20 Search Results for "Davies, Nigel"


Document
Unbound Human-Machine Interfaces for Interaction in Weightless Environments

Authors: Jessica R. Cauchard

Published in: OASIcs, Volume 130, Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025)


Abstract
User interfaces are subject to the rules of physics (e.g., Newton and Archimedes' laws) relevant to the environment they are in. As such, most interfaces and interaction techniques have been designed for Earth surface. However, when interacting with technology in weightless environments, such as in space, both human and machine will be subject to different physical constraints. For instance, underwater or in Space, people can experience spatial disorientation, which will in turn affect how they use a system. This position paper conceptualizes unbound Human-Machine Interfaces (HMIs) as interfaces where either, or both, human and machine are located beyond Earth surface. In particular, it describes how traditional HCI needs to be rethought for interaction in weightless environments and how theoretical models such as joint cognition can support future developments of unbound interfaces.

Cite as

Jessica R. Cauchard. Unbound Human-Machine Interfaces for Interaction in Weightless Environments. In Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025). Open Access Series in Informatics (OASIcs), Volume 130, pp. 7:1-7:8, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2025)


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@InProceedings{cauchard:OASIcs.SpaceCHI.2025.7,
  author =	{Cauchard, Jessica R.},
  title =	{{Unbound Human-Machine Interfaces for Interaction in Weightless Environments}},
  booktitle =	{Advancing Human-Computer Interaction for Space Exploration (SpaceCHI 2025)},
  pages =	{7:1--7:8},
  series =	{Open Access Series in Informatics (OASIcs)},
  ISBN =	{978-3-95977-384-3},
  ISSN =	{2190-6807},
  year =	{2025},
  volume =	{130},
  editor =	{Bensch, Leonie and Nilsson, Tommy and Nisser, Martin and Pataranutaporn, Pat and Schmidt, Albrecht and Sumini, Valentina},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/OASIcs.SpaceCHI.2025.7},
  URN =		{urn:nbn:de:0030-drops-239970},
  doi =		{10.4230/OASIcs.SpaceCHI.2025.7},
  annote =	{Keywords: human-robot interaction, gravity, space, interaction technique}
}
Document
Position
Knowledge Graphs for the Life Sciences: Recent Developments, Challenges and Opportunities

Authors: Jiaoyan Chen, Hang Dong, Janna Hastings, Ernesto Jiménez-Ruiz, Vanessa López, Pierre Monnin, Catia Pesquita, Petr Škoda, and Valentina Tamma

Published in: TGDK, Volume 1, Issue 1 (2023): Special Issue on Trends in Graph Data and Knowledge. Transactions on Graph Data and Knowledge, Volume 1, Issue 1


Abstract
The term life sciences refers to the disciplines that study living organisms and life processes, and include chemistry, biology, medicine, and a range of other related disciplines. Research efforts in life sciences are heavily data-driven, as they produce and consume vast amounts of scientific data, much of which is intrinsically relational and graph-structured. The volume of data and the complexity of scientific concepts and relations referred to therein promote the application of advanced knowledge-driven technologies for managing and interpreting data, with the ultimate aim to advance scientific discovery. In this survey and position paper, we discuss recent developments and advances in the use of graph-based technologies in life sciences and set out a vision for how these technologies will impact these fields into the future. We focus on three broad topics: the construction and management of Knowledge Graphs (KGs), the use of KGs and associated technologies in the discovery of new knowledge, and the use of KGs in artificial intelligence applications to support explanations (explainable AI). We select a few exemplary use cases for each topic, discuss the challenges and open research questions within these topics, and conclude with a perspective and outlook that summarizes the overarching challenges and their potential solutions as a guide for future research.

Cite as

Jiaoyan Chen, Hang Dong, Janna Hastings, Ernesto Jiménez-Ruiz, Vanessa López, Pierre Monnin, Catia Pesquita, Petr Škoda, and Valentina Tamma. Knowledge Graphs for the Life Sciences: Recent Developments, Challenges and Opportunities. In Special Issue on Trends in Graph Data and Knowledge. Transactions on Graph Data and Knowledge (TGDK), Volume 1, Issue 1, pp. 5:1-5:33, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2023)


