921 resultados para computer science visualization usability human interaction ux open data geographical


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Background: Digital forensics is a rapidly expanding field, due to the continuing advances in computer technology and increases in data stage capabilities of devices. However, the tools supporting digital forensics investigations have not kept pace with this evolution, often leaving the investigator to analyse large volumes of textual data and rely heavily on their own intuition and experience. Aim: This research proposes that given the ability of information visualisation to provide an end user with an intuitive way to rapidly analyse large volumes of complex data, such approached could be applied to digital forensics datasets. Such methods will be investigated; supported by a review of literature regarding the use of such techniques in other fields. The hypothesis of this research body is that by utilising exploratory information visualisation techniques in the form of a tool to support digital forensic investigations, gains in investigative effectiveness can be realised. Method:To test the hypothesis, this research examines three different case studies which look at different forms of information visualisation and their implementation with a digital forensic dataset. Two of these case studies take the form of prototype tools developed by the researcher, and one case study utilises a tool created by a third party research group. A pilot study by the researcher is conducted on these cases, with the strengths and weaknesses of each being drawn into the next case study. The culmination of these case studies is a prototype tool which was developed to resemble a timeline visualisation of the user behaviour on a device. This tool was subjected to an experiment involving a class of university digital forensics students who were given a number of questions about a synthetic digital forensic dataset. Approximately half were given the prototype tool, named Insight, to use, and the others given a common open-source tool. The assessed metrics included: how long the participants took to complete all tasks, how accurate their answers to the tasks were, and how easy the participants found the tasks to complete. They were also asked for their feedback at multiple points throughout the task. Results:The results showed that there was a statistically significant increase in accuracy for one of the six tasks for the participants using the Insight prototype tool. Participants also found completing two of the six tasks significantly easier when using the prototype tool. There were no statistically significant different difference between the completion times of both participant groups. There were no statistically significant differences in the accuracy of participant answers for five of the six tasks. Conclusions: The results from this body of research show that there is evidence to suggest that there is the potential for gains in investigative effectiveness when information visualisation techniques are applied to a digital forensic dataset. Specifically, in some scenarios, the investigator can draw conclusions which are more accurate than those drawn when using primarily textual tools. There is also evidence so suggest that the investigators found these conclusions to be reached significantly more easily when using a tool with a visual format. None of the scenarios led to the investigators being at a significant disadvantage in terms of accuracy or usability when using the prototype visual tool over the textual tool. It is noted that this research did not show that the use of information visualisation techniques leads to any statistically significant difference in the time taken to complete a digital forensics investigation.

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Targeted cancer therapy aims to disrupt aberrant cellular signalling pathways. Biomarkers are surrogates of pathway state, but there is limited success in translating candidate biomarkers to clinical practice due to the intrinsic complexity of pathway networks. Systems biology approaches afford better understanding of complex, dynamical interactions in signalling pathways targeted by anticancer drugs. However, adoption of dynamical modelling by clinicians and biologists is impeded by model inaccessibility. Drawing on computer games technology, we present a novel visualisation toolkit, SiViT, that converts systems biology models of cancer cell signalling into interactive simulations that can be used without specialist computational expertise. SiViT allows clinicians and biologists to directly introduce for example loss of function mutations and specific inhibitors. SiViT animates the effects of these introductions on pathway dynamics, suggesting further experiments and assessing candidate biomarker effectiveness. In a systems biology model of Her2 signalling we experimentally validated predictions using SiViT, revealing the dynamics of biomarkers of drug resistance and highlighting the role of pathway crosstalk. No model is ever complete: the iteration of real data and simulation facilitates continued evolution of more accurate, useful models. SiViT will make accessible libraries of models to support preclinical research, combinatorial strategy design and biomarker discovery.

