User Preference Analysis and Visualization through the Browser History of Smart Devices

Author(s):  
Yeong Hyeon Gu ◽  
Seong Joon Yoo ◽  
Zhegao Piao ◽  
Yinhe Lin ◽  
Jiangzhi Yan ◽  
...  
2020 ◽  
Vol 11 (1) ◽  
pp. 99-106
Author(s):  
Marián Hudák ◽  
Štefan Korečko ◽  
Branislav Sobota

AbstractRecent advances in the field of web technologies, including the increasing support of virtual reality hardware, have allowed for shared virtual environments, reachable by just entering a URL in a browser. One contemporary solution that provides such a shared virtual reality is LIRKIS Global Collaborative Virtual Environments (LIRKIS G-CVE). It is a web-based software system, built on top of the A-Frame and Networked-Aframe frameworks. This paper describes LIRKIS G-CVE and introduces its two original components. The first one is the Smart-Client Interface, which turns smart devices, such as smartphones and tablets, into input devices. The advantage of this component over the standard way of user input is demonstrated by a series of experiments. The second component is the Enhanced Client Access layer, which provides access to positions and orientations of clients that share a virtual environment. The layer also stores a history of connected clients and provides limited control over the clients. The paper also outlines an ongoing experiment aimed at an evaluation of LIRKIS G-CVE in the area of virtual prototype testing.


2019 ◽  
Vol 31 (7) ◽  
pp. 1412-1425
Author(s):  
Ke Deng ◽  
Yanhua Li ◽  
Jia Zeng ◽  
Mingxuan Yuan ◽  
Jun Luo ◽  
...  

2021 ◽  
pp. 193-200
Author(s):  
Eric D. Perakslis ◽  
Martin Stanley

“Smart” devices have become ubiquitous in society and are used by almost all of us on a daily basis, but the security history of these devices is notorious due to their lack of protections. The vision of a smart clinic where real-time patient data arrives on-site before the patient, where check-in desks are no longer necessary, and where treatment and prevention advice are based upon an entirely new spectrum of biophysical and socioeconomic measures is truly compelling but also fraught with hazards. Data can be misused and misinterpreted. Unconscious bias can slip into any well-intentioned data analysis and any “fully wired” building is most likely an attack-surface nightmare. To realize the vision of smart clinics, a complete shift in mindset to “first do no harm” is essential.


Author(s):  
Xiangfu Meng ◽  
Li Yan ◽  
Z. M. Ma

Web database queries are often exploratory. The users often find that their queries return too many answers and many of them may be irrelevant. Based on different kinds of user preferences, this chapter proposes a novel categorization approach which consists of two steps. The first step analyzes query history of all users in the system offline and generates a set of clusters over the tuples, where each cluster represents one type of user preference. When a user issues a query, the second step presents to the user a category tree over the clusters generated in the first step such that the user can easily select the subset of query results matching his needs. The problem of constructing a category tree is a cost optimization problem and heuristic algorithms were developed to compute the min-cost categorization. The efficiency and effectiveness of our approach are demonstrated by experimental results.


Author(s):  
Erukulla Eshwar

Millions of smart devices are mushrooming in this digital environment to meet the difficulties posed by innovations and technological advancements in ubiquitous computing. All of these smart gadgets are exposed to everyday objects that are linked to the Internet. Web of Things is a term that defines how various objects are connected to the Internet and communicate with one another using web standards. The emergence of omnipresent systems makes human beings' jobs easier. People were able to live lavish existence in the most comfortable environment because of these inventions. Finally, everyone began to keep their valuables in accordance with their activities inside the house or at work, and they began to hide them under misplaced or lost belongings. Every house has a history of searching for keys, wallets, pen drives, and hand purses, which may be a time-consuming task, especially during times of high demand. A device model is presented to reduce this effort and save time by allowing lost objects to be tracked and traced out. The suggested work serves as a foundational notion for describing how to track items in a practical manner. This is a basic device model that describes how to track an object using an Android mobile device and a Wi-Fi connection with the Blynk app and GPS controllers.


Author(s):  
Lisa Rebenitsch ◽  
Delaina Engle

Abstract Locomotion in virtual environments presents challenges due to the discrepancy between the virtual and the real-world space. Teleportation has been suggested for rapid transit and low cybersickness. However, users often find the method disorienting and difficult over short distances. This is problematic in many gaming scenarios where moderate distances are common. We examined three methods of self-directed, steering locomotion for short to mid-range distances. The methods were pointing, head, and semi-decoupled head and controller. The decoupled method was to explore if game console navigation would be preferred due to familiarity. The experiment focused on user preference and accuracy and had 19 participants. We anticipated that more intuitive methods would be preferred. The pointing method had the greatest impact on accuracy. History of motion sickness susceptibility and prior use of video games did not affect preference with participants favoring the pointing method twice as often over the head method and with none preferring the semi-decoupled method. The pointing method also had lower average illness scores, although not statistically significant. The results suggest that pointing provides an accurate method of locomotion while also being a lower cybersickness option for steering navigation.


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