Skip to main content

Home/ Open Intelligence / Web 3X (Social + Mobile)/ Group items tagged visualization

Rss Feed Group items tagged

Marc-Alexandre Gagnon

Visual Information Retrieval: the Next challenge in Information Management - ERM Expert... - 0 views

  • In the past 20 years, a lot of research has been done towards visual information retrieval on pictures and video files. Not all of it has been successful. But on the last years, the quality of these visual search engines has reached levels that are beginning to be acceptable for eDiscovery, compliance, law enforcement and intelligence applications.
  • More and more electronically stored information (ESI) is non-text based or does not contain any searchable text components: sound recordings, video and pictures are growing exponentially in size and more and more collaborative and social network applications support (only) these information formats.
  • In addition, a whole generation is growing up that no longer uses written communication forms such as letters or emails: they only use social networks and other new media forms for communication and collaboration.
  • ...10 more annotations...
  • Electronic files containing one of more text components or embedded objects with text components can be searched by using text-based queries.
  • Document scans (images) and even pictures can be enriched with the text of the original document or even with recognizable logo’s in the pictures. The same technology can also be applied to video shots.
  • Audio and the audio component of a video file can be processed by a phonetic search engine and users can search the content by looking for specific words or phoneme sequences.
  • In addition, audio-, pictures- and video files can be searched on contextual information such as the file name, added meta-information or text that surrounds the picture or the video on a web page.
  • Web search engines such as Google, Bing and Yahoo use primarily contextual text information from pictures and video’s to search on these object. This text can be tagged by users or can be found in the file name, file location, surrounding text on the webpage, etc. In some cases, words that are recognized in the images and videos with Optical Character Recognition (OCR) technology is used, or nudity is recognized and filtered, but that is about it. There is not or limited influence from pure visual information retrieval technology such as: give me all outdoor pictures or all images with a helicopter in it.
  • State-of-the-art visual search technology should address all of these aspects and support both text-based as image or video example based querying, result navigation and viewing.
  • Ranking images is based on complex statistics and other mathematical properties that are not always intuitive to humans.  Users need a much more exploratory and visual result list that uses all available dimensions when searching images and videos.
  • There are many use cases in the field of visual information retrieval varying from searching pictures on the internet to recognizing faces of hooligans at the entrance of a high risk football match, monitoring airports with surveillance cameras and investigating child abuse.
  • Many of these applications are highly specialized applications requiring a lot of specialized knowledge and experience to work effectively.
  • However, I expect that in the next year or five, real visual information retrieval will become a core component of in-house Enterprise Information Management systems as more and more information consists of pictures and videos that are not annotated and therefore hard to find.
Marc-Alexandre Gagnon

Business : Digital payments popularity rising - 0 views

  • DUBAI — Digital contactless payment has become more popular among UAE travellers as they prefer to make payments and seek information in a visual format on a device, according to a latest global industry study.
  • Around 32 per cent of UAE respondents find using their phone rather than cash or credit cards to pay for things “extremely appealing” as against 24 per cent globally, revealed a major global industry study “From chaos to collaboration: How transformative technologies will herald a new era in travel”.
  • Commissioned by Amadeus, a travel technology partner and transaction processor for the global travel and tourism industry, the new report outlines the way new technologies and social change will transform travel by 2020. The study challenges the industry to overcome the uncertainty and stress of modern-day travel through the application of new innovations.
  • ...5 more annotations...
  • High mobile penetration in the UAE is cited as a key reason for travellers’ readiness to use mobile applications and devices at payment points. Statistics show that the UAE is expected to lead with 100 per cent mobile broadband penetration in 2012 while the mobile market penetration has already crossed 200 per cent.
  • “Traveller needs are definitely seeing a dramatic change in the UAE with customers preferring advanced mobile applications and devices to conduct transactions. This reflects evolving changes in consumer lifestyle and travel requirements. The travel sector is also beginning to realise that the world is changing and travellers will increasingly expect intelligent information exchange,” said Humayun Baig, Amadeus’ regional market manager in charge of the UAE, Oman and Bahrain. Based on extensive research and input from key industry experts, the study explores six key areas in which future technology and innovation could be deployed
  • According to the study, developed by leading global foresight and futures consultancy The Futures Company, factors such as augmented reality, gamification, intelligent passenger records, long range biometrics and the rise of the wellbeing agenda will drive change in the next decade and beyond, heralding a new era of industry and global travel collaboration.
  • Amadeus’s global report highlighted that travellers in the UAE prefer making payments via mobile rather than using cash or credit card. More than 90 per cent of the UAE respondents found mobile payments “somewhat appealing” as opposed to 78 per cent of the respondents among the other countries surveyed.
  • The study also revealed that 94 per cent of the UAE respondents preferred using visual applications that reflect the physical world on the mobile device. Augmented reality, which is a virtual view on the real world, is experienced in applications such as games, location apps and business cards. Other findings in the study reveal that 56 per cent of UAE respondents cited having a strict boundary between work and personal life, while 66 per cent of Emirati respondents stressed the importance of being reachable and available at all times, much more than the total response rate of 48 per cent.
Dan R.D.

