Our increasingly smart environments will sense, track and model users and provide them with personalized services. We can already embed computers in everyday objects such as shirt buttons and pencils; objects of all sizes, from wristwatches to billboards, will soon incorporate high-quality flexible displays; we have improved access to wireless Internet communication; and we are now transitioning from traditional linear to targeted interactive media. The convergence of these factors -- miniaturization, display technologies, wireless communication, and interactive media -- will allow us to leave our desktop computers and move to a radical computing paradigm, the ubiquitous display environment, where media and visual content will support a rich variety of display devices that enable users to interact with information artifacts in a seamless manner. This is one of the most exciting and important areas of technology development and this book addresses the challenge within the context of an educational and cultural experience. This is inherently a multidisciplinary field and the contributions span the related research aspects, including system architecture and communications issues, and intelligent user interface aspects such as aesthetics and privacy. On the scientific side, the authors integrate artificial intelligence, user modeling, temporal and spatial reasoning, intelligent user interfaces, and user-centric design methodologies in their work, while on the technological side they integrate mobile and wireless networking infrastructures, interfaces, group displays, and context-driven adaptive presentations. This book is of value to researchers and practitioners working on all aspects of ubiquitous display environments, and we hope it leads to innovations in human education, cultural heritage appreciation, and scientific development.
th Welcome to the proceedings of the 8 International Conference on Pervasive Computing (Pervasive 2010). After Toronto, Sydney and Nara, the conference has now returned to Europe. Pervasiveis one of the most important conferences in the area of pervasive and ubiquitous computing. Asinthepreviousyear,wehadtwocategoriesoftechnicalpapers:FullPapers and Notes. Pervasive attracted 157 valid submissions, from which the Technical Program Committee (TPC) accepted 24 full papers and one note, resulting in an overall acceptance rate of 16%. The submissions included 628 authors from 27 countries representing all the continents (except Antarctica). As we can see from these ?gures, Pervasive is a truly global highly competitive conference. A major conference such as Pervasive requires a rigorous and objective p- cess for selecting papers. This starts with the selection of a high-quality TPC. We were fortunate to be able to draw on the wisdom and experience of our 28 TPC members, from the most prestigious universities and research labs in - rope, North America, and Asia. This committee was aided by the input of no less than 238 external reviewers chosen on the basis of their domain knowledge and relevance to pervasive computing. The papers were selected using a double-blind review, with four peer reviews perpaper,adiscussionphaseamongthereviewers,andadiscussionofthepapers in the TPC meeting, which was held in Palo Alto during December 12-13, 2009. We thank Nokia Research Center for hosting the meeting.
This book constitutes the refereed proceedings of the Third International Symposium on Smart Graphics, SG 2003, held in Heidelberg, Germany in July 2003. The 19 revised full papers and 7 poster papers presented were carefully reviewed and selected for presentation. The papers address smart graphics issues from the points of view of computer science, artificial intelligence, cognitive psychology, and fine art. The papers are organized in topical sections on graphical interaction, visualization techniques, virtual characters, and camera planning.
This book constitutes the refereed proceedings of the 4th International Symposium on Smart Graphics, SG 2004, held in Banff, Canada in May 2004. The 10 revised full papers and 8 revised short papers presented were carefully reviewed and selected for presentation. The papers address smart graphics issues from the points of view of computer graphics, artificial intelligence, cognitive science, and fine art; they are organized in topical sections on virtual characters and environments, tangible and hybrid interfaces, and graphical interfaces.
