Share on Facebook Tweet on Twitter Share on LinkedIn Share by email
Our research
Content type
+
Downloads (462)
+
Events (468)
 
Groups (151)
+
News (2818)
 
People (717)
 
Projects (1136)
+
Publications (12934)
+
Videos (6013)
Labs
Research areas
Algorithms and theory47205 (360)
Communication and collaboration47188 (238)
Computational linguistics47189 (260)
Computational sciences47190 (245)
Computer systems and networking47191 (810)
Computer vision208594 (934)
Data mining and data management208595 (142)
Economics and computation47192 (124)
Education47193 (89)
Gaming47194 (84)
Graphics and multimedia47195 (250)
Hardware and devices47196 (226)
Health and well-being47197 (104)
Human-computer interaction47198 (983)
Machine learning and intelligence47200 (988)
Mobile computing208596 (81)
Quantum computing208597 (41)
Search, information retrieval, and knowledge management47199 (737)
Security and privacy47202 (358)
Social media208598 (83)
Social sciences47203 (300)
Software development, programming principles, tools, and languages47204 (658)
Speech recognition, synthesis, and dialog systems208599 (160)
Technology for emerging markets208600 (58)
1–25 of 84
Sort
Show 25 | 50 | 100
1234Next 
Irit Hochberg, Guy Feraru, Mark Kozdoba, Shie Mannor, Moshe Tennenholtz, and Elad Yom-Tov

Despite the clear benefit of regular physical activity, most patients with diabetes type 2 are sedentary. We provided 27 sedentary diabetes type 2 patients with a smartphone-based pedometer and a personal plan for physical activity. Patients were sent SMS messages to encourage physical activity between once a day to once a week. Messages were personalized through a Reinforcement Learning algorithm which optimized messages to improve each participant's compliance with the activity regimen. The...

Publication details
Date: 28 January 2016
Type: Article
Danhang Tang, Jonathan Taylor, Pushmeet Kohli, Cem Keskin, Tae-Kyun Kim, and Jamie Shotton

We address the problem of hand pose estimation, formulated as an inverse problem. Typical approaches optimize an energy function over pose parameters using a ‘black box’ image generation procedure. This procedure knows little about either the relationships between the parameters or the form of the energy function. In this paper, we show that we can significantly improve upon black box optimization by exploiting high-level knowledge of the parameter structure and using a local surrogate energy function....

Publication details
Date: 1 December 2015
Type: Inproceeding
Publisher: IEEE – Institute of Electrical and Electronics Engineers
Songtao He, Yunxin Liu, and Hucheng Zhou

The extremely-high display density of modern smartphones imposes a significant burden on power consumption, yet does not always provide an improved user experience and may even lead to a compromised user experience. As human visually-perceivable ability highly depends on the user-screen distance, a reduced display resolution may still achieve the same user experience when the user-screen distance is large. This provides new power-saving opportunities. In this paper, we present a exible dynamic...

Publication details
Date: 1 September 2015
Type: Proceedings
Publisher: ACM – Association for Computing Machinery
Kyungmin Lee, David Chu, Eduardo Cuervo, Johannes Kopf, Yury Degtyarev, Sergey Grizan, Alec Wolman, and Jason Flinn

Gaming on phones, tablets and laptops is very popular. Cloud gaming -- where remote servers perform game execution and rendering on behalf of thin clients that simply send input and display output frames -- promises any device the ability to play any game any time. Unfortunately, the reality is that wide-area network latencies are often prohibitive; cellular, Wi-Fi and even wired residential end host round trip times (RTTs) can exceed 100ms, a threshold above which many gamers tend to deem...

