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:Projects::
Spin&Swing: Spatial Interaction with Orientation Aware Devices Date: 30.02.2010 - 20.05.2010.
Mainkofen project - Peripheral Healthcare Documentation Date: 15.02.2010 - 26.03.2010. “Pictory” is a socially interactive, learning promoting, and thinking/imagination enhancing game that brings together human players, objects, physical spaces, newly developed system architectures, and existing search engines. It is a two-team, table-top game, in which the aim of each team is to get as many castles as possible both by keeping their own castles intact and by conquering opponent’s castles. The graphic interface consists of a beamer projection on a table surface, where four castles per team are displayed. The teams take turns in defending and attacking. The defense of a castle is realized by the defending team setting a keyword, which is then automatically inserted by the system in an image search engine. The retrieved images are displayed for the attacking team to see. If the concealed keyword is guessed within a specific time and a fixed number of guesses, the castle is considered as conquered; if not, the defending team retains the castle.
Picture 1 : Pictory Demonstration March 7,2007 Then, the teams exchange their roles and the same rules apply. When each of the teams has defended and attacked once, a round is completed. The game ends after four rounds. The team that has more castles or, in the case of equal numbers, the team that has used less time and has given less wrong guesses, wins. The main idea of the system architecture of “Pictory”, realized in C#, is to separate the visual layer from the logical/control layer, thus reducing the level of dependency between the two layers and increasing the game flexibility.
Picture 2 : Pictory Demonstration March 7,2007 The architecture functionalities are divided into two engines - Graphical engine and Game Logic and Control engine. The latter is responsible for the control of the login and for generating a set of events. Those events are sent to the Graphical engine as updates about changes in the game setup and states. In addition, the XML description of the game is updated and sent to the Game engine in order to modify the visualization according to the current game state. Date:15.12.2006 - 30.02.2007. Campus Memories: Learning with Contextualised Blogging The projects is a joint effort of The Internal School of New Media and the Open University of Netherlands to develop a new system based on Web Service architecture and mobile technology to combine the strengths of both mobile and context aware systems and apply them to educational systems can lead to contextualised learning support. The developed system is an extension of current systems for blogging we call contextualised blogging. The conceptual model and architecture allows users to create and manage blogs from a mobile device and combine them with identification tags and therefore leave “blog traces” in a physical environment. So far, the research group was able to develop a general framework for the contextualized blogging which includes the mobile client subsystem and the content service. A planed evaluation for the system will take place during January 2007 at the Educational Technology Expertise Centre (OTEC) in the Netherlands. The evaluation system called “Campus Memories: Learning with Contextualised Blogging”. Project team Bashar Al Takrouri Date: 01.10.2006 - 01.12.2006. eyeJOT eyeJOT is metaphor for how we might want a birds eye view or overview of the activities on and off the university campus, it is an interactive community bulletin system based on ubiquitous computing technologies.
Picture 1 : eyeJOT Demonstration at Open house July 7,2006
Picture 2 : eyeJOT Demonstration at Open house July 7,2006
Competence Transfer
Project GoaProject Goal Cluster reduces transaction cost and raise communication and flexibility Analysis. date: 15.03.2006 - 01.08.2006.
Online Quiz Tool
date: 25.02.2006 - 20.04.2006.
PORTNET The ISNM International School of New Media has been commissioned by the Business Development Group Lubeck to research methodologies to build a system able to visualize goods flows in the Baltic Sea Region on different levels: countries, regions, cities and down to single companies. The system uses as input a database of companies and their products from external media or online sources. Based on a selection of product types, a web mining module collects and semantically analyses online data and builds a database of relations between companies, based on an exchange of goods. A second module collects publicly available cargo tracking data from port authorities and organisations and builds a database of transport chains. A visualization module combines the business relations, goods flows and geographic positions into maps. These maps can be used to investigate relations between companies in different regions and the actual routes of goods, revealing for example gaps in the logistic coverage of certain ports, thus providing support for decisions on their future development.
The research has been realized at the ISNM by an interdisciplinary team of developers, computer scientists, graphic and computational designers, a combination that led to a methodologically strong, conceptually novel and visually rich solution. Project team Ulrich Schmidts (schmidts AT isnm.de) date: 01.10.2005 - 31.03.2006. |
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copyright©2010 | Bashar Al Takrouri | Infolab21 - Computing Department | Embedded Interactive Systems | Lancaster University |
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