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@Article{chen_et_al:TGDK.1.1.5,
  author =	{Chen, Jiaoyan and Dong, Hang and Hastings, Janna and Jim\'{e}nez-Ruiz, Ernesto and L\'{o}pez, Vanessa and Monnin, Pierre and Pesquita, Catia and \v{S}koda, Petr and Tamma, Valentina},
  title =	{{Knowledge Graphs for the Life Sciences: Recent Developments, Challenges and Opportunities}},
  journal =	{Transactions on Graph Data and Knowledge},
  pages =	{5:1--5:33},
  year =	{2023},
  volume =	{1},
  number =	{1},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/TGDK.1.1.5},
  URN =		{urn:nbn:de:0030-drops-194791},
  doi =		{10.4230/TGDK.1.1.5},
  annote =	{Keywords: Knowledge graphs, Life science, Knowledge discovery, Explainable AI}
}
Document
Augmenting Human Memory - Capture and Recall in the Era of Lifelogging (Dagstuhl Seminar 14362)

Authors: Mark Billinghurst, Nigel Davies, Marc Langheinrich, and Albrecht Schmidt

Published in: Dagstuhl Reports, Volume 4, Issue 8 (2015)


Abstract
Recent developments in capture technology and information retrieval allow for continuous and automated recordings of many aspects of our everyday lives. By combining this with basic research in memory psychology, today's memory augmentation technologies may soon be elevated from a clinical niche application to a mainstream technology, initiating a major change in the way we use technology to remember and to externalize memory. Future capture technologies and corresponding control mechanisms will allow us to automate the acquisition of personal memories and subsequently trigger feedback of such memories through ambient large displays and personal mobile devices in order to aid personal memory acquisition, retention, and attenuation. The emergence of this new breed of memory psychology-inspired capture and recall technology will represent a radical transformation in the way we understand and manage human memory acquisition and recall. This report documents the program and the outcomes of Dagstuhl Seminar 14362 "Augmenting Human Memory - Capture and Recall in the Era of Lifelogging", which brought together 28 researchers from multiple disciplines both within computer science -- mobile computing, privacy and security, social computing and ethnography, usability, and systems research -- as well as from related disciplines such as psychology, sociology, and economics, in order to discuss how these trends are changing our existing research on capture technologies, privacy and society, and existing theories of memory.

Cite as

Mark Billinghurst, Nigel Davies, Marc Langheinrich, and Albrecht Schmidt. Augmenting Human Memory - Capture and Recall in the Era of Lifelogging (Dagstuhl Seminar 14362). In Dagstuhl Reports, Volume 4, Issue 8, pp. 151-173, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2015)


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@Article{billinghurst_et_al:DagRep.4.8.151,
  author =	{Billinghurst, Mark and Davies, Nigel and Langheinrich, Marc and Schmidt, Albrecht},
  title =	{{Augmenting Human Memory - Capture and Recall in the Era of Lifelogging (Dagstuhl Seminar 14362)}},
  pages =	{151--173},
  journal =	{Dagstuhl Reports},
  ISSN =	{2192-5283},
  year =	{2015},
  volume =	{4},
  number =	{8},
  editor =	{Billinghurst, Mark and Davies, Nigel and Langheinrich, Marc and Schmidt, Albrecht},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/DagRep.4.8.151},
  URN =		{urn:nbn:de:0030-drops-48867},
  doi =		{10.4230/DagRep.4.8.151},
  annote =	{Keywords: human memory interaction, lifelogging, memory augmentation}
}
Document
10011 Report – Pervasive Public Displays

Authors: Nigel Davies, Antonio Krüger, Marc Langheinrich, Albrecht Schmidt, and Martin Strohbach

Published in: Dagstuhl Seminar Proceedings, Volume 10011, Pervasive Public Displays (2010)


Abstract
This Dagstuhl seminar has focused on bringing together researchers from a diverse set of fields of Computer Science to discuss the next generation of pervasive public display environments. The state-of-the-art in software control of display environments is best represented by commercial products that enable advance scheduling of content on a network of displays. Essentially such systems offer a traditional broadcast model based on linear playout of content and offer no support for user recognition or interaction with displays. Other display environments, e.g., in offices or conference centres, might simply run single, isolated applications, such as video conferencing or video players. In addition, current systems typically function as small isolated networks consisting of a limited number of displays under a single management domain (e.g. in a single shopping centre). In this respect, a parallel can be drawn with the state of computing prior to the invention of the Internet - machines were networked together in small clusters to facilitate resource sharing, control and communication but there were no mechanisms for interconnecting these networks.