Revealing how People Live by Visualizing a Week of FourSquare Data [20May11] - 0 views

  • A Week on FourSquare [wsj.com] by the Wall Street Journal deciphers the worldwide data behind the emerging location-sharing service Foursquare for the week in January 2011. The different visualizations available include an obvious heatmap of San Francisco showing where the most 'check-ins' occurred, a list revealing the distribution of the most popular venues world-wide, a line graph contrasting the differences between men and women in terms of their most preferred locations, and a categorically ordered list of the most popular locations by their absolute check-in frequency. You can read the accompanying news article here.
Dan R.D.

Selected Interactive Graphics - The New York Times - 0 views

  • 2008 Elections From the Jan. 3 Iowa caucuses to the Nov. 4 general election, information graphics were a major component of the New York Times election coverage. Interactive maps on the nytimes.com home page and inside the web site were rich with information, but easy to navigate.
  • 2008 Olympics Coverage In August 2008, The New York Times graphics department published more than 30 interactive graphics covering subjects ranging from the Olympic torch to the medal count. The package included graphics produced in advance of the games, plus more than a dozen produced on deadline analyzing results from a vareity of events. Because NBC tape-delayed the showing of many events, these graphics frequently were readers' first visual picture of how a race was won.
  • Flight 1549 Lands in the Hudson River When U.S. Airways Flight 1549 made an emergency landing in the Hudson River, graphics editors immediately began reporting what happened in the air, building 3-D models of the plane and developing an interactive graphic. The graphic was initially published the same day as the emergency landing, and updated over the next several days as more information was released. Published Jan. 15, 2009
  • ...7 more annotations...
  • Inaugural Words An interactive graphic published this January shows the number of times words were used in inaugural speeches. Readers could view the use of the word in context, and then read the entire speech, or compare the words used by every president to date. Published Jan. 17, 2009
  • Twitter Chatter During the Super Bowl Using data gathered from Twitter's API, this mash-up shows what words people around the country were tweeting minute-by-minute as the Cardinals and Steelers battled it out on the field. Published Feb. 2, 2009
  • Where Immigrants Settled An interactive map shows where immigrant groups settled across United States over the last century. Readers can drill into more than 20 different immigrant groups and see the number who lived in each county in the U.S. at the time of every census since 1880. Published March 10, 2009
  • The Year in Markets An interactive graphic produced for the nytimes.com home page explains how 2008 became a dismal year for the financial markets. Published Dec. 31, 2009
  • Mapping Parking Tickets A interactive graphic mashes up data on the number of parking tickets given on each of 80,000 blocks in New York City with a Google street map. Published Nov. 28, 2008
  • The Danger of Digging Deeper An information graphic explains the risks involved in a new project that attempts to harvest geothermal energy from hot bedrock in an area prone to earthquakes. Published June 23, 2009
  • Failed Prostate Procedures An interactive graphic explains how brachytherapy — a procedure to treat prostate cancer — is commonly performed, and how a cancer unit at the Philadelphia V.A. botched 92 of 116 procedures. Published June 20, 2009
Dan R.D.

