Tarek Setti

57219974422

Publications - 6

GITS: A Graph-Indexed-Tensor Structure for the Adaptive Associative-Semantic Tagging of Digital Documents

Publication Name: Saci 2023 IEEE 17th International Symposium on Applied Computational Intelligence and Informatics Proceedings

Publication Date: 2023-01-01

Volume: Unknown

Issue: Unknown

Page Range: 59-64

Description:

With the appearance of 2D graphical user interfaces in the 1980s, users began to carry out most operations on 2D icon-based interfaces instead of using line-based terminals. With the emergence of smartphones in the 2010s, the notion of portable 2D graphical user interfaces was born, and by today, users accessing digital services are no longer tethered to a single location. All of these advances have led to immense changes in our conceptualization of digital information systems, the effects of which are difficult to overestimate. Recent developments in virtual and augmented reality (VR/AR), as well as in Internet of Things (IoT) and artificial intelligence (AI) are poised to lead to the next major breakthrough in this series of cognitive expansions, bringing to the forefront portable, context-aware spatial interfaces. A consequence of these developments is that users are expecting to be able to access a growing multitude and variety of digital content in ways that are increasingly contextualized and personalized, i.e., relevant to the time, location and topic from the perspective of the users' personal history. In this paper, we propose an adaptive content labeling and storage model that is suitable to these challenges. Our model, called the Graph-Indexed Tensor Store (GITS) has the benefits of being adaptive and personalized, while also allowing for content retrieval to be carried out based on associative search operations. In a preliminary analysis of the model, we address the challenges of what we refer to as syntactic, semantic and pragmatic saturation, and provide ways to quantity and further explore their effects.

Open Access: Yes

DOI: 10.1109/SACI58269.2023.10158658

Cognitive Aspects of 2D Content Integration and Management in 3D Virtual Reality Spaces

Publication Name: Infocommunications Journal

Publication Date: 2023-01-01

Volume: Unknown

Issue: Unknown

Page Range: 37-45

Description:

The advent of 2D graphical user interfaces in the 1980s shifted user interactions from line-based terminals to icon-based interfaces. As smartphones emerged in the 2010s, portable 2D graphical interfaces became a reality, liberating users from being confined to a single location when accessing digital services. These transformations have profoundly altered our understanding of digital information systems, with impacts that cannot be easily quantified. Current advancements in virtual and augmented reality (VR/AR), the Internet of Things (IoT), and artificial intelligence (AI) are on the verge of ushering in the next significant leap in cognitive expansion, introducing portable and highly contextual spatial interfaces, also sometimes referred