Cite as

Nigel Davies, Antonio Krüger, Marc Langheinrich, Albrecht Schmidt, and Martin Strohbach. 10011 Report – Pervasive Public Displays. In Pervasive Public Displays. Dagstuhl Seminar Proceedings, Volume 10011, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2010)


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@InProceedings{davies_et_al:DagSemProc.10011.1,
  author =	{Davies, Nigel and Kr\"{u}ger, Antonio and Langheinrich, Marc and Schmidt, Albrecht and Strohbach, Martin},
  title =	{{10011 Report – Pervasive Public Displays}},
  booktitle =	{Pervasive Public Displays},
  series =	{Dagstuhl Seminar Proceedings (DagSemProc)},
  ISSN =	{1862-4405},
  year =	{2010},
  volume =	{10011},
  editor =	{Nigel Davies and Antonio Kr\"{u}ger and Marc Langheinrich and Albrecht Schmidt and Martin Strohbach},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/DagSemProc.10011.1},
  URN =		{urn:nbn:de:0030-drops-25292},
  doi =		{10.4230/DagSemProc.10011.1},
  annote =	{Keywords: Public Displays, ubiquitous computing}
}
Document
05181 Abstracts Collection – Mobile Computing and Ambient Intelligence: The Challenge of Multimedia

Authors: Nigel Davies, Thomas Kirste, and Heidrun Schumann

Published in: Dagstuhl Seminar Proceedings, Volume 5181, Mobile Computing and Ambient Intelligence: The Challenge of Multimedia (2005)


Abstract
From 01.05.05 to 04.05.05, the Dagstuhl Seminar 05181 ``Mobile Computing and Ambient Intelligence: The Challenge of Multimedia''was held in the International Conference and Research Center (IBFI), Schloss Dagstuhl. During the seminar, several participants presented their current research, and ongoing work and open problems were discussed. Abstracts of the presentations given during the seminar as well as abstracts of seminar results and ideas are put together in this paper. The first section describes the seminar topics and goals in general. Links to extended abstracts or full papers are provided, if available.

Cite as

Nigel Davies, Thomas Kirste, and Heidrun Schumann. 05181 Abstracts Collection – Mobile Computing and Ambient Intelligence: The Challenge of Multimedia. In Mobile Computing and Ambient Intelligence: The Challenge of Multimedia. Dagstuhl Seminar Proceedings, Volume 5181, pp. 1-12, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2005)


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@InProceedings{davies_et_al:DagSemProc.05181.1,
  author =	{Davies, Nigel and Kirste, Thomas and Schumann, Heidrun},
  title =	{{05181 Abstracts Collection – Mobile Computing and Ambient Intelligence: The Challenge of Multimedia}},
  booktitle =	{Mobile Computing and Ambient Intelligence: The Challenge of Multimedia},
  pages =	{1--12},
  series =	{Dagstuhl Seminar Proceedings (DagSemProc)},
  ISSN =	{1862-4405},
  year =	{2005},
  volume =	{5181},
  editor =	{Nigel Davies and Thomas Kirste and Heidrun Schumann},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/DagSemProc.05181.1},
  URN =		{urn:nbn:de:0030-drops-3812},
  doi =		{10.4230/DagSemProc.05181.1},
  annote =	{Keywords: Mobile computing, ambient intelligence, multimedia}
}
Document
05181 Preface – Mobile Computing and Ambient Intelligence: The Challenge of Multimedia

Authors: Pavel Slavik

Published in: Dagstuhl Seminar Proceedings, Volume 5181, Mobile Computing and Ambient Intelligence: The Challenge of Multimedia (2005)


Abstract
Mobile computing gains in last years an increasing importance. It penetrates into new areas of everyday life. With increasing computing power that is available in recently developed mobile devices the mobile computing approach is used in new areas (where its use would not be possible few years ago). Due to specific properties of mobile devices the traditional approaches to the traditional schemes for communication between users and the devices are not applicable. Another important issue that is linked with new applications in the field of mobile computing is derived from the fact that portable information appliances are pervading the everyday life and ambient intelligence is starting to surround us. Adapting multimedia applications and services to these delivery environments and enabling ensembles of multimedia appliances to organize themselves spontaneously and ad hoc will be major technical issues that have to be solved in near future. These problems were discussed during the Dagstuhl Seminar 05181 that took place in Schloss Dagstuhl from 01.05.05 to 04.05.05.

