy-to-share, and easy-to-use. This paper proposes a web-based framework of multimedia support for collaborative editing. A transmission protocol that integrates OT with the consideration of...
We hypothesize that information shared on social media can work for distributed software teams as a surrogate of the social awareness, that is information that a person maintains about others in a social or conversational context, gained during informal face-to-face chats. Hence, we have developed a tool that extends a collaborative development environment by aggregating content from social networks...
From both technical and social viewpoints there is great value in services that require devices (and therefore people) to be co-located. The very act of co-location brings with it entirely new dynamics and collaboration; furthermore, devices in coalition can render services and provide experiences that a single device might not be able to. In this paper we describe the motivation, design, and uses...
The amount of multimedia content on the internet has been growing at a remarkable rate, and users are increasingly looking to share online media with colleagues and friends on social networks. Several commercial and academic solutions have attempted to make it easier to share this large variety of online content with others, but they are generally limited to sending links. Existing products have not...
This paper presents our development of tangible baseball supporting system based on social media technology for providing new experience of collaborative virtual cheering as future of digital media application. Main features of our system include compensation of network delay among participants' system, web mashup for exchanging information between physical world's spectators and virtual world's users...
This paper proposes a group synchronization control scheme with prediction in collaborative haptic play with building blocks. The scheme adjusts the output timing among multiple terminals and keeps the interactivity high. It outputs position information by predicting a future position later than the last-received position information by a fixed amount of time. It also advances the output time of position...
Digital network appliances supporting DLNA (Digital Living Network Alliance) have been gaining wide acceptance in home networks (HNWs). To enhance the entertainment experiment in the HNW, we propose a collaborative content play method that automatically plays the user-selected content (e.g. music, photo) as main-content and other kinds of content to suit the mood of the main-content as sub-content...
The requirement for supporting DVD-like functions raises new challenges to the design of P2P VoD systems. The uncertainty of frequent user DVD-like interactivity makes it difficult to ensure user perceived Quality of Experience (QoE) for real-time streaming services over distributed self-organized P2P overlay networks. Most existing solutions are based on the unreasonable assumption that all the users...
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