Publication details
Date: 3 June 2015
Type: Proceedings
Publisher: ACM – Association for Computing Machinery
R. Nigel Horspool, Judith Bishop, Jonathan de Halleux, and Nikolai Tillmann

Puzzles are the basic building block of Code Hunt contests. Creating puzzles and choosing suitable puzzles from the puzzle bank turns out to be a complex operation requiring skill and experience. Constructing a varied and interesting mix of puzzles is based on several factors. The major factor is the difficulty of the puzzle, so that the contest can build up from easier puzzles to more difficult ones. For a successful and fun contest aimed at the expected abilities of the contestants, other factors...

Publication details
Date: 1 June 2015
Type: Article
Publisher: ACM – Association for Computing Machinery
Eduardo Cuervo, Alec Wolman, Landon P. Cox, Kiron Lebeck, Ali Razeen, Stefan Saroiu, and Madanlal Musuvathi

This paper presents Kahawai, a system that provides high-quality gaming on mobile devices, such as tablets and smartphones, by of- floading a portion of the GPU computation to server-side infrastructure. In contrast with previous thin-client approaches that require a server-side GPU to render the entire content, Kahawai uses collaborative rendering to combine the output of a mobile GPU and a server-side GPU into the displayed output. Compared to a thin client, collaborative rendering requires...

Publication details
Date: 19 May 2015
Type: Inproceeding
Publisher: ACM – Association for Computing Machinery
M. R. P. Thomas, H. Gamper, and I. J. Tashev

Beamforming and channel equalizers can be formulated as optimal multichannel filter-and-sum operations with different objective criteria. It has been shown in previous studies that the combination of both concepts under a common framework can yield results that combine both the spatial robustness of beamforming and the dereverberation performance of channel equalization. This paper introduces an additional method for leveraging both approaches that exploits channel estimates in a wanted spatial location...

Publication details
Date: 23 April 2015
Type: Inproceeding
Publisher: IEEE Intl. Conf. on Acoustics, Speech and Signal Processing (ICASSP)
Hannes Gamper, Mark R. P. Thomas, and Ivan J. Tashev

The estimation of acoustic propagation delays from a sound source to a listener’s ear entrances is useful for understanding and visualising the wave propagation along the surface of the head, and necessary for individualised spatial sound rendering. The interaural time difference (ITD) is of particular research interest, as it constitutes one of the main localisation cues exploited by the human auditory system. Here, an approach is proposed that employs ray tracing on a 3-D head scan to estimate and...

Publication details
Date: 22 April 2015
Type: Inproceeding
Publisher: IEEE Intl. Conf. on Acoustics, Speech and Signal Processing (ICASSP)
Gifford Cheung, Thomas Zimmermann, and Nachiappan Nagappan

The first time a player sits down with a game is critical for their engagement. Games are a voluntary activity and easy to abandon. If the game cannot hold player attention, it will not matter how much fun the game is later on if the player quits early. Worse, if the initial experience was odious enough, the player will dissuade others from playing. Industry advice is to make the game fun from the start to hook the player. In our exploratory analysis of over 200 game reviews and interviews with industry...

Publication details
Date: 1 October 2014
Type: Inproceeding
Publisher: ACM – Association for Computing Machinery
Börje F. Karlsson and Antonio L. Furtado

This paper describes a conceptual model for the definition of a genre in the context of Interactive Storytelling and its implementation in LogTell-R, a system for the interactive creation of stories. This work builds on a previous system and experiments with plan recognition and discusses the foundations of our model to allow the creation of varied and coherent stories within a genre.

Publication details
Date: 1 October 2014
Type: Inproceeding
Publisher: Springer
Kyungmin Lee, David Chu, Eduardo Cuervo, Johannes Kopf, Sergey Grizan, Alec Wolman, and Jason Flinn

Gaming is very popular. Cloud gaming – where remote servers perform game execution and rendering on behalf of thin clients that simply send input and display output frames – promises any device the ability to play any game any time. Unfortunately, the reality is that wide-area network latencies are often prohibitive; cellular, Wi-Fi and even wired residential end host round trip times (RTTs) can exceed 100ms, a threshold above which many gamers tend to deem responsiveness unacceptable.