Cite as

Pavel Slavik. 05181 Preface – Mobile Computing and Ambient Intelligence: The Challenge of Multimedia. In Mobile Computing and Ambient Intelligence: The Challenge of Multimedia. Dagstuhl Seminar Proceedings, Volume 5181, p. 1, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2005)


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@InProceedings{slavik:DagSemProc.05181.2,
  author =	{Slavik, Pavel},
  title =	{{05181 Preface – Mobile Computing and Ambient Intelligence: The Challenge of Multimedia}},
  booktitle =	{Mobile Computing and Ambient Intelligence: The Challenge of Multimedia},
  pages =	{1--1},
  series =	{Dagstuhl Seminar Proceedings (DagSemProc)},
  ISSN =	{1862-4405},
  year =	{2005},
  volume =	{5181},
  editor =	{Nigel Davies and Thomas Kirste and Heidrun Schumann},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/DagSemProc.05181.2},
  URN =		{urn:nbn:de:0030-drops-3802},
  doi =		{10.4230/DagSemProc.05181.2},
  annote =	{Keywords: Mobile computing, ambient intelligence, multimedia}
}
Document
A Reference Architecture for Mobile Knowledge Management

Authors: Dirk Balfanz, Matthias Grimm, and Mohammad-Reza Tazari

Published in: Dagstuhl Seminar Proceedings, Volume 5181, Mobile Computing and Ambient Intelligence: The Challenge of Multimedia (2005)


Abstract
Although mobile knowledge management (mKM) is being perceived as an emerging R&D field, its concepts and approaches are not well-settled, as opposed to the general field of Knowledge Management (KM). In this work, we try to establish a definition for mKM. Taking into account building blocks of KM in enterprises and the abstract use cases of mKM systems we introduce an reference architecture for mKM systems as a basis for verifying and comparing concepts and system architectures. Finally we address the potential of mKM to be suitable as a prototype model for mobile, situation-aware information processing in the field of Ambient Intelligence Environments.

Cite as

Dirk Balfanz, Matthias Grimm, and Mohammad-Reza Tazari. A Reference Architecture for Mobile Knowledge Management. In Mobile Computing and Ambient Intelligence: The Challenge of Multimedia. Dagstuhl Seminar Proceedings, Volume 5181, pp. 1-9, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2005)


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@InProceedings{balfanz_et_al:DagSemProc.05181.3,
  author =	{Balfanz, Dirk and Grimm, Matthias and Tazari, Mohammad-Reza},
  title =	{{A Reference Architecture for Mobile Knowledge Management}},
  booktitle =	{Mobile Computing and Ambient Intelligence: The Challenge of Multimedia},
  pages =	{1--9},
  series =	{Dagstuhl Seminar Proceedings (DagSemProc)},
  ISSN =	{1862-4405},
  year =	{2005},
  volume =	{5181},
  editor =	{Nigel Davies and Thomas Kirste and Heidrun Schumann},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/DagSemProc.05181.3},
  URN =		{urn:nbn:de:0030-drops-3748},
  doi =		{10.4230/DagSemProc.05181.3},
  annote =	{Keywords: Knowledge Management, Mobile Computing, Context-Awareness, Ambient Intelligence}
}
Document
Adaptation of Learning Spaces: Supporting Ubiquitous Learning in Higher Distance Education

Authors: Birgit Bomsdorf

Published in: Dagstuhl Seminar Proceedings, Volume 5181, Mobile Computing and Ambient Intelligence: The Challenge of Multimedia (2005)


Abstract
Ubiquitous learning is supported by ubiquitous computing and represents the next step in the field of e-learning. The goal is, that learning environments will be accessed increasingly in various contexts and situations. From this challenge, new questions arise concerning the adaptation of learning spaces to different contexts of use, so that they continue to enable and support learning processes. As a basic work in this direction, this paper introduces a first notion of a comprehensive definition of "plasticity of digital learning spaces". It exemplifies some of the facets affecting the plasticity and presents aspects of a first system prototype, which enables to select learning materials depending on a given situation.

Cite as

Birgit Bomsdorf. Adaptation of Learning Spaces: Supporting Ubiquitous Learning in Higher Distance Education. In Mobile Computing and Ambient Intelligence: The Challenge of Multimedia. Dagstuhl Seminar Proceedings, Volume 5181, pp. 1-13, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2005)


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@InProceedings{bomsdorf:DagSemProc.05181.4,
  author =	{Bomsdorf, Birgit},
  title =	{{Adaptation of Learning Spaces: Supporting Ubiquitous Learning in Higher Distance Education}},
  booktitle =	{Mobile Computing and Ambient Intelligence: The Challenge of Multimedia},
  pages =	{1--13},
  series =	{Dagstuhl Seminar Proceedings (DagSemProc)},
  ISSN =	{1862-4405},
  year =	{2005},
  volume =	{5181},
  editor =	{Nigel Davies and Thomas Kirste and Heidrun Schumann},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/DagSemProc.05181.4},
  URN =		{urn:nbn:de:0030-drops-3711},
  doi =		{10.4230/DagSemProc.05181.4},
  annote =	{Keywords: Ubiquitous Learning, Adaptation, e-Learning}
}
Document
Connecting the Vehicle with the Environment - Trends and Challenges

