Flickr tag recommendation based on collective knowledge

Sigurbjörnsson, B., and van Zwol, R. Flickr tag recommendation based on collective knowledge. In WWW ’08: Proceeding of the 17th international conference on World Wide Web (New York, NY, USA, 2008), ACM, pp. 327–336. [PDF]

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This paper presents a technique for supporting the generation of metadata in Flickr through tag recommendation. The authors used tag co-occurrence to generate a list of tags that could complement some user-entered tags. The initial motivation of the author is that photo annotations provided by the author of the pictures relfect a personal perspective and cotext that is important to the owner but that might be confusing for other users trying to retrieve the same picture. Additionally, they note how suggesting non-obvious tags might be confusing for the users. They validated the tag recommendation using tag assessors that had to verify the “descriptiveness” of the generated tags.

Given a photo with user-de?ned tags, an ordered list of m candidate tags is derived for each of the user-de?ned tags, based on tag co-occurrence. The lists of candidate tags are then used as input for tag aggregation and ranking, which ultimately produces the ranked list of n recommended tags.

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Give and take: a study of consumer photo-sharing culture and practice

Miller, A. D., and Edwards, W. K. Give and take: a study of consumer photo-sharing culture and practice. In CHI ’07: Proceedings of the SIGCHI conference on Human factors in computing systems (New York, NY, USA, 2007), ACM, pp. 347–356. [PDF]

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This paper report a qualitative study conducted using the Grounded Theory of how people use photo-sharing wesites. The authors interviewed a group of 10 Flickr users and found among then a number of power-users that differ from the standard “Kodak culture”.

The paper contains a structured literature review of how people use cameras and particularly digital cameras. One of the main issues is that organizing pictures is kind of inefficient with current technologies.

One of the most interesting finding of the study is that for power users tagging was reported to be a social activity where they could include inside reference and jokes as tags. Conversely, normal users tagged infrequently because they could easily retrieve their picture using their chronological order. Many of the participants interviewed said to share pictures through web sites like Flickr and emails. An interesting finding of the study was that the current tools do not use the storytelling aspect of photo sharing that are so important to the Kodak culture.

Common consensus: a web-based game for collecting commonsense goals

Lieberman, H., Smith, D. A., and Teeters, A. Common consensus: a web-based game for collecting commonsense goals. In Proceedings of Intelligent User Interfaces (IUI’07) (Hawaii, USA, January 28-31 2007). [PDF]

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This paper describes an online game that is used to collect commonsense knowledge about human goals. The basic mechanics of the game is that people are presented questions that follow a finite number of pre-formatted templates that they have to fill. Provided answers are matched to verify whether they are similar and points (and relevance of the provided answer) are assigned based on the frequency of the provided answer (i.e., the consensus). The game was tested with 11 subjects.

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BDIGITAL congress, Barcelona

21-may-2009 – NEW Technologies for Personal Health Systems [program]

This session featured four interesting talks on the use of technology to support personal health. Kiefer presented a system to improve cancer management through biosensor cartridges that could communicate test results to a remote doctor. Verschure presented a virtual reality rehabilitation game for people that suffered of a stroke. Leeb presented a brain-computer interface that could extend rehabilitation games to people that could not operate a computer using their hands. Finally, Dalton presented a platform for supporting behavioral cognitive therapy through the internet.

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STEPHAN KIEFER -Fraunhofer Institute for Biomedical Engineering. Smart Integrated Biodiagnostic personal health systems for improved cancer management (SmartHEALTH). EU founded project. Multiple tests in a single device at the proteome and genome level. The project has the objective to design biosensors and markers that can be used to diagnose the clinical evolution of cancer. They are researching protein markers for detecting breast cancer using protein markers and mRNA markers. They are developing a Transmission Plasmon sensor which allosw quantitative measurements of … Intelligent Biodiagnostic Devices are able to task to each-other using an ad-hoc network and then to communicate their readings to a clinical laboratory terminal often situated in a hospital. Interpretation of multi parameter cancer marker measurement is achieved with machine learning techniques like Trained Neural Networksa nd Support Vector Machine.