In this...

Publication details
Date: 21 August 2014
Type: Technical report
Publisher: Microsoft Research
Number: MSR-TR-2014-115
A Kumaran, Melissa Dunsmore, and Shaishav Kumar

We propose the use of a game with a purpose (GWAP) to facilitate crowd-sourcing of phrase-equivalents, as an alternative to expert or paid crowd-sourcing. Doodling is an online multi-player game, in which one player (drawer), draws pictures on a shared board to get the other players (guessers) to guess the meaning behind an assigned phrase. In this paper we describe the system and results from several experiments intended to improve the quality of information generated by the play. In...

Publication details
Date: 1 August 2014
Type: Inproceeding
Publisher: ACL – Association for Computational Linguistics
Emerson Murphy-Hill, Thomas Zimmermann, and Nachiappan Nagappan

Video games make up an important part of the software industry, yet the software engineering community rarely studies video games. This imbalance is a problem if video game development differs from general software development, as some game experts suggest. In this paper we describe a study with 14 interviewees and 364 survey respondents. The study elicited substantial differences between video game development and other software development. For example, in game development, “cowboy coders” are...

Publication details
Date: 1 June 2014
Type: Inproceeding
Publisher: ACM
Nikolai Tillmann, Judith Bishop, R. Nigel Horspool, Daniel Perelman, and Tao Xie

Learning to code can be made more effective and sustainable if it is perceived as fun by the learner. Code Hunt uses puzzles that play- ers have to explore by means of clues presented as test cases. Play- ers iteratively modify their code to match the functional behaviour of secret solutions. This way of learning to code is very different to learning from a specification. It is essentially re-engineering from test cases. Code Hunt is based on the test/clue generation of Pex, a white-box test generation...

Publication details
Date: 1 June 2014
Type: Article
Publisher: ACM ICSE Workshop on Search Based Software Testing (SBST)
Ivan Dokmanic and Ivan Tashev

Depth imaging is commonly based on light. For example, LIDAR and Kinect use infrared light, while stereo cameras use visible light. These systems require hardware operating at high sampling frequencies, precise calibration, and they dissipate significant power. In this paper, we investigate the potential of ultrasound for image and depth acquisition, with applications to human-computer interaction and skeletal tracking in mind. We use a loudspeaker array and a microphone array to sense the scene. We...

Publication details
Date: 9 May 2014
Type: Inproceeding
Publisher: IEEE International Conference on Acoustics, Speech, and Signal Processing (ICASSP)
Florian 'Floyd' Mueller, Martin R. Gibbs, Frank Vetere, and Darren Edge

Advances in sensing technologies have led to research into exertion games that support physically effortful experiences. Despite the existence of theoretical frameworks that can be used to analyze such exertion experiences, there are few tools to support the hands-on practice of exertion game design. To address this, we present a set of design cards based on the “Exertion Framework”, grounded in our experience of creating exertion games for over a decade. We present results demonstrating the value and...

Publication details
Date: 1 May 2014
Type: Inproceeding
Publisher: ACM
Thomas Debeauvais, Thomas Zimmermann, Nachiappan Nagappan, Kevin Carter, Ryan Cooper, Dan Greenawalt, and Tyson Solberg

This paper describes patterns of skill progression in Forza Motorsports 4, an Xbox 360 racing game. Using in-game telemetry data from more than 200,000 players and 24 million races, we characterize how players use and customize driving assists such as the trajectory line, automatic gear shifting, or assisted braking over time. We find that some of the assists are never disabled by significant player segments. Some "yoyo" players repeatedly enable and disable assists. We also present a model to predict...

Publication details
Date: 1 April 2014
Type: Inproceeding
Ivan Tashev

We propose a method for the synthesis of the phases of Head-Related Transfer Functions (HRTFs) using a sparse representation of anthropometric features. Our approach treats the HRTF synthesis problem as finding a sparse representation of the subjects anthropometric features w.r.t. the anthropometric features in the training set. The fundamental assumption is that the group delay of a given HRTF set can be described by the same sparse combination as the anthropometric data. Thus, we learn a sparse vector...

