999 resultados para öffentliche kommunikation
Resumo:
After 20 years of silence, two recent references from the Czech Republic (Bezpečnostní softwarová asociace, Case C-393/09) and from the English High Court (SAS Institute, Case C-406/10) touch upon several questions that are fundamental for the extent of copyright protection for software under the Computer Program Directive 91/25 (now 2009/24) and the Information Society Directive 2001/29. In Case C-393/09, the European Court of Justice held that “the object of the protection conferred by that directive is the expression in any form of a computer program which permits reproduction in different computer languages, such as the source code and the object code.” As “any form of expression of a computer program must be protected from the moment when its reproduction would engender the reproduction of the computer program itself, thus enabling the computer to perform its task,” a graphical user interface (GUI) is not protected under the Computer Program Directive, as it does “not enable the reproduction of that computer program, but merely constitutes one element of that program by means of which users make use of the features of that program.” While the definition of computer program and the exclusion of GUIs mirror earlier jurisprudence in the Member States and therefore do not come as a surprise, the main significance of Case C-393/09 lies in its interpretation of the Information Society Directive. In confirming that a GUI “can, as a work, be protected by copyright if it is its author’s own intellectual creation,” the ECJ continues the Europeanization of the definition of “work” which began in Infopaq (Case C-5/08). Moreover, the Court elaborated this concept further by excluding expressions from copyright protection which are dictated by their technical function. Even more importantly, the ECJ held that a television broadcasting of a GUI does not constitute a communication to the public, as the individuals cannot have access to the “essential element characterising the interface,” i.e., the interaction with the user. The exclusion of elements dictated by technical functions from copyright protection and the interpretation of the right of communication to the public with reference to the “essential element characterising” the work may be seen as welcome limitations of copyright protection in the interest of a free public domain which were not yet apparent in Infopaq. While Case C-393/09 has given a first definition of the computer program, the pending reference in Case C-406/10 is likely to clarify the scope of protection against nonliteral copying, namely in how far the protection extends beyond the text of the source code to the design of a computer program and where the limits of protection lie as regards the functionality of a program and mere “principles and ideas.” In light of the travaux préparatoires, it is submitted that the ECJ is also likely to grant protection for the design of a computer program, while excluding both the functionality and underlying principles and ideas from protection under the European copyright directives.
Resumo:
Die Bedrohung durch Produktpiraterie wächst ständig, besonders der deutsche Maschinen- und Anlagenbau ist mehr und mehr davon betroffen. Um Komponenten und Ersatzteile zu schützen, wurde ein technisches Konzept zur Abwehr von Produktpiraterie entwickelt. In diesem System werden Teile mit kopiersicheren Echtheitsmerkmalen gekennzeichnet, welche an diversen Identifikations- und Prüfpunkten entlang der Supply-Chain und besonders beim Einsatz in der Maschine ausgelesen und geprüft werden. Die Prüfergebnisse werden in einer zentralen Datenbank gespeichert, um neue Services zu ermöglichen und die Kommunikation zwischen Hersteller und Kunde zu erleichtern.
Resumo:
Virtual environments (VE) are gaining in popularity and are increasingly used for teamwork training purposes, e.g., for medical teams. One shortcoming of modern VEs is that nonverbal communication channels, essential for teamwork, are not supported well. We address this issue by using an inexpensive webcam to track the user's head. This tracking information is used to control the head movement of the user's avatar, thereby conveying head gestures and adding a nonverbal communication channel. We conducted a user study investigating the influence of head tracking based avatar control on the perceived realism of the VE and on the performance of a surgical teamwork training scenario. Our results show that head tracking positively influences the perceived realism of the VE and the communication, but has no major influence on the training outcome.
Resumo:
Militias and vigilantes that assume public authority by fighting crime reject the laws of the state, yet they have no other set of rules to regulate their activities. Many of them claim to be accountable to their ethnic or religious community on whose behalf they operate. But their communities have found no means to institutionalise control over them. Moreover, there are no institutions to settle conflicts between different militias and vigilantes. On a local level, rival groups have reached informal arrangements. However, these compromises are unstable, as they reflect fragile alliances and shifting balances of power. Leaders of militias and other 'self-determination groups' have suggested organising a conference of all ethnic nationalities in Nigeria in order to design a new constitution that would give militias and vigilantes a legal role and define their authority. But the groups compared in this article – Oodua People's Congress, Sharia Vigilantes, Bakassi Boys, MASSOB, and Niger Delta militias – pursue very divergent interests, and they are far from reaching a consensus on how to contain violence between them.