PAUL VERSCHURE – Universitat Pompeu Fabra – Rehabilitation Gaming System- http://specs.upf.edu Healing the brain by becoming a cyborg. Gost in the Shell, 1989. Cyborgs are a bridge between mind and matter. The three pillars of the cyborg: augmentation, replacement and substitution. Rehabilitation Gaming Paradigm (2003). 1989. Cognitive Rehabilitation Games. They took people that suffered a stroke attack. The objective is to recovery a substrate of neuro cells that surround the area affected by the stroke… Distributed Adaptive Control: Lost functions can be recovered compensated through engaving live-long cortical plasticity. They designed a game that using visualstimuli stimulated the users to perform movements that can stimulate areas of the brain that can then repair and substiture the broken areas. They used an open source solution: TORQUE. They measured a number of design variable for the game like the speed of the stimuli and the areas of interaction and they performed statistica comparisons beteen these parameters. They measured positive effects of being exposed to this rehabilitation. They are now inquiring haptic techniques and eye-tracking techniques.

ROBERT LEEB. Thought-driven control of virtual world. It is designed for people that after an accident are unable to control a PC. Brain-Computer Interfaces: Scalp Electroenchephalogram (EEG). certain brain patterns are correlated to specific mental tasks. These brain patterns have particular characteristics, such as timing, amplitude, frequency, and topography. They tried to simulate a wheelchair movement in VE and performed a case study with a tetraplegic. http://bci.tugraz.at/ Brain-Computer Interface can be an additional exclusive communication channel.

KAYE DALTON. Beating the blues: cognitive behavioral therapy. One in five adults suffer an episode of depression or anxiety in ayear. 80% of people are managed in primary care. There are drugs that are demonstrated to be effective. However, there are side effects. Their company is interested in Cyber Psychology: the advantages of computer theraphy is that it is time effective and cost effective. There is an increased acceptability bacause of the anonymity given by the internet. The presenter listed a number of previous studies on the use of computers in theraphy. Beating the Blues is the world most fully realised computer programme for enxiety and depression; standardized provision of psychological therapies on best practice. Cognitive Behaviour theraphy is a form of therephy that used a structured form of interaction between the therapist and the patience. The challenges to make this online is the ability of maintaining credibility and maintain a therapeutic alliance. The efficacy of the program was published in Computers in human Behaviour, 19, 277-289. The objective of the trial was to tes the software, functionality, etc. They also measured a reduction of anxiety and depression in a general practive. They also benchmarked the online threatement against F2F threatement and they proved comparable results. They fond less certified days off sick compared to control group. Is suitable for a wide variety of patients.

data, data, data

1) Welcome to data.org

The purpose of Data.gov is to increase public access to high value, machine readable datasets generated by the Executive Branch of the Federal Government. Example: Residential Energy Consumption Survey (RECS). The Residential Energy Consumption Survey (RECS) provides information on the use of energy in residential housing units in the United States. This information includes the physical characteristics of the housing units, the appliances utilized including space heating and cooling equipment, demographic characteristics of the household, the types of fuels used, and other information that relates to energy use.

http://www.data.gov/

2) Yahoo! GeoPlanet Data

Yahoo! GeoPlanet helps bridge the gap between the real and virtual worlds by providing an open, permanent, and intelligent infrastructure for geo-referencing data on the Internet.

http://developer.yahoo.com/geo/geoplanet/data/

PERVASIVE 2009 report

These are some raw notes that I took during PERVASIVE 2009, held in Nara, Japan.

TOSHIO IWAI presented a series of art+technology artifacts. His talk was titled: “Expanding Media Art from Flipbooks to TENORI-ON”. His work was based on Afterimages, namely the impression that an high-contrast image leaves on the retina. His work was deeply influenced by toys. Once, he was playing with The music box, which uses a piece of paper with holes to activate some drums. Toschio played “happy birthday” and then its inverse. The inverse was actually more interesting than the original and therefore he develop the idea that some visual patterns could be translated into melody. From this intuition, he developed TENORI-ON: a matrix of buttons and leds that can be used to generate a cellular automata. Positions in the matrix are associated with tones and therefore produce melodies.