Publication details
Date: 13 February 2014
Type: Inproceeding
Publisher: University of California - San Diego
Florian 'Floyd' Mueller, Martin Gibbs, Frank Vetere, Stefan Agamanolis, and Darren Edge

Supporting physical exertion is a growing trend in digital technology design. However, most experiences focus on bodily actions in which participants act independently of each other. In contrast, we focus on virtual body-to-body interactions between multiple participants, inspired by combat-oriented sports such as boxing that highlight the need to act while avoiding reciprocal bodily action. Mediating such body-to-body interactions with technology is challenging, particularly when participants are not...

Publication details
Date: 1 February 2014
Type: Inproceeding
Publisher: ACM
Mark Billinghurst and Börje F. Karlsson

The Symposium on Mobile Graphics and Interactive Applications program at SIGGRAPH Asia 2013 aims to cover the development, technology, and marketing of mobile applications, including but not limited to computer graphics software and hardware, games, augmented reality, location-based services, animation, and social networking.

Publication details
Date: 1 December 2013
Type: Proceedings
Publisher: ACM
J. Ahrens, M. R. P. Thomas, and I. J. Tashev

We propose the concept of gentle acoustic crosstalk cancelation, which aims at reducing the crosstalk between a loudspeaker and the listener’s contralateral ear instead of eliminating it completely as aggressive methods intend to do. The expected benefit is higher robustness and a tendency to collapse less unpleasantly. The proposed method employs a linear loudspeaker array and exhibits two stages: 1) Use the Spectral Division Method to illuminate the ipsilateral ear using constructive interference of...

Publication details
Date: 1 October 2013
Type: Inproceeding
J. Ahrens, M. R. P. Thomas, and I. J. Tashev

The Spectral Division Method is an analytic approach for sound field synthesis that determines the loudspeaker driving function in the wavenumber domain. Compact expressions for the driving function in time-frequency domain or in time domain can only be determined for a low number of special cases. Generally, the involved spatial Fourier transforms have to be evaluated numerically. We present a detailed description of the computational procedure and minimize the number of required computations by...

Publication details
Date: 1 October 2013
Type: Inproceeding
Ivan Tashev

Kinect is a device for human-machine interaction, which adds two more input modalities to the palette of the user interface designer: gestures and speech. Kinect is transforming how people interact with computers, kiosks, and other motion-controlled devices from fun applications like playing a virtual violin, to applications in health care and physical therapy, retail, education, and training. The Kinect for Windows SDK and toolkit contain drivers, tools, APIs, device interfaces, and code samples to...

Publication details
Date: 1 September 2013
Type: Article
Publisher: IEEE
Sarah Hallacher, Jenny Rodenhouse, and Andres Monroy-Hernandez

In this paper, we introduce the concept of mixsourcing as a modality of crowdsourcing focused on using remixing as a framework to get people to perform creative tasks. We implement this idea through two design exercises that helped us identify the promises and challenges of this peer-production modality.

Publication details
Date: 29 April 2013
Type: Inproceeding
Publisher: ACM Conference on Human Factors in Computing Systems
Darren Edge, Kai-Yin Cheng, and Michael Whitney

Games that engage both mind and body by targeting users’ kinesthetic intelligence have the potential to transform the activity of learning across a wide variety of domains. To investigate this potential in the context of second language learning, we have developed SpatialEase: a Kinect game for the body-based learning of language that is grounded in space and motion. In this game, learners respond to audio commands in the second language by moving their bodies in space, while a game mechanic based on...

Publication details
Date: 29 April 2013
Type: Inproceeding
Publisher: ACM
1–25 of 84
Sort
Show 25 | 50 | 100
1234Next 
> Our research