Resumo:
Non-verbal communication (NVC) is considered to represent more than 90 percent of everyday communication. In virtual world, this important aspect of interaction between virtual humans (VH) is strongly neglected. This paper presents a user-test study to demonstrate the impact of automatically generated graphics-based NVC expression on the dialog quality: first, we wanted to compare impassive and emotion facial expression simulation for impact on the chatting. Second, we wanted to see whether people like chatting within a 3D graphical environment. Our model only proposes facial expressions and head movements induced from spontaneous chatting between VHs. Only subtle facial expressions are being used as nonverbal cues - i.e. related to the emotional model. Motion capture animations related to hand gestures, such as cleaning glasses, were randomly used to make the virtual human lively. After briefly introducing the technical architecture of the 3D-chatting system, we focus on two aspects of chatting through VHs. First, what is the influence of facial expressions that are induced from text dialog? For this purpose, we exploited an emotion engine extracting an emotional content from a text and depicting it into a virtual character developed previously [GAS11]. Second, as our goal was not addressing automatic generation of text, we compared the impact of nonverbal cues in conversation with a chatbot or with a human operator with a wizard of oz approach. Among main results, the within group study -involving 40 subjects- suggests that subtle facial expressions impact significantly not only on the quality of experience but also on dialog understanding.
Resumo:
Recent developments in the area of interactive entertainment have suggested to combine stereoscopic visualization with multi-touch displays, which has the potential to open up new vistas for natural interaction with interactive three-dimensional (3D) applications. However, the question arises how the user interfaces for system control in such 3D setups should be designed in order to provide an effective user experience. In this article we introduce 3D GUI widgets for interaction with stereoscopic touch displays. The design of the widgets was inspired to skeuomorphism and affordances in such a way that the user should be able to operate the virtual objects in the same way as their real-world equivalents. We evaluate the developed widgets and compared them with their 2D counterparts in the scope of an example application in order to analyze the usability of and user behavior with the widgets. The results reveal differences in user behavior with and without stereoscopic display during touch interaction, and show that the developed 2D as well as 3D GUI widgets can be used effectively in different applications.
Resumo:
Immersive virtual environments (IVEs) have the potential to afford natural interaction in the three-dimensional (3D) space around a user. However, interaction performance in 3D mid-air is often reduced and depends on a variety of ergonomics factors, the user's endurance, muscular strength, as well as fitness. In particular, in contrast to traditional desktop-based setups, users often cannot rest their arms in a comfortable pose during the interaction. In this article we analyze the impact of comfort on 3D selection tasks in an immersive desktop setup. First, in a pre-study we identified how comfortable or uncomfortable specific interaction positions and poses are for users who are standing upright. Then, we investigated differences in 3D selection task performance when users interact with their hands in a comfortable or uncomfortable body pose, while sitting on a chair in front of a table while the VE was displayed on a headmounted display (HMD). We conducted a Fitts' Law experiment to evaluate selection performance in different poses. The results suggest that users achieve a significantly higher performance in a comfortable pose when they rest their elbow on the table.
Resumo:
Bei den universell gültigen Prinzipien der klassischen Moderne, bei einer Architektur von innen nach außen und im International Style erwarten wir zunächst nicht eine sensible und kreative Auseinandersetzung mit dem Ort. Diese scheint eher in der „anderen“ Moderne beheimatet zu sein. Neben dem frühen Gunnar Asplund gehört insbesondere Jože Plečnik mit seiner ausgeprägten Unabhängigkeit von jeglichen Manifesten und Gruppenzwang der Ismen zu jenen Architekten der anderen Moderne, die ausgehend von einer persönlichen Empfindsamkeit ein intensives Zwiegespräch mit Orten gepflegt und differenzierte Strategien des Ortsbezugs entwickelt haben. Dies wird an drei Orten der südlichen Gärten der Prager Burg exemplarisch aufgezeigt. An dem Paradiesgarten, der zentralen Querachse mit halbrunder Aussichtsterrasse, Pyramide und Stiertreppe, sowie an der kleinen Mährischen Bastei kann illustriert werden, wie Plečnik aus den räumlichen Gegebenheiten, visueller Kommunikation mit der Stadt und geschichtlichen Erinnerungen des Ortes neue Konzepte seiner Eingriffe entwickelt.