During the first session of the conference, Jorg Muller and Florian Alt presented research on context-aware displays. Jorg equipped displays with cameras to understand who was paying attention to the ads displayed in the displays. They did not find a correlation between what people like and what they look at. Some participants actively looked away to tell the system they did not like the content being displayed. Florian presented research on “Users’ view on car advertisement”. Roof-mounted displays in US are location-aware. They asked which part of the car would they like to devote to advertisement. They asked particular form factor for the interactive display. They conducted an online survey. Their paper offers a number of technological implication on the design of car advertisement displays. They implemented a prototype for car advertisement.

JOHN KRUMM presented a study on “Realistic driving trips for location privacy”. A consistent amount of this work consisted in building a realistic simulation of trips to test out the system. His focus was on making false trips look more realistic.

DAGMAR KERN presented an interesting prototype for “Enhancing navigation information with tactile feedback in the steering wheel“. Their motivation is that the audio channel is often cluttered by many other information (e.g., chatting with another passenger, listening to the radio). Therefore multimodality can help. They used a vibro-tactile feedback system.

SOMAYA BEN ALLOUCH presented research on “Perceived benefits for using ambient technologies“. They used a path diagram and a validation technique similar to Structural Equation Modeling. They used a large-scale questionnaire to validate the adoption of a technology that is not yet on the market.

STEPHEN INTILLE presented a paper titled: “Adding GPS-Control to Traditional Thermostats: An experiment of Potential …”. Their starting assumption is that 50% of the thermostats is not effective. Furthermore, in the US 53% of the owner do not lower temperature during the day. They proposed a Context aware power management (CAPM) [Harris and Cahill 2005]. They proposed a context-aware thermostat that was informed of when the user was leaving home and coming back from work. The system used GPS signals detected with the mobile phone of the user. They tested with few families. The placed the system in their homes and placed a GPS tracker in their cars. The system switches the heating off when they leave and on when they commute back home. They simulated the saving (about 100 dollars for 70 days???). This study raises the discussion on whether we should talk about temperature or comfort.

JAMES SCOTT presented a new interaction modality with Mobile Devices using Force Sensing. The idea is to introduce force sensing as an input modality on mobile devices. The benefits are multiple: using unused parts of the device; avoid cluttering of the device; useful in combination with other inputs. They used bending motions to control the display of documents. Twist was used to turn web pages. Bending back/forward was used to emulate page up/down and stretching was used to emulate alt-tab. They conducted a user study to understand whether users could manage to use this modality for operating the device. They designed a task with some targets that needed to be used using one single modality. They needed to hold the selector on the target for 2 second. They found out that smal forces are not necessarily easier to apply and control. Force sensing seemed to be easy to learn and use.

JEFFREY HIGHTOWER presented a super interesting paper where they tried to Infer Identity of the user using Accelerometers in Television Remote Control. The motivation is that if you know who is watching then you can customize recommendations. This is not biometric authentication but more as biometric inference.Do people seem to use remote controls in physically different ways? They started with observations and notices that people hold their remote control in different ways. They used a classifier to infer who whas using the remote. they had 156 sensor features (3 windows x 4 lenghts x …). They tested using weka software. They used a decision-tree classifier. In a second attempt they tried to understand who was using by using acceleration on the device. They defined a session, which consist in the period of time between picking up the remote and setting it back. They got more accurate results. The most important features are: unique botton codes and sequences, button press rate, hand shake, angle the remote is held. There is a good literature review including commercial recognition, body worn accellerometers, etc.

STACEY KUZNETSOV focused on Human memory. The proposed an haptic bracelet that gives a specific vibration every time a similar concept is encountered. They used the device to support situation of blending where the meaning of two concept gets confused. The second study focused on auditory recognition. The paper present a controlled experiment. The haptic cues seemed to be helping recall but not so much free recall in low performer. Some participants found cues as distractive. This can be used as memory aid for people with memory problem.

JEFFREY HIGHTOWER presented a research titled: “Exploring Privacy Concerns wih Personal Sensing“. They basically conducted an in-depth study on privacy perception with the non technical participants that participated in the UbiFit study presented at CHI’08. They did not feel that their privacy was exposed by the data that was shared in the ubifit study. Acceptability of sensible data depends on the use you do of that data. Participants were not in favour of using raw audio even if it was filtered. Professionsl context can make audio recording unacceptable. Try to design core functionality with only minimally invasive sensors. When invasive sensors are usedm filtering or purging data may increase acceptability.