Authors: Gerrit de Boer and Peter Vogel

Published in: Dagstuhl Seminar Proceedings, Volume 5181, Mobile Computing and Ambient Intelligence: The Challenge of Multimedia (2005)


Abstract
Innovations in automotive electronics have become increasingly complex, resulting in high-end vehicles containing more than 70 electronic control units and offering a variety of functions to the driver. In-vehicle telematics and infotainment systems provide services like digital radio, broadcast services, television, and MP3 audio. Future applications and services will integrate information sources available outside and inside the car, requiring vehicle systems connected with in-vehicle Consumer Electronics devices and the outside world. In order to realized the vision of an intelligent networked car, connected with the environment and providing the driver with information according to his demands, common efforts towards car manufacturer and supplier spanning standards for data exchange are required. The paper discusses possible approaches and future challenges.

Cite as

Gerrit de Boer and Peter Vogel. Connecting the Vehicle with the Environment - Trends and Challenges. In Mobile Computing and Ambient Intelligence: The Challenge of Multimedia. Dagstuhl Seminar Proceedings, Volume 5181, pp. 1-5, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2005)


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@InProceedings{deboer_et_al:DagSemProc.05181.5,
  author =	{de Boer, Gerrit and Vogel, Peter},
  title =	{{Connecting the Vehicle with the Environment - Trends and Challenges}},
  booktitle =	{Mobile Computing and Ambient Intelligence: The Challenge of Multimedia},
  pages =	{1--5},
  series =	{Dagstuhl Seminar Proceedings (DagSemProc)},
  ISSN =	{1862-4405},
  year =	{2005},
  volume =	{5181},
  editor =	{Nigel Davies and Thomas Kirste and Heidrun Schumann},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/DagSemProc.05181.5},
  URN =		{urn:nbn:de:0030-drops-3793},
  doi =		{10.4230/DagSemProc.05181.5},
  annote =	{Keywords: Mobile Multimedia, Vehicle Infotainment, Telematics}
}
Document
Context-sensitive User Interfaces for Ambient Environments: Design, Development and Deployment

Authors: Kris Luyten, Chris Vandervelpen, Jan Van den Bergh, and Karin Coninx

Published in: Dagstuhl Seminar Proceedings, Volume 5181, Mobile Computing and Ambient Intelligence: The Challenge of Multimedia (2005)


Abstract
There is a growing demand for design support to create interactive systems that are deployed in ambient intelligent environments. Unlike traditional interactive systems, the wide diversity of situations these type of user interfaces need to work in require tool-support that is close to the environment of the end-user on the one hand and provide a smooth integration with the application logic on the other hand. This paper shows how the Model-Based User Interface Development methodology can be applied for ambient intelligent environments; we propose a task-centered approach towards the design of interactive systems by means of appropriate visualizations and simulations of different models. Besides the use of typical user interface models, such as the task- and presentation-model, we focus on user interfaces supporting situated task distributions and a visualization of context influences on deployed user interfaces. To enable this we introduce an environment model describing the device configuration at particular moment in time. To support the user interface designer while creating these complex interfaces for ambient intelligent environments, we discuss tool support using a visualization of the environment together with simulations of the user interface configurations. We also show how the concepts presented in the paper can be integrated within Model-Driven Engineering, hereby narrowing the gap between HCI design and software engineering.

Cite as

Kris Luyten, Chris Vandervelpen, Jan Van den Bergh, and Karin Coninx. Context-sensitive User Interfaces for Ambient Environments: Design, Development and Deployment. In Mobile Computing and Ambient Intelligence: The Challenge of Multimedia. Dagstuhl Seminar Proceedings, Volume 5181, pp. 1-18, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2005)