Dieses kompakte Grundlagen-Lehrbuch orientiert sich in Inhalt und Aufbau an einer einführenden Vorlesung zum Thema Mensch-Maschine-Interaktion und lehnt sich an das von der Association for Computing Machinery (ACM) vorgeschlagene Curriculum des Gebiets an. Es besteht aus vier großen Teilen. Davon umfassen die ersten drei den Stoff der Grundvorlesung und behandeln nacheinander die menschliche Seite (u.a. Wahrnehmung, Informationsverarbeitung, Motorik), die Seite der Maschine (u.a. technische Grundlagen, etablierte Interaktionsformen) und den Entwicklungsprozess (User Centered Design, Prototypen, Evaluation). Der vierte Teil gibt einen Ausblick auf spezielle Anwendungsgebiete (Desktop und Web, Touch, mobile Interaktion, Ubiquitous Computing, VR und AR) und bildet damit den Leitfaden für eine aufbauende Vorlesung. Die vorliegende zweite Auflage wurde in den Grundlagenteilen ergänzt und im Anwendungsteil deutlich erweitert. Begleitet wird das Buch durch eine Webseite (mmibuch.de) mit Material für Studierende (Übungsaufgaben, Musterlösungen, multimediale Inhalte) und Dozenten (Bildmaterial, Vorlesungsfolien, weiterführende Literatur). Andreas Butz studierte Informatik an der Universitä t des Saarlandes und promovierte dort 1997. Nach einem Jahr an der Columbia University, New York sowie mehreren Jahren am DFKI Saarbrücken und als Geschäftsführer eines Technologie-Startup erhielt er 2004 einen Ruf an die Ludwig-Maximilians-Universität, München, wo er heute den Lehrstuhl für Mensch-Maschine-Interaktion innehat. Seit 2014 lehrt er das Fachgebiet zudem als Gastprofessor in Chengdu, China. Antonio Krüger studierte ebenfalls Informatik an der Universität des Saarlandes und promovierte dort 1999. Nach mehreren Jahren am Deutschen Forschungszentrum für Künstliche Intelligenz erhielt er 2004 einen Ruf an die Universität Münster und 2010 den Lehrstuhl für »Ubiquitous Media Technologies« an der Universität des Saarlandes. Daneben ist er Direktor des »Innovative Retail Laboratory« amDeutschen Forschungszentrum für Künstliche Intelligenz.
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The Handbook of Multimodal-Multisensor Interfaces provides the first authoritative resource on what has become the dominant paradigm for new computer interfaces-user input involving new media (speech, multi-touch, hand and body gestures, facial expressions, writing) embedded in multimodal-multisensor interfaces. This three-volume handbook is written by international experts and pioneers in the field. It provides a textbook, reference, and technology roadmap for professionals working in this and related areas. This third volume focuses on state-of-the-art multimodal language and dialogue processing, including semantic integration of modalities. The development of increasingly expressive embodied agents and robots has become an active test bed for coordinating multimodal dialogue input and output, including processing of language and nonverbal communication. In addition, major application areas are featured for commercializing multimodal-multisensor systems, including automotive, robotic, manufacturing, machine translation, banking, communications, and others. These systems rely heavily on software tools, data resources, and international standards to facilitate their development. For insights into the future, emerging multimodal-multisensor technology trends are highlighted in medicine, robotics, interaction with smart spaces, and similar areas. Finally, this volume discusses the societal impact of more widespread adoption of these systems, such as privacy risks and how to mitigate them. The handbook chapters provide a number of walk-through examples of system design and processing, information on practical resources for developing and evaluating new systems, and terminology and tutorial support for mastering this emerging field. In the final section of this volume, experts exchange views on a timely and controversial challenge topic, and how they believe multimodal-multisensor interfaces need to be equipped to most effectively advance human performance during the next decade.
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The design of intelligent situation-aware media and presentations becomes increasingly important for software designers and also for the design of consumer electronic devices. This process is due to the fact that software becomes more complex and systems become integrated into a ubiquitous information infrastructure. The paradigm of "one device -- one functionality" is over and today we can access mutually any service through any device. A TV set for instance is nowadays a control center for various applications, e.g., video programming, e-commerce, webbrowsing and more. A mobile PDA can be used as a telephone, tourist guide, remote control, and calendar or web-access device. In these scenarios, new intelligent methods are necessary, that decouple the application logic from the actual device and that adapt the media and presentation to the actual situation, i.e., the user with her needs and preferences, the devices that are available, and the context.