SHIN’ICHI KONOMI presented ASKUS: Amplifying global actions. They conducted a study on Location Based Services trying to extend the study of information needs to action needs. They conducted a good literature review and a diary study. They designed ASKUS, a platform that can help people to ask favour to remote strangers. The field trial revealed several variables that can have an impact on the deployment of LBS services: like awareness and accountability, cost and motivation.

ERICH TUNTEBECK presented an interesting approach for Detecting batteryless Tags Through the Power Lines in a Building (Pl-Tags). Motivation: reducing the need for infrastructure. A broad class of devices produces powerline voltage transients. Transients are radiated from the power-line as broadband RF energy. The author show that basically without any radio receiver, the presence of a RDidtag near the powerline is detected any time a device produces a transient. Application: detecting who activated what electrical device. Detecting the presence or avsence of objects such as medicine cabinet, batteryless sensor.

ANMOL SHETH presented a paper titled: “Geo-Fencing: Confining WiFi in physical places“. Flexible Acess Control is Challenging (e.g., provide wifi access only to the patrins of the cafe). The GeoFencing approach creates a controlled overlap between multiple directional antenna patterns. Tie connectivity to the intersection of these ovelapping patterns. Antenna pattern is an iscoscele triangle with an radiation angle of 28 degrees. As a threshold they used the number of packets received. Less than 70% of the packets received makes most of the WiFi systems unusable.

NATHAN EAGLE presented a paper titled: “Methodologies for Continuous Cellular Tower Data Analysis“. Tower transitions into meaningful locations. We are good at analyzing small static graphs. What we are not so good at is in analyzing weighted large graphs with dynamic covariates and outcomes. This study studies IMMI Data collected with a number of phones that were instrumented with software that was collecting bluetooth scans, tower transitions, and sampling audio. They recruited 215 participants within Los Angeles. Time Series of Visible Cellular Towers. No information about tower location. This information can be represented as a graph. Nodes are towers and edges are the probabilities that two antennas can be seen at the same time. To segment this graph he used different algorithm. They used a bluetooth beacon to identify “home”. Then they segmented the graph and they trained a bayesian predictor to calculate the transition probabilities between different group of antennas. Nathan is trying to caraterize behavior with an entropy metric. Youngsters are much more entropic in their movements while senior staff is more regular in the mobility patterns.

STINA NYLANDER presented a paper titled: “It’s just easier with the phone: A diary study of Internet access fro m celll phones“. One week diary study with 19 participants. The average age was 30 years. 28% of news reading and 21% of email access. Other information 16% and travel and contact infor 15% (this comes from a Swedish service that provides this kind of information). They found some specific services used only on PC and some used only on mobile phones (e.g., jaiku.com microblogging service). News and email is read frequently because is usually available in small chuks which are frequently updated and it is good to pass time. They used the phone even if they were at home (31%) and with a computer access (51%). Most of the time when they were using the phone they were relazin (38%) and they were conducting home activities (18%). It is easier to avoid spending too much time with a phone. It supports mobility.

KAI KUNZE introduced a thoughtful quantitative study on context-aware information for supporting workers. The paper is titled: “Does context matter? A quantitative evaluation in a real world …”. Wearable computing. The question is that context awareness might not be beneficial. Is context useful in real life evanlaation? in tasks long/difficult enouh to need contextual help? with subjects that work on such tasks? They wanted to test context awareness with real tasks. The selection of the task took a long time. They used regular workers that did similar tasks every day. They used a wizard of oz software that they developed that they are planning to open source: http://jwoz.sf.net. They used a test training with lego where the technician had to use the head-mounted display with the goal of building the lego model. They found that context-aware system was the most efficient system to finish the task (time used as dependent variable). The fastest user with speech only. Context-aware system seems to help less proficient technicians.