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@InProceedings{luyten_et_al:DagSemProc.05181.6,
  author =	{Luyten, Kris and Vandervelpen, Chris and Van den Bergh, Jan and Coninx, Karin},
  title =	{{Context-sensitive User Interfaces for Ambient Environments: Design, Development and Deployment}},
  booktitle =	{Mobile Computing and Ambient Intelligence: The Challenge of Multimedia},
  pages =	{1--18},
  series =	{Dagstuhl Seminar Proceedings (DagSemProc)},
  ISSN =	{1862-4405},
  year =	{2005},
  volume =	{5181},
  editor =	{Nigel Davies and Thomas Kirste and Heidrun Schumann},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/DagSemProc.05181.6},
  URN =		{urn:nbn:de:0030-drops-3777},
  doi =		{10.4230/DagSemProc.05181.6},
  annote =	{Keywords: Model-Based User Interface Development, Model-Driven Engineering, Task-centered Interface Design}
}
Document
Distributed Implementation of a Self-Organizing Decentralized Multimedia Appliance Middleware

Authors: Michael Hellenschmidt

Published in: Dagstuhl Seminar Proceedings, Volume 5181, Mobile Computing and Ambient Intelligence: The Challenge of Multimedia (2005)


Abstract
A middleware for real ad-hoc cooperation of distributed device ensembles must support self-organization of its components. Self-organization means that the independence of the ensembles' components is ensured, that the ensemble is dynamically extensible by new components and that real distributed implementation is possible. Furthermore the data-flow of messages within the ensemble may not be statically determined. This article presents the application of the SodaPop model for distributed device ensembles to physical heterogeneous devices as well as the distributed implementation of conflict resolution strategies that guarantee the data-flow even if there are competing components. The proposed approach relies on the principle of device representatives.

Cite as

Michael Hellenschmidt. Distributed Implementation of a Self-Organizing Decentralized Multimedia Appliance Middleware. In Mobile Computing and Ambient Intelligence: The Challenge of Multimedia. Dagstuhl Seminar Proceedings, Volume 5181, pp. 1-14, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2005)


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@InProceedings{hellenschmidt:DagSemProc.05181.7,
  author =	{Hellenschmidt, Michael},
  title =	{{Distributed Implementation of a Self-Organizing Decentralized Multimedia Appliance Middleware}},
  booktitle =	{Mobile Computing and Ambient Intelligence: The Challenge of Multimedia},
  pages =	{1--14},
  series =	{Dagstuhl Seminar Proceedings (DagSemProc)},
  ISSN =	{1862-4405},
  year =	{2005},
  volume =	{5181},
  editor =	{Nigel Davies and Thomas Kirste and Heidrun Schumann},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/DagSemProc.05181.7},
  URN =		{urn:nbn:de:0030-drops-3789},
  doi =		{10.4230/DagSemProc.05181.7},
  annote =	{Keywords: Self-organizing middleware, conflict resolution mechanisms, distributed implementation}
}
Document
Interactive TV meets Mobile Computing

Authors: Uwe Rauschenbach

Published in: Dagstuhl Seminar Proceedings, Volume 5181, Mobile Computing and Ambient Intelligence: The Challenge of Multimedia (2005)


Abstract
The talk presents some recent developments in interactive digital television and discusses the trends and challenges of bringing TV services to mobile devices. Two areas will be addressed: portable use of mobile devices to complement the TV set in the home and mobile TV services while on the move using mobile broadcasting technology.

Cite as

Uwe Rauschenbach. Interactive TV meets Mobile Computing. In Mobile Computing and Ambient Intelligence: The Challenge of Multimedia. Dagstuhl Seminar Proceedings, Volume 5181, pp. 1-10, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2005)


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@InProceedings{rauschenbach:DagSemProc.05181.8,
  author =	{Rauschenbach, Uwe},
  title =	{{Interactive TV meets Mobile Computing}},
  booktitle =	{Mobile Computing and Ambient Intelligence: The Challenge of Multimedia},
  pages =	{1--10},
  series =	{Dagstuhl Seminar Proceedings (DagSemProc)},
  ISSN =	{1862-4405},
  year =	{2005},
  volume =	{5181},
  editor =	{Nigel Davies and Thomas Kirste and Heidrun Schumann},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/DagSemProc.05181.8},
  URN =		{urn:nbn:de:0030-drops-3684},
  doi =		{10.4230/DagSemProc.05181.8},
  annote =	{Keywords: Mobile interactive television, DVB-H}
}
Document
Model-based user interface adaptation

Authors: Erik G. Nilsson, Jacqueline Floch, Svein Hallsteinsen, and Erlend Stav

Published in: Dagstuhl Seminar Proceedings, Volume 5181, Mobile Computing and Ambient Intelligence: The Challenge of Multimedia (2005)