Coming Soon to a Coffee Shop Near You: NFC-Powered Foursquare Check-ins [28Nov11] - 0 views

  • To enable NFC-powered check-ins, establishments need to display a sign or poster containing an NFC tag that points to their venue's Foursquare listing URL. Nokia's developer blog has some resources on getting started with NFC tags. Signs like this not only enable people to check-in with less effort, but can also provide a visual, real-world call to action. For non-power users of location services like Foursquare, it can be pretty easy to simply forget to check in to a restaurant or other local business. Having that sign hanging there can provide a mental trigger. Business owners can also use the opportunity to push promotions and deals, offering discounts or free products to the mayor or anybody else that checks in. Admittedly, the average person has no idea what NFC is right now. But it's almost universally predicted to reach mainstream adoption within a few years, quite possibly replacing our wallets and keys at some point in the future. NFC is already included on a number of Android-powered handsets and is rumored to be coming to the iPhone 5 next year.
Marc-Alexandre Gagnon

Forget wallets. What else is NFC good for? [16Dec11] - 0 views

  • Near-field communication (NFC) has been trashed by critics, who say it adds no value to consumers or is a technology in search of a need. But as we’ve pointed out, NFC is just a technology that can applied in a lot of different ways, apart from the digital wallet framework through which many people understand it.
  • Increasingly, we’re seeing more and more interesting projects and applications being built that show how NFC will be deployed outside of mobile payment situations. This not only indicates how flexible the technology is but also could help propel the overall technology in adoption, as consumers become aware of NFC and learn to use it for a variety of reasons.
  • Right now, NFC is still below the radar for most U.S. consumers, and the slow roll out of Google Wallet or the pending launch of Isis next year are, by themselves, only going to accelerate NFC adoption by so much. But having a host of uses for the technology could open people’s eyes and push them past any usability or safety concerns.
  • ...11 more annotations...
  • San Francisco announced earlier this week it was partnering with PayByPhone to enable 30,000 parking meters with NFC support. People can tap their phone against a parking meter and call up a parking application that identifies the parking location and allows the driver to enter his or her desired parking time and complete the transaction. The actual payment happens inside the app with a stored credit card, but the technology provides a short cut to the transaction.
  • Intel and MasterCard have teamed up to enable future Intel-powered laptops to work with PayPass enabled MasterCard credit cards. Users will be able to enter in their payment credentials for online purchases by tapping their card on their computer instead of storing the information on their machine or entering it manually.
  • Personal contact and content sharing has become one of the emerging uses for NFC. RIM in October introduced BlackBerry Tag, which will enable users of NFC phones to exchange contact information, documents, URLs, photos and other multimedia content with a tap of their phones. Google has enabled a similar a solution with Android Beam, which will work on NFC-enabled phones. This can serve as a Bump-like way to pass back and forth information quickly.
  • Access card maker HID Global announced a trial with Arizona State University in September in which students were provided NFC-enabled phones, enabling them to gain physical access to buildings. All the participants were able to enter residence halls with their phones, and some were also allowed to open individual room doors using unique digital key and PINs.
  • The Museum of London and its sister institution, the Museum of London Docklands launched a project in August that allows visitors to tap their NFC-enabled phone at exhibits and gain more information, buy tickets to future exhibits or check in, follow or “like” the museums on social services. It’s part of Nokia’s NFC Hub effort to help businesses set up NFC campaigns.
  • T-Mobile partnered with Meridian Health and iMPak Health in October on a new SleepTrak sleep monitoring system, a wearable device with an NFC-equipped card. Users can upload their sleep data to an NFC-enabled Nokia astound with a tap.
  • Nokia and NFC Danmark launched NFC-enabled smart poster campaign in Telia stores in Denmark, enabling Nokia N9 users to download mobile apps by tapping on a poster. The two companies also introduced what Danmark called the world’s first NFC-enabled vending machine.
  • The winning application of the WIMA NFC USA conference in San Francisco earlier this month was a project called Think&Go, which is being tested by French supermarket chain Groupe Casino. Think&Go allows visually impaired and elderly shoppers to call up large text information on products by tapping NFC tags on store shelves.
  • These are just a sample of the projects and real applications leveraging NFC. As you can see, none of them are actual mobile wallets. The biggest thing they provide is a real short cut to information and actions that can happen without much work. Many of these things can be done through QR codes, bumping, Bluetooth or other methods, but NFC provides a very simple and often elegant way to get through the process.
  • Also, in some of these cases, what’s also nice is that since they aren’t trying to conduct sensitive transactions, they don’t need to access the secure element inside a phone. That could be a limiting factor in the roll out of NFC, because the owners of the secure element, often the carriers, don’t seem to be in a hurry to enable a lot of other NFC payments systems. But with a host of other non payment uses emerging, users won’t have to wait to find out if their digital wallet is enabled on their particular phone. There might be other ways they can experience the power of NFC first. That will help in just teaching people the practice of tapping for information, transactions and access.
  • We’re still very early in the NFC game and the phones are just now trickling out in the U.S. But there’s going to be a much bigger flow of NFC-equipped phones starting next year. It’ll be these broader applications that might convince users that the technology has merit.
D'coda Dcoda