BO BEGOLE presented a nice study “On the Anonymity of Home/Work Location Pairs“. Location traces are useful for personalized location-based services. However, they can be sensitive because they can reveal business connections, political afficiliation, medical conditiron, risky behaviors, etc.Some ways to mitigate the risk –> only my trusted network provider knows my location. Sometimes it is possible to infer identity by comgining data sources. 87% of US population have unique date of birth gender and postal code. With 2-week woth of GPS data collected you can infer person home location (Krumm, 2007). Obfuscation techniques does not prevent entirely reverse-engineering this data to disclose sensitive information. K-anonymity (Sweneey, 2000): data safe to release if at least k other people share the same data. What level of accuracy of location information could result in small sizes of k anonymity for some portion of the population. 7% of the US population live and work in a unique combination of postal codes. Approximate home and work location can result in a small anonymity set. If you combine this information with other information sources can reveal the identity of a person. Obfuscation is not necessarily providing anonymity.

AMY KARLSON presented a nice study of PC and phone transitions. The paper is titled: “Working Overtime: Paterns of Smartphone and PC usage in the Day on an Information Worker“. Workers are sourranded by a multitude of devices that often work in isolation. What opportunities exists for Mobile-PC interaction exists? They recuited 16 participants and installed a PC logger and a logger on the smartphone. They distinguished interaction patterns where workers were using their PC and their phone. Simple analysis of these patterns reveals that workers use the PC most of the time, and the mobile during the intervals and after work. However time to time they receive phone calls during the working hours. Besides time of use they were able to tell what ind of activity people were conducting. Using this information they were able to detect “handoff patterns” where participants started interaction on the phone and then they could move to the PC. They observed many situations where the phone was preferred but they did not observe many situations in which a task was started in a mobile phone and then handed over the PC. They concluded that people are not handing over tasks because there is not much support for that.

Open Source Eye-Tracker

The ITU Gaze Tracker is an open-source gaze tracking application that aims to provide a low-cost alternative to commercial gaze tracking systems and to make this technology more accessible. It is being developed by the Gaze Group at the IT University of Copenhagen, supported by the Communication by Gaze Interaction Association (COGAIN). The eye tracking software is video-based, and any camera equipped with infrared nightvision can be used, such as a videocamera or a webcam.

San Agustin, J., Skovsgaard, H., Hansen, J. P., and Hansen, D. W. 2009. Low-cost gaze interaction: ready to deliver the promises. In Proceedings of the 27th international Conference Extended Abstracts on Human Factors in Computing Systems (Boston, MA, USA, April 04 – 09, 2009). CHI EA ’09. ACM, New York, NY, 4453-4458. DOI= http://doi.acm.org/10.1145/1520340.1520682

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Workshop on Mobile User Experience Research

This last sunday, I participated in the Mobile UX Research workshop, part of CHI2009. The workshop was a good hands-on opportunity to share issues we fight with when conducting research with mobile technology. Four themes emerged:

Theme 1: Methods for harnessing the messy mobile reality  e.g. simulating mobile conditions in and out of the lab; passively collecting data, e.g. on disruptions and context during use

Theme 2: Tools and methods that combine multiple kinds of data, to understand the bigger picture e.g. combining diary studies with context logging; understanding flow between mobile and non-mobile communication channels; tools that bring different data into one dashboard/ representation of ‘what happened’

Theme 3: Selecting participants and devices e.g. recruiting social/spatial groups of people; when/how to employ participants’ own devices vs. provided devices

Theme 4: Strategies for getting into the mobile future It’s often been said that we are currently witnessing in mobile what happened in the 1980’s for the personal computer: technological advances are enabling new interaction paradigms and entirely new categories of use.

I contributed with a paper summarizing methodology for research on mobile technology, particularly focussing on an extension of the Experience Sampling Method. Here is a short abstract:

This paper reviews research methods used to understand the user experience of mobile technology. The paper presents an improvement of the Experience Sampling Method and case studies supporting its design. The paper concludes with an agenda of future work for improving research in this field.

Academic Earth: the Hulu for Education

Academic Earth is a user-friendly platform for educational video that would let anyone be able to freely access instruction from the scholars and guest lecturers at the leading academic universities. The site offers 60 full courses and 2,395 total lectures (almost 1300 hours of video) from Yale, MIT, Harvard, Stanford, UC Berkeley, and Princeton that can be browsed by subject, university, or instructor through a user-friendly interface. Additionally, editors have compiled lectures from different speakers into Playlists such as “Understanding the Financial Crisis” and “First Day Of Freshman Year.”

[REVIEW]

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