Abstract
Most work on model-based cross-platform user interface development is based on an assumption that the user interfaces on the different platforms should be as similar as possible. Much work on mobile user interfaces claim the opposite – that user interfaces on a mobile platform should have features not applicable on a stationary one and vise versa. Exploiting contextual information in user interfaces on mobile equipment is a prime example of this. This paper focus on this dichotomy between common development and exploiting platform specific features (or having specialized versions) on each platform. Few or none of the existing model-based languages and tools for user interface development are able to combine these two needs. These aspects are initially very difficult to combine, but in the paper we present an approach that makes this possible. First we briefly present our modelling approach, we pinpoint some of the general differences between mobile and stationary user interfaces, and we present an approach to building such self adapting systems where the adaptation is handled by generic middleware. Our approach builds on component frameworks and variability engineering to achieve adaptable systems, and property modelling, architectural reflection and context monitoring to support dynamic self-adaptation. With this as a background we investigate how the presented modelling approach may be extended and combined with the adaptive architecture to facilitate mode l-based user interface adaptation. Finally, we present some more general principles for how model-based approaches may be used when developing adaptive user interfaces.

Cite as

Erik G. Nilsson, Jacqueline Floch, Svein Hallsteinsen, and Erlend Stav. Model-based user interface adaptation. In Mobile Computing and Ambient Intelligence: The Challenge of Multimedia. Dagstuhl Seminar Proceedings, Volume 5181, pp. 1-18, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2005)


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@InProceedings{nilsson_et_al:DagSemProc.05181.9,
  author =	{Nilsson, Erik G. and Floch, Jacqueline and Hallsteinsen, Svein and Stav, Erlend},
  title =	{{Model-based user interface adaptation}},
  booktitle =	{Mobile Computing and Ambient Intelligence: The Challenge of Multimedia},
  pages =	{1--18},
  series =	{Dagstuhl Seminar Proceedings (DagSemProc)},
  ISSN =	{1862-4405},
  year =	{2005},
  volume =	{5181},
  editor =	{Nigel Davies and Thomas Kirste and Heidrun Schumann},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/DagSemProc.05181.9},
  URN =		{urn:nbn:de:0030-drops-3722},
  doi =		{10.4230/DagSemProc.05181.9},
  annote =	{Keywords: Model-based interface design, personalization and customization of interfaces, patterns-based approaches, adaptive architecture}
}
Document
Object based manipulation with 3D scenes in mobile environment

Authors: Pavel Slavik, Ladislav Cmolik, and Zdenek Mikovec

Published in: Dagstuhl Seminar Proceedings, Volume 5181, Mobile Computing and Ambient Intelligence: The Challenge of Multimedia (2005)


Abstract
The increasing power and display resolution of mobile devices allow the user nowadays to work with 3D information in mobile environment. The use of this new technology brings some new problems that need an urgent solution. One of them has its roots in the fact that common users are not trained to work in 3D graphical environment in general. The main obstacle for a common user is the fact that 3D environment offers too much freedom for object manipulation in comparison with situation in 2D environment. There are various solutions to this problem but usually they do not handle efficiently the problem of navigation in 3D environment in context of handling appropriate information density on a small screen on a mobile device. Our approach is based on transformation of a 3D scene in 2D representation in order to decrease freedom of movement during navigation in the scene. The navigation (and other types of interaction) is performed in 2D environment - the information acquired during interaction is transformed back into 3D form (into 3D object space). In such a way the user can manipulate with single objects in various modes (e.g. the user can change focus on various objects what might e.g. result in their temporary elimination from the scene). The work in 2D in mobile environment requires some special features that are not considered in standard environment. Especially critical is zooming. Zooming in raster form could change the picture on a small screen into completely unusable representation (pixels will be transformed in tiles that will be difficult to perceive). Solution to this (and to other related problems) is the use of SVG format to handle 2D scene representation. The main advantage of SVG is that it is object oriented and supports zooming, interaction with objects, scene annotation and manipulations with objects. The process of scene transformation and manipulation with objects is distributed between the server and mobile device. The transformation is performed on the server side. The resulting 2D representation of the scene is sent to mobile device where the visualization is performed. The user can interact with the picture on the mobile device with interaction techniques available on mobile devices. As the SVG is XML based format, the Cascading Style Sheets can be used to style all graphical elements. Therefore each object can be visualized in different mode (solid, transparent, semitransparent). These modes could be changed interactively. This feature (interactive change of modes) substitute in certain sense some functions available for avatars during their walkthroughs when performed in standard 3D environment (e.g. "having look behind corner" etc.). The user interaction in 2D environment is rather limited in comparison with standard 3D interaction but it is less demanding for the user. On the other hand it brings better picture quality due to SVG features applied e.g. during the process of zooming.