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Este artigo tem como objetivo mostrar que é possível incentivar a aprendizagem em museus através da construção de comunidades virtuais, com base em repositórios de objetos de aprendizagem (OA), ferramentas comunicacionais e produção de OA por parte dos visitantes. O enfoque é incentivar a aprendizagem no sentido de motivar a participação/envolvimento do visitante nas atividades da comunidade virtual. Nesta perspectiva, partimos do pressuposto de que a informação, a comunicação, a interação e a colaboração são essenciais para o processo de aprender no contexto informal dos museus. Acreditamos que a interação e a colaboração são partes integrantes do processo de aprendizagem proporcionado por comunidades virtuais e que o principal recurso de aprendizagem oferecido nessas comunidades são os objetos de aprendizagem. Assim sendo, por meio de um entendimento do aprender baseado na comunicação e na linguagem, percebemos os museus interativos como espaços discursivos em que os visitantes mergulham e por eles são modificados. Neste sentido, argumentamos que as comunidades virtuais de aprendizagem, com a possibilidade de virtualizar a linguagem, são excelentes mecanismos para ampliar o poder comunicacional dos museus, criando novas estratégias comunicativas. Para atingir o objetivo, foi necessário reunir quatro conceitos técnicos da área de informática, são eles: comunidades virtuais de aprendizagem; objetos de aprendizagem; metadados e mapas de tópicos. A junção destes conceitos permitiu a construção do ambiente de comunidade virtual, denominada CV-Muzar. Diante do exposto, de modo a identificar os meios pelos quais se podem motivar os visitantes a realmente produzirem novos conhecimentos durante sua visita informal ao museu, examinando essa questão tanto do ponto de vista quantitativo, como também qualitativamente, foi realizada uma experimentação do ambiente com um grupo de pessoas convidadas segundo suas áreas de formação.

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Este artigo tem como objetivo mostrar que é possível incentivar a aprendizagem informal em museus através da construção de comunidades virtuais, com base em repositórios de objetos de aprendizagem, ferramentas comunicacionais e produção de OAs por parte dos visitantes. O enfoque é incentivar a aprendizagem no sentido de motivar a participação/envolvimento do visitante nas atividades da comunidade virtual. Nesta perspectiva, partimos do pressuposto de que a informação, a comunicação, a interação e a cooperação são essenciais para o processo de aprender no contexto informal dos museus. Acreditamos que a interação e a cooperação são partes integrantes do processo de aprendizagem proporcionado por comunidades virtuais e que o principal recurso de aprendizagem oferecido nessas comunidades são os objetos de aprendizagem. Diante do exposto, construímos a Comunidade Virtual do Muzar e realizamos uma experimentação do ambiente de modo a verificar o quanto os visitantes são incentivados a produzir novos conhecimentos.

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Los maestros deben fortalecer desde el currículo ambientes adecuados para que los estudiantes se apropien del manejo de las TIC (Tecnologías de la Información y Comunicación) y las involucren en el proceso de enseñanza - aprendizaje; favoreciendo con esto el desarrollo de los contenidos en todas las áreas -- Cuando se pretende hacer uso de las TIC para mejorar el aprendizaje significativo de los estudiantes, se evidencia la debilidad que tiene el maestro para realizar un seguimiento a las actividades informales que realiza el estudiante para comprender un tema o adquirir una competencia -- El primer acercamiento para mejorar esta problemática, es realizar una integración de un estándar educativo para llevar un control y registrar las actividades informales que el estudiante realice a través de Internet, empleando un sinnúmero de aplicaciones que la web ofrece -- Para el mejoramiento del proceso evaluativo de los estudiantes de la Institución Educativa San José, se implementará la integración del estándar Tin Can Api dentro de un prototipo para realizar seguimiento a las actividades informales que realicen los estudiantes con el fin de llevar un registro de experiencias de aprendizaje -- Teniendo en cuenta lo anterior el maestro debe estar preparado para utilizar metodologías apoyadas en las herramientas tecnológicas, así el aprendizaje se logra con mayor disfrute y calidad

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In this work, we perform a first approach to emotion recognition from EEG single channel signals extracted in four (4) mother-child dyads experiment in developmental psychology -- Single channel EEG signals are analyzed and processed using several window sizes by performing a statistical analysis over features in the time and frequency domains -- Finally, a neural network obtained an average accuracy rate of 99% of classification in two emotional states such as happiness and sadness

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This paper introduces the concept of Open Science to policymakers and discusses how Open Science is fomenting change in the way scientific research is conducted, communicated, accessed and shared. The paper starts, firstly, by defining Open Science, identifying its pillars and describing its overall benefits. Secondly, it situates Open Science within the European Commission’s agenda for transforming science and democratising research1. Thirdly, it highlights the benefits and implications of Open Science for researchers – who are being increasingly encouraged to share research more widely and openly – and for policymakers, who have been adopting strategies and policies that encourage Open Science and open research. Importantly, this discussion paper intends to raise policymakers’ awareness to some of the reasons why researchers may or may not be supportive about Open Science. Finally, after highlighting the implications of Open Science for researchers, a reflection is made on how policymakers can implement cohesive and consistent policies and strategies that advance an Open Science agenda at the institutional, funder or national level(s).

