004 Datenverarbeitung; Informatik
Refine
Has Fulltext
- yes (123)
Is part of the Bibliography
- yes (123)
Year of publication
Document Type
- Journal article (123) (remove)
Language
- English (123) (remove)
Keywords
- virtual reality (15)
- machine learning (5)
- augmented reality (4)
- human-computer interaction (4)
- crowdsensing (3)
- database (3)
- deep learning (3)
- immersion (3)
- mHealth (3)
- neural networks (3)
Institute
- Institut für Informatik (74)
- Theodor-Boveri-Institut für Biowissenschaften (27)
- Institut Mensch - Computer - Medien (15)
- Institut für Klinische Epidemiologie und Biometrie (7)
- Center for Computational and Theoretical Biology (4)
- Medizinische Klinik und Poliklinik II (3)
- Institut für Funktionsmaterialien und Biofabrikation (2)
- Institut für Pharmazie und Lebensmittelchemie (2)
- Institut für Psychologie (2)
- Deutsches Zentrum für Herzinsuffizienz (DZHI) (1)
Sonstige beteiligte Institutionen
The three-dimensional cuneiform script is one of the oldest known writing systems and a central object of research in Ancient Near Eastern Studies and Hittitology. An important step towards the understanding of the cuneiform script is the provision of opportunities and tools for joint analysis. This paper presents an approach that contributes to this challenge: a collaborative compatible web-based scientific exploration and analysis of 3D scanned cuneiform fragments. The WebGL -based concept incorporates methods for compressed web-based content delivery of large 3D datasets and high quality visualization. To maximize accessibility and to promote acceptance of 3D techniques in the field of Hittitology, the introduced concept is integrated into the Hethitologie-Portal Mainz, an established leading online research resource in the field of Hittitology, which until now exclusively included 2D content. The paper shows that increasing the availability of 3D scanned archaeological data through a web-based interface can provide significant scientific value while at the same time finding a trade-off between copyright induced restrictions and scientific usability.
Around 4.9 billion Internet users worldwide watch billions of hours of online video every day. As a result, streaming is by far the predominant type of traffic in communication networks. According to Google statistics, three out of five video views come from mobile devices. Thus, in view of the continuous technological advances in end devices and increasing mobile use, datasets for mobile streaming are indispensable in research but only sparsely dealt with in literature so far. With this public dataset, we provide 1,081 hours of time-synchronous video measurements at network, transport, and application layer with the native YouTube streaming client on mobile devices. The dataset includes 80 network scenarios with 171 different individual bandwidth settings measured in 5,181 runs with limited bandwidth, 1,939 runs with emulated 3 G/4 G traces, and 4,022 runs with pre-defined bandwidth changes. This corresponds to 332 GB video payload. We present the most relevant quality indicators for scientific use, i.e., initial playback delay, streaming video quality, adaptive video quality changes, video rebuffering events, and streaming phases.
Conversational agents and smart speakers have grown in popularity offering a variety of options for use, which are available through intuitive speech operation. In contrast to the standard dyad of a single user and a device, voice-controlled operations can be observed by further attendees resulting in new, more social usage scenarios. Referring to the concept of ‘media equation’ and to research on the idea of ‘computers as social actors,’ which describes the potential of technology to trigger emotional reactions in users, this paper asks for the capacity of smart speakers to elicit empathy in observers of interactions. In a 2 × 2 online experiment, 140 participants watched a video of a man talking to an Amazon Echo either rudely or neutrally (factor 1), addressing it as ‘Alexa’ or ‘Computer’ (factor 2). Controlling for participants’ trait empathy, the rude treatment results in participants’ significantly higher ratings of empathy with the device, compared to the neutral treatment. The form of address had no significant effect. Results were independent of the participants’ gender and usage experience indicating a rather universal effect, which confirms the basic idea of the media equation. Implications for users, developers and researchers were discussed in the light of (future) omnipresent voice-based technology interaction scenarios.