Cite as

Pavel Slavik, Ladislav Cmolik, and Zdenek Mikovec. Object based manipulation with 3D scenes in mobile environment. In Mobile Computing and Ambient Intelligence: The Challenge of Multimedia. Dagstuhl Seminar Proceedings, Volume 5181, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2005)


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@InProceedings{slavik_et_al:DagSemProc.05181.10,
  author =	{Slavik, Pavel and Cmolik, Ladislav and Mikovec, Zdenek},
  title =	{{Object based manipulation with 3D scenes in mobile environment}},
  booktitle =	{Mobile Computing and Ambient Intelligence: The Challenge of Multimedia},
  series =	{Dagstuhl Seminar Proceedings (DagSemProc)},
  ISSN =	{1862-4405},
  year =	{2005},
  volume =	{5181},
  editor =	{Nigel Davies and Thomas Kirste and Heidrun Schumann},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/DagSemProc.05181.10},
  URN =		{urn:nbn:de:0030-drops-3732},
  doi =		{10.4230/DagSemProc.05181.10},
  annote =	{Keywords: Mobile computing, 3D, rendering}
}
Document
Ontology driven voice-based interaction in mobile environment

Authors: Jiri Kopsa, Zdenek Mikovec, and Pavel Slavik

Published in: Dagstuhl Seminar Proceedings, Volume 5181, Mobile Computing and Ambient Intelligence: The Challenge of Multimedia (2005)


Abstract
The paper deals with a new approach for spoken dialogue handling in mobile environment. The goal of our project is to allow the user to retrieve information from a knowledge base defined by ontology, using speech in a mobile environment. This environment has specific features that should be taken into account when the speech recognition and synthesis is performed. First of all, it limits the size of the language that can be understood by speech recognizers. On the other hand, it allows us to use information about user context. Our approach is to use the knowledge and user context to allow the user to speak freely to the system. Our research has been performed in the framework of an EU funded project MUMMY. This project is targeted to the use of mobile devices on building sites. This fact determines the approach to the solution of the problem. The main issue is user context in which the interaction takes place. As the application (construction site) is rather specific it is possible to use the knowledge related to this particular application during the speech recognition process. Up-to now the voice based user interfaces are based on various techniques that usually contain various constraints which limit the communication context to strictly predefined application domain. The main idea behind our solution is usage of ontology that represents the knowledge related to our particular application in specific user context. The knowledge acquired from ontology allows the user to communicate in mobile environment as the user input analysis is heavily simplified. The crucial step in our solution was the design of proper system architecture that allows the system to access the knowledge in ontology and use it to enhance the recognition process. The model of environment in which the recognition process is performed has several parts: - Domain ontology (construction sites in general) - instance of the domain ontology (specific construction site) - conversation history + specific user context (location, type of mobile device etc.). The key part of the model is the access mechanism that allows to extract particular knowledge in specific context. This access mechanism is controlled by means of dialogue automaton that controls the course of dialogue. The acquired knowledge is used in the speech recognizer for generation of a specific grammar that defines the possible speech inputs in a particular moment of the dialogue - in the next state another access into ontology in different context is done resulting in generation of a grammar that defines new possible inputs. The same access mechanism is also used to produce a response to user's input in natural language. There exists a pilot implementation of the voice based user interface system, which has been tested in various situations and the results obtained are very encouraging.

Cite as

Jiri Kopsa, Zdenek Mikovec, and Pavel Slavik. Ontology driven voice-based interaction in mobile environment. In Mobile Computing and Ambient Intelligence: The Challenge of Multimedia. Dagstuhl Seminar Proceedings, Volume 5181, pp. 1-9, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2005)


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@InProceedings{kopsa_et_al:DagSemProc.05181.11,
  author =	{Kopsa, Jiri and Mikovec, Zdenek and Slavik, Pavel},
  title =	{{Ontology driven voice-based interaction in mobile environment}},
  booktitle =	{Mobile Computing and Ambient Intelligence: The Challenge of Multimedia},
  pages =	{1--9},
  series =	{Dagstuhl Seminar Proceedings (DagSemProc)},
  ISSN =	{1862-4405},
  year =	{2005},
  volume =	{5181},
  editor =	{Nigel Davies and Thomas Kirste and Heidrun Schumann},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/DagSemProc.05181.11},
  URN =		{urn:nbn:de:0030-drops-3769},
  doi =		{10.4230/DagSemProc.05181.11},
  annote =	{Keywords: Ontology, voice user interfaces, mobile environment}
}
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