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Decision-making is often dependent on uncertain data, e.g. data associated with confidence scores or probabilities. We present a comparison of different informa- tion presentations for uncertain data and, for the first time, measure their effects on human decision-making. We show that the use of Natural Language Genera- tion (NLG) improves decision-making un- der uncertainty, compared to state-of-the- art graphical-based representation meth- ods. In a task-based study with 442 adults, we found that presentations using NLG lead to 24% better decision-making on av- erage than the graphical presentations, and to 44% better decision-making when NLG is combined with graphics. We also show that women achieve significantly better re- sults when presented with NLG output (an 87% increase on average compared to graphical presentations).

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Cancer and cardio-vascular diseases are the leading causes of death world-wide. Caused by systemic genetic and molecular disruptions in cells, these disorders are the manifestation of profound disturbance of normal cellular homeostasis. People suffering or at high risk for these disorders need early diagnosis and personalized therapeutic intervention. Successful implementation of such clinical measures can significantly improve global health. However, development of effective therapies is hindered by the challenges in identifying genetic and molecular determinants of the onset of diseases; and in cases where therapies already exist, the main challenge is to identify molecular determinants that drive resistance to the therapies. Due to the progress in sequencing technologies, the access to a large genome-wide biological data is now extended far beyond few experimental labs to the global research community. The unprecedented availability of the data has revolutionized the capabilities of computational researchers, enabling them to collaboratively address the long standing problems from many different perspectives. Likewise, this thesis tackles the two main public health related challenges using data driven approaches. Numerous association studies have been proposed to identify genomic variants that determine disease. However, their clinical utility remains limited due to their inability to distinguish causal variants from associated variants. In the presented thesis, we first propose a simple scheme that improves association studies in supervised fashion and has shown its applicability in identifying genomic regulatory variants associated with hypertension. Next, we propose a coupled Bayesian regression approach -- eQTeL, which leverages epigenetic data to estimate regulatory and gene interaction potential, and identifies combinations of regulatory genomic variants that explain the gene expression variance. On human heart data, eQTeL not only explains a significantly greater proportion of expression variance in samples, but also predicts gene expression more accurately than other methods. We demonstrate that eQTeL accurately detects causal regulatory SNPs by simulation, particularly those with small effect sizes. Using various functional data, we show that SNPs detected by eQTeL are enriched for allele-specific protein binding and histone modifications, which potentially disrupt binding of core cardiac transcription factors and are spatially proximal to their target. eQTeL SNPs capture a substantial proportion of genetic determinants of expression variance and we estimate that 58% of these SNPs are putatively causal. The challenge of identifying molecular determinants of cancer resistance so far could only be dealt with labor intensive and costly experimental studies, and in case of experimental drugs such studies are infeasible. Here we take a fundamentally different data driven approach to understand the evolving landscape of emerging resistance. We introduce a novel class of genetic interactions termed synthetic rescues (SR) in cancer, which denotes a functional interaction between two genes where a change in the activity of one vulnerable gene (which may be a target of a cancer drug) is lethal, but subsequently altered activity of its partner rescuer gene restores cell viability. Next we describe a comprehensive computational framework --termed INCISOR-- for identifying SR underlying cancer resistance. Applying INCISOR to mine The Cancer Genome Atlas (TCGA), a large collection of cancer patient data, we identified the first pan-cancer SR networks, composed of interactions common to many cancer types. We experimentally test and validate a subset of these interactions involving the master regulator gene mTOR. We find that rescuer genes become increasingly activated as breast cancer progresses, testifying to pervasive ongoing rescue processes. We show that SRs can be utilized to successfully predict patients' survival and response to the majority of current cancer drugs, and importantly, for predicting the emergence of drug resistance from the initial tumor biopsy. Our analysis suggests a potential new strategy for enhancing the effectiveness of existing cancer therapies by targeting their rescuer genes to counteract resistance. The thesis provides statistical frameworks that can harness ever increasing high throughput genomic data to address challenges in determining the molecular underpinnings of hypertension, cardiovascular disease and cancer resistance. We discover novel molecular mechanistic insights that will advance the progress in early disease prevention and personalized therapeutics. Our analyses sheds light on the fundamental biological understanding of gene regulation and interaction, and opens up exciting avenues of translational applications in risk prediction and therapeutics.