Augmented Reality on the Big Screen [17May11] - 0 views

  • While tablet computing may in future transform the whole computer industry, it is already changing the way we look at augmented reality. And this is not only because of the big display. More and more different devices for multiple OS platforms are expected to appear on the market, equipped with advanced sensors such as high-resolution cameras. The cost of data roaming is likely to drop and considering the millions of people expected to buy such a device in the next few years, there are incentives enough for optimizing augmented reality (AR) tablet software and to start creating really useful and fascinating applications taking full advantage of the promising, new capabilities. metaio, with its junaio 2.6 release, a junaio plug-in for third party app integration, and the revised mobile AR SDK Unifeye 2.5, is well prepared and ready to go for the next generation of AR applications. If you want to learn more about mobile AR in general and on tablets, everything is summed up here: http://www.metaio.com/specials/augmented-reality-on-tablets/ And here you can find a movie with almost everything we´re working on: 3D tracking, markerless 2D tracking and image processing, virtual manuals, interactive TV, smart packaging, advertising as a service, context sensitive product visualization, AR gaming and so on. By the way: to my knowledge it´s the first AR demos running on the Android 3.0 based Xoom!
D'coda Dcoda

TELE-PRESENCE International Workshop [13Nov09] - 0 views

  • The Meaning of Being There is Related to a Specific Activation in the Brain Located in the Parahypocampus
  • Social Presence in Virtual World Surveys
  • “I’m Always Touched by Your Presence, Dear”: Combining Mediated Social Touch with Morphologically Correct Visual Feedback
  • ...16 more annotations...
  • The Role of Realism and Anthropomorphism in the Selection of Avatars
  • Attention, Spatial Presence and Engagement: Implications for Virtual Environment Learning Platforms
  • Social And Spatial Presence: An Application to Optimize Human-Computer Interaction
  • Tangible Presence in Blended Reality Space
  • Advertising Effects through Virtual Violence
  • Presence and the Meaning of Life: Exploring (Tele)Presence Simulation Scenarios and their Implications
  • Moderating Effects of Social Presence on Behavioral Conformation in Virtual Reality Environments: A Comparison between Social Presence and Identification
  • Presence and the Victims of Cybercrime in Virtual Worlds
  • Measuring Telepresence: The Temple Presence Inventory
  • Second Life as a Learning & Teaching Environment
  • The Effect of Avatar Perception on Attributions of Source and Text Credibility
  • Self-presence Standardized: Introducing the Self-Presence Questionnaire (SPQ)
  • Image vs. Sound: A Comparison of Formal Feature Effects on Presence, Video Game Enjoyment, and Player Performance
  • The Effects of Competition on Intrinsic Motivation in Exergames and the Conditional Indirect Effects of Presence
  • Who´s there? Can a Virtual Agent Really Elicit Social Presence?
  • Presence, Participation, and Political Text-on-Television: Pilot Testing a Converged Technology
  •  
    A list of freely available pdf's of papers presented at this conference.
D'coda Dcoda

Research: The Educational Value of Serious Games [11Mar11] - 0 views

  • Literacy has evolved beyond the definition of the ability to read and write. Literacy now includes the ability to seamlessly interpret on-screen information, such as the graphics in a videogame, and the ability to rapidly decode symbols. To be effective, gamers must be able to quickly decipher each game’s symbols and conventions, which is essentially what good readers have to do in terms of deciphering the alphabetic code.
  • Serious Games are not replacing literacy activities, they ARE literacy activities.
  • Literacy specialists are just beginning to investigate how reading on the Internet affects reading skills. Students are developing new reading skills that are neither taught nor evaluated in school.
  • ...5 more annotations...
  • Educational practices need to recognize today’s participatory culture and to find different ways of delivering content. Today’s new cultural competencies include the ability to navigate across different kinds of media and to “mashup” the various media content. Games are the ideal model for combining content in different ways and incorporating problem solving. There is a need for educators need to see games as an alternate learning system.
  • Games today can be divided into entertainment and Serious Game categories. Games are getting much more realistic, and can be incredibly motivating. The use of Ggames as entertainment may be dwarfed by Serious Game applications
  • Videogames, based on the training of socially valued practices, will create an educational system in which students learn to work and think as professionals. The purpose is not to train students for these professions, but rather to provide students with an opportunity to see the world in a variety of ways that are fundamentally grounded in meaningful activity and aligned with core skills, habits, and understandings of a postindustrial society. Games will help students create representations of professional knowledge.
  • Videogames are very effective at teaching logical, consequential thinking. U.S. Army studies indicate playing videogames as much as ten hours can improve the ability to process visual information and improve overall spatial orientation skills.
  • Games involve participation in collective intelligence, and blur the distinction between the production and consumption of information. They emphasized expertise rather than social status. They promote international and cross-cultural media and communities.
D'coda Dcoda

