Friendships are dynamic. In this project, we uncover the dynamics of tie strength and online social interactions in terms of various aspects, such as reciprocity, temporality, and contextually. Based upon these dynamics, we build a learning to rank framework to predict social interactions in online social networks.
We are developing a system for the acquisition, transmission and display of real-time 3D digital content. Our goal is to enable live, immersive 3D communications and entertainment experiences. Our strategy is to acquire the 3D signal within a cubical volume. We represent this signal using high resolution colored voxels, and have created algorithms for acquisition, encoding, decoding, streaming, and display of this voxel data designed specifically for modern massively data-parallel GPUs.
The Ability team is a virtual team consisting of members of MSR's Labs who work on accessible technologies.
The PinDrop project focuses on building the substrate for supporting high-quality real-time streaming over wired and wireless networks.
Presenter Camera is a desktop application designed to improve the quality of video seen by remote attendees of a presentation.
The Eye Gaze keyboard is a project to enable people who are unable to speak or use a physical keyboard to communicate using only their eyes. Our initial prototypes are based around an on screen qwerty keyboard very similar to the 'taptip' keyboard built into Windows 8 which has been extended to response to eye gaze input from a sensor bar like the Tobii EyeX. Our goal is to improve communication speed by 25% compared to experienced users of off the shelf Speech Generating Devices.
Microsoft Research is looking for 20 high school students to participate in a study exploring existing and potentially new uses of social media and communication technologies to stay connected with friends and share experiences.
We develop novel eye-gaze tracking technologies in order to make eye-gaze tracking technology ubiquitously available for improved natural user interaction (NUI).
ViiBoard uses vision techniques to significantly enhance the user experience on large touch displays (e.g. Microsoft Perceptive Pixels) in two directions: human computer interaction and immersive remote collaboration. the first
Face In The Crowd examines the social impact of crowdsourcing platforms—cloud-based computational systems that allow the outsourcing of work through open requests—and how they might shape the future of work.
Labs: New England
Socl — pronounced social — lets you create, collect and share stuff you love. From rich visual collages to short animated media and memes, express yourself through posts that take seconds to create, collect and share on Socl, as well as Facebook, Pinterest, Tumblr, and Twitter.
Labs: FUSE Labs
A mobile web app that makes latent, hyperlocal neighborhood communities more visible, to help neighbors connect. This project leverages intelligent filters and event detection algorithms to help users find relevant, spiking topics about what is happening here and now.
Labs: FUSE Labs
Recent years have witnessed growing availability of human behavioral data, which provides us unprecedented opportunities to gain more in depth understanding of users in both the physical world and cyber world. In this project, we aim to develop computational models for learning individual's lifestyle specification and lifestyle spectrum of a community from heterogeneous networks. LifeSpec is also a data platform enabling our various research projects in mobile user understanding.
With proliferation of ubiquitous access to information, the question arises of how distracting processing information can be in social settings, especially during a face-to-face conversation. In this paper, we investigate how much information users can consume during a conversation and what information delivery mode, via audio or visual aids, helps them effectively conceal the fact that they are receiving information.
Data is all the buzz. It's being seen in everything and found everywhere. But what are the consequences of this vision of a data-rich world for those of us on the street; what impact if any does it have on our everyday experiences and with the things that matter most to us. Here, we aim to reflect on the rise of (big) data and investigate what it does mean for us, and what it could come to mean.
Two important performance metrics in collaborative systems are local and remote response times. These response times depend on three important factors: processing architecture, communication architecture, and scheduling of tasks dictated by these two architectures. We show that it is possible to create a system that improves response times by dynamically adjusting these three system parameters in response to changes to collaboration parameters.
We conducted a study comparing avatar conferencing with video and audio conferencing for work scenarios. We studied nine four-person teams using a within-subjects design that measured users’ perceptions and preferences across the three conferencing conditions.
People sometimes miss small parts of meetings and need to quickly catch up without disrupting the rest of the meeting. We developed an Accelerated Instant Replay (AIR) Conferencing system for videoconferencing that enables users to catch up on missed content while the meeting is ongoing. AIR can replay parts of the conference using four different modalities: audio, video, conversation transcript, and shared workspace.
The great thing about large displays is their size. But their size is also the bad news - in terms of conventional interface design. Conventional UI elements may be too far to conveniently reach, or reach at all. This work is directed at exploring alternative modes of interaction which bring the interaction to the user, rather than the reverse - using various techniques and technologies. Emerging from this are new insights in how to work in natural, appropriate and engaging ways.
We demonstrate a novel method for real-time 3D scene capture and reconstruction. Using several live color images, we build a high resolution voxelization of the visible surfaces. The key to our approach is an efficient sparse voxel representation ideally suited to Graphics Processing Unit (GPU) acceleration. We store only those voxels that contain the visible surfaces, leading to a compact representation for the 3D model.
How can we communicate one's biometric info, in non-verbal ways, to others, ourselves, places and across time? Under the assumptions that one's face is a sound window to somebody’s emotion, we constructed different art pieces and interactive prototypes that comprise different communication channels ( aural, visual, haptics), and aim to help reflecting on communication itself, its poetry, and ourselves. This project starts with the internship work from Tomas Laurenzo http://laurenz.net.
VidWiki is a project out of MSR India that leverages the crowd to improve the quality and content of online video lectures like those produced by Khan Academy, Coursera, EdX, and Udacity. Through the online platform, users annotate videos by overlaying content on top of the video. Annotations can be typed text, LaTeX equations, shapes, images, or custom pen-drawn notes directly on the canvas.
Faster is not always better. With the Mañana Mail add-in for Outlook, you can send an e-mail at 9am the next day with a single click, and you can edit or cancel it up until that point. It also gives you about ten seconds to undo sending any email. Research shows that important emails are often not urgent. Give yourself the chance to think it over, and let the recipients read it carefully at work instead of while they are distracted at dinner.
ThinkWeek is a long-standing tradition at Microsoft, offering employees the opportunity to engage in meaningful, cross-company dialogue with executives and the ThinkWeek community around topics that impact the future of the company. It is grounded in the premise that open and uncensored conversation, built from diverse ideas and perspectives, is the catalyst for change and transformational innovation.