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We build a system to support search and visualization on heterogeneous information networks. We first build our system on a specialized heterogeneous information network: DBLP. The system aims to facilitate people, especially computer science researchers, toward a better understanding and user experience about academic information networks. Then we extend our system to the Web. Our results are much more intuitive and knowledgeable than the simple top-k blue links from traditional search engines, and bring more meaningful structural results with correlated entities. We also investigate the ranking algorithm, and we show that the personalized PageRank and proposed Hetero-personalized PageRank outperform the TF-IDF ranking or mixture of TF-IDF and authority ranking. Our work opens several directions for future research.

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International audience

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Physical places are given contextual meaning by the objects and people that make up the space. Presence in physical places can be utilised to support mobile interaction by making access to media and notifications on a smartphone easier and more visible to other people. Smartphone interfaces can be extended into the physical world in a meaningful way by anchoring digital content to artefacts, and interactions situated around physical artefacts can provide contextual meaning to private manipulations with a mobile device. Additionally, places themselves are designed to support a set of tasks, and the logical structure of places can be used to organise content on the smartphone. Menus that adapt the functionality of a smartphone can support the user by presenting the tools most likely to be needed just-in-time, so that information needs can be satisfied quickly and with little cognitive effort. Furthermore, places are often shared with people whom the user knows, and the smartphone can facilitate social situations by providing access to content that stimulates conversation. However, the smartphone can disrupt a collaborative environment, by alerting the user with unimportant notifications, or sucking the user in to the digital world with attractive content that is only shown on a private screen. Sharing smartphone content on a situated display creates an inclusive and unobtrusive user experience, and can increase focus on a primary task by allowing content to be read at a glance. Mobile interaction situated around artefacts of personal places is investigated as a way to support users to access content from their smartphone while managing their physical presence. A menu that adapts to personal places is evaluated to reduce the time and effort of app navigation, and coordinating smartphone content on a situated display is found to support social engagement and the negotiation of notifications. Improving the sensing of smartphone users in places is a challenge that is out-with the scope of this thesis. Instead, interaction designers and developers should be provided with low-cost positioning tools that utilise presence in places, and enable quantitative and qualitative data to be collected in user evaluations. Two lightweight positioning tools are developed with the low-cost sensors that are currently available: The Microsoft Kinect depth sensor allows movements of a smartphone user to be tracked in a limited area of a place, and Bluetooth beacons enable the larger context of a place to be detected. Positioning experiments with each sensor are performed to highlight the capabilities and limitations of current sensing techniques for designing interactions with a smartphone. Both tools enable prototypes to be built with a rapid prototyping approach, and mobile interactions can be tested with more advanced sensing techniques as they become available. Sensing technologies are becoming pervasive, and it will soon be possible to perform reliable place detection in-the-wild. Novel interactions that utilise presence in places can support smartphone users by making access to useful functionality easy and more visible to the people who matter most in everyday life.

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The central motif of this work is prediction and optimization in presence of multiple interacting intelligent agents. We use the phrase `intelligent agents' to imply in some sense, a `bounded rationality', the exact meaning of which varies depending on the setting. Our agents may not be `rational' in the classical game theoretic sense, in that they don't always optimize a global objective. Rather, they rely on heuristics, as is natural for human agents or even software agents operating in the real-world. Within this broad framework we study the problem of influence maximization in social networks where behavior of agents is myopic, but complication stems from the structure of interaction networks. In this setting, we generalize two well-known models and give new algorithms and hardness results for our models. Then we move on to models where the agents reason strategically but are faced with considerable uncertainty. For such games, we give a new solution concept and analyze a real-world game using out techniques. Finally, the richest model we consider is that of Network Cournot Competition which deals with strategic resource allocation in hypergraphs, where agents reason strategically and their interaction is specified indirectly via player's utility functions. For this model, we give the first equilibrium computability results. In all of the above problems, we assume that payoffs for the agents are known. However, for real-world games, getting the payoffs can be quite challenging. To this end, we also study the inverse problem of inferring payoffs, given game history. We propose and evaluate a data analytic framework and we show that it is fast and performant.