Time + travel + map [06Jun11] - 0 views

  • mapnificient travel-time map “specific to each city, ‘mapnificent’ sources the timetables of the major public transportation services to roughly calculate the areas accessible within a given time span, highlighting this area in a lit ‘bubble’. one’s location can be set via address or dropping a pointer on the map, and settings for the search include whether the user has access to a bicycle and (in beta) the day and time, as well as the maximum distance the user is willing to walk to a source of public transit. a google maps search can be conducted to find nearby amenities, with results overlain onto the visualization.”
  •  
    specific to each city, helps w timing of public transportation
D'coda Dcoda

Enipedia - Energy Industry Data - Data Packages - CKAN - the Data Hub - 0 views

shared by D'coda Dcoda on 11 Jun 11 - No Cached
  • Source: http://enipedia.tudelft.nl Enipedia is an active exploration into the applications of wikis and the semantic web for energy and industry issues. Through this we seek to create a collaborative environment for discussion, while also providing the tools that allow for data from different sources to be connected, queried, and visualized from different perspectives
  •  
    includes list of all known formats and datasets for Enipedia
D'coda Dcoda

SHAPE Services' Neighbors Location-Based Messaging Platform Now Available For Its IM+ M... - 0 views

  • SHAPE Services, a leading mobile app developer best known for its IM+ All-in-One Mobile Messenger app, today announced that their new location-based messaging service, named “Neighbors,” is now available as a free update to its IM+ Mobile Messenger.With “Neighbors”, user can now find new real life connections and friends, buy and sell local services and goods using an interactive map, chat with local friends as well as initiate conversations with other people who are nearby, and publish and view local offers and announcements as status updates on their profiles.
  • Features:Location-Based Messaging Functionality – Allows users to find real people in their local area and easily initiate conversations, catch up with local friends and post local announcements.Location Privacy – Easy-to-understand privacy settings for disclosing user location, which includes the user’s ability to define their location as wide as their house, street or city.Interactive Map – With just a tap of the finger users can see the person’s profile and status, allowing the user to visually identify people around them.
  • SHAPE Services also plans to incorporate a unique patent pending augmented reality interface that will let the users look around with a 360 degree camera view.
  •  
    plans to incorporate AR later
Dan R.D.

Unpacking Badges for Lifelong Learning [25Sep11] - 0 views

  • Author: Sheryl Grant
  • Is there some core definition or badge-ness to explain what makes badges unique?
  • If badges are like degrees, diplomas, grades, or currency -- which many of us have collected and displayed and benefited from -- what's wrong with them? Why are badges worse or better? If badges are visual signs of rank, reputation, membership, and identity, and are just another way to show affiliation, why are they different than, say, titles, clothing, hair, language, accents, bumper stickers, friends, or an alma mater?  
  • ...6 more annotations...
  • Because badges hinge on motivation. Most of the energy in the badges conversation seems to have roots in the different ways people think about motivation, and more specifically about motivation and learning. What motivates learners to learn? What de-motivates them? 
  • Where's the line between motivating a learner and manipulating them?
  • For me, the most interesting intersection of the Badges for Lifelong Learning conversation is where learning theories overlap with research into virtual communities, new collectives, commons-based peer production -- whatever you want to call what we do online. A good deal of Internet research is about participation and motivation. If anything connects the badges community, it's seems to be the belief that more participation is better.
  • The communities of practice research links new collectives like Wikipedia with learning and identity, and authenticity is thought to affect people's motivation to learn and participate and reach goals.
  • There's this obscure ID Compensation theory that isn't even on Wikipedia! yet!
  • What if badges are just one more way to represent feedback? What if they're the best, most versatile way to provide feedback, whether that feedback is many-to-one, one-to-one, or many-to-many?
1 - 13 of 13
Showing 20 items per page