1. K-Nearest Neighbour Classification Algorithm
k-nearest neighbors algorithm
2. Presence Information and issues regarding network traffic overload
Publications in Presence Service: Overview and Optimization Techniques (PDF)
Victoria Beltran and Josep Paradells
Journal of Research and Practice in Information Technology, Vol. 46, No. 1, February 2014
- Presence Information is used in chat programs, for example whether you are online or not, and personal details such as your GPS location, mood, activities
- How to: Use presence information in an application
however Microsoft Lync Server is now replaced by Skype for Business
- Includes mobile devices (mobiles, tablets), as well as laptops
- Subscriber able to set rate of notifications, not just notifier
- SIMPLE model for presence information (you can google this)
- Minimum & maximum number of notifications for example one per second
- Other intermediate servers (Resource List Servers) updated with your presence information so main server (Presence Server) doesn't need to take the whole load of serving out presence information
- Event filters such as speed, entering or exiting a region, types of location (Mahy et al 2012)
- Pause and un-pause publication of presence attributes
- Poll presence attributes when publications are paused
- Trigger instantaneous publication of presence attributes
- A person's states such as online, busy, idle
- If presence attributes change more frequently, a presence server could request them more often from the client
- During working hours, location could be requested less often since the person tends to stay in their office
- Send only the presence information that has changed, not all of it
- Different laptops could have different rates of updating their location presence information, for example a laptop with sensitive information may need to have its location tracked more often such as every hour
- Throttling (reducing) location update information if there is a lot of network traffic
- Pause publication of some parts of the presence information but not others, for example pause GPS (Global Positioning System) location publication but un-pause your "mood"
- During working hours, presence information about co-workers might be more important than presence information about friends, so particular groups could have different update & retrieval rates for the information
- Push model: when your presence information changes, it is pushed to the server, where it is transferred to the watchers. Pull model is more suitable when traffic optimization is needed, whereby the watcher requests presence information from the person whose presence information is requested, only when they want to view it.
3. Accessibility in computer games, with a focus on the blind
Evaluation of Three Accessible Interfaces for Educational Point-and-Click Computer Games (PDF)
Javier Torrente, Eugenio J. Marchiori, Pablo Moreno-Ger and Baltasar Fernandez-Manjon
Journal of Research and Practice in Information Technology, Vol. 45, No. 3/4, August 2013
- There is a demand for computer games that can be used by people with disabilities. For example blind, or no hearing. There is not much by way of standards in this area yet.
- Some possibilities include: keyboard navigation without mouse, sonar with mouse (good for regular gamers), conversational interface that interprets short commands in natural language (good for occasional gamers)
- Game Accessibility Guidelines 2012
- AudioGames.net, International Game Developers Association special interest group on accessibility
- Substitute all visual stimuli by auditory feedback. "Earcons", sounds that alert the user to an object or event.
- 3D sound systems
- 3D Haptic feedback (something you can touch) via PHANToM device
- Time limits to do something, can make the game too difficult
- Point and click adventure games often suitable to adapt.
- Challenges throughout the game. Observation and exploration, puzzles to solve. Narrative and story.
- Implementation of accessibility features into eAdventure game authoring tool (used for creating 2d educational point-and-click adventures)
- Game scenario changes, or interaction with objects or characters, triggers an audio message
- Minimum number of keystrokes. Arrow keys to select between elements, enter for action, escape to go back)
- Sonar System: Each interactive element emits a different sound, using 3d positional audio system, position of element relative to mouse causes different intensity (how close) and pitch (higher if nearby vertically, lower if further away vertically).
- Natural Language interface: special commands: Actions (list all possible actions), describe scene (lists settings and elements on the screen), help (hints and interaction instructions)
- Problems: descriptive sounds overlapping if browsing from one element to next too quickly. Too slow to navigate through elements. Too simple an interface for frequent gamers. If too many interactive elements (e.g. 4) in room then too hard to find them using sonar interface. Too difficult to remember all the spoken commands.
4. My Ideas
- K-Nearest Neighbour Classification Algorithm: What if we find the average coordinate of the blue objects, and the average coordinate of the red objects, and then see whether the distance to the unidentified object is closest to the red or blue average coordinate
- Presence Information and issues regarding network traffic overload: What about a combination of pull and push methods, when the mobile location changes it pushes the new location to the server, when someone requests your location it pulls (sends a request from server to your mobile) the location
- Accessibility in computer games, with a focus on the blind: How about touchscreens on a tablet, the four corners and the middle of the tablet screen could be used as button triggers when your finger remains on it for more than 3 seconds, and patterns (particular shapes traced anywhere on the tablet screen) could also trigger certain things. The feedback could be auditory such as descriptions about what is happening in the game and whenever you do something such as a pattern or button then it first says what you have done first so you can confirm it with the confirm button (perhaps by pressing the bottom right of the screen for 3 seconds). Would a confirmation to every input pattern (shape traced on the screen) slow the game down too much?
Web Page Author Information
Web Page by Jevan Pipitone
9 February 2016
You can use, copy, or download any of my material as long as you add a link to the web page http://www.jevan.com.au