1,720,965 research outputs found
3D-LIVE: D4.2 Second report on the experimentations and evaluations of the 3D-LIVE Tele-Immersive Environment
This report presents the final experimental phase conducted as part of the 3D-LIVE project. Technical progress that lead to this final phase includes new developments and refinements to existing work based on lessons learned from previous experimental work (see deliverable D4.1). These early experimental outcomes guided subsequent enhancements to the 3D-LIVE scenarios and the updates to the system prototype. In this final phase of investigation (LIVE3), the experimental focus has been refined and concentrated on those aspects of the 3DLIVE UX that most closely aligned with the quality of tele-immersive experience in a shared, mixed reality environment (according to the recommendations received during the Interim Review Meeting). LIVE 3 experiments were carried out between M26 and M29 of the project. User groups were engaged in a series of experiments that were devised to capture data intended to provide evidence of (anticipated) improvements in the principal dimensions of an immersive UX. Overall, we successfully conducted a total of three trials (one per scenario), engaging 60 participants across 27 experimental runs in total. In our analysis of the experimental data captured, we compare and contrast the QoE and QoS data generated within and between user groups and scenarios, scoped with specific experimental objectives. As well as reporting on the main user trials, we additionally describe comparisons between high-end, immersive, 3D displays and an evaluation of a network sensitive, adaptive compression algorithm for full body reconstruction data (part of task T3.6). Our analysis reveals generally good to very good QoE responses from our participants in many aspects of their experience; our results provide validation of the 3DLIVE platform as a system capable of delivering a compelling, mixed reality TI experience. We identify specific QoS influences and game design aspects that impact positively or negatively to overall UX in this context and make recommendations for future improvements of the 3D-LIVE platform. In addition, we propose heuristics for mixed reality system design and implementation. Finally, we provide an analysis of the 3D-LIVE cocreation methodology and its positive contributions to the project, and offer suggestions for its application in other domains
3D-LIVE: D5.3 Dissemination and exploitation activity report – M30 Issue
This report describes the dissemination activities related to the 3D LIVE project over the 2nd reporting period of the project, starting on September 1st, 2013 and ending on February 28, 2015. The report first describes the brief summary of main results of the 3D LIVE project. Then it gives an overview of the dissemination strategy. Then, the report describes the dissemination towards external communities and gives details of the 3D LIVE specific events. The report also describes infrastructure and materials used to disseminate information related to 3D LIVE. Finally, it gives an overview of exploitation strategy and summaries of the work done. In addition to Chapter 1 “Executive Summary” and to this Chapter 2 “Introduction”, this document consists of the following sections:Chapter 3 “3D LIVE Results”, in which the main results of the project are described. The aim of this section is to establish consensus on the main items whichwere the focus of the dissemination actions.Chapter 4 “3D LIVE Dissemination Strategy” reports the way the results previously described were brought to the different communities which the project identified asrelevant, so that to maximise the impact potential.?Chapter 5 “Dissemination towards external communities” describes the way the 3D LIVE project engaged with external communities and established an agreeddissemination master plan for impact creation and collaboration activities with the FIRE community.Chapter 6 “Activity reporting, participated 3D LIVE events”; describes in which potential events the 3D LIVE project team has participated and done dissemination.Events are selected not only from dissemination or impact point of view but also to avoid overlapping with other FIRE events.Chapter 7 “3D LIVE dissemination materials and tools” describes how dissemination was performed and what kind of dissemination materials was produced together with what channels 3D LIVE community uses on social media.Chapter 8 “3D LIVE exploitation strategy” starts profiling an exploitation strategy, based on the initial expected results, on the analysis of the potential partners’ role and on initial assumptions on how to group the expected results to have sellable services/products.Chapter 9 ”Individual Exploitation Plans” describes how the results which 3D LIVE is generating can be exploited by the partners at individual level. Each member describes which results of the project are planned to be exploited, implementation plan and potential benefits for the member.Chapter 10 “Conclusion and Impact Indicators” summarises the work done
3D-LIVE: D3.4: Final prototype of the 3D-LIVE platform
The 3D-LIVE platform has been co-designed with end-users in an iterative way. 3D-LIVE partners have continuously worked on improving the components of this platform and their interoperability. We are presenting in this document the final version of the platform that was experimented with end users. Basically the platform can be described as follows: Indoor users and outdoor users are running a set of technologies allowing them to be tele-immersed in one shared virtual environment. There are three main groups of components for both indoor and outdoor setups which are Acquisition, User Applications and Rendering. In the acquisition group, sensors track the activity of the users and transmit it to the user applications in order to generate a consistent representation of the user in the game. Once processed into the virtual scene, applications are capable of rendering it to different rendering devices depending on the setup. Those will be common devices like computer displays, Smartphones as well as immersive devices such as CAVE or Head Mounted Displays or smart goggles. The user applications, running on different platforms (Smartphones or computers) communicate through a server like an online multiplayer game. External data exchange has finally been set up in order to monitor two types of data through two different tools. One tool handles weather information aggregation and queries (including Environment Observation Service and Environment Reconstruction Service). The second tool, called ExperiMonitor, handles experimental data, collecting and monitoring measurements from the different user applications.<br/
Going Beyond Counting First Authors in Author Co-citation Analysis
The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation
counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings
are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that
only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into
account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed
Variations on the Author
“Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship
Appropriate Similarity Measures for Author Cocitation Analysis
We provide a number of new insights into the methodological discussion about author cocitation analysis. We first argue that the use of the Pearson correlation for measuring the similarity between authors’ cocitation profiles is not very satisfactory. We then discuss what kind of similarity measures may be used as an alternative to the Pearson correlation. We consider three similarity measures in particular. One is the well-known cosine. The other two similarity measures have not been used before in the bibliometric literature. Finally, we show by means of an example that our findings have a high practical relevance.information science;Pearson correlation;cosine;similarity measure;author cocitation analysis
Dispelling the Myths Behind First-author Citation Counts
We conducted a full-scale evaluative citation analysis study of scholars in the XML research field to explore just how different from each other author rankings resulting from different citation counting methods actually are, and to demonstrate the capability of emerging data and tools on the Web in supporting more realistic citation counting methods. Our results contest some common arguments for the continued
use of first-author citation counts in the evaluation of scholars, such as high correlations between author rankings by first-author citation counts and other citation
counting methods, and high costs of using more realistic citation counting methods that are not well-supported by the ISI databases. It is argued that increasingly available digital full text research papers make it possible for citation analysis studies to go beyond what the ISI databases have directly supported and to employ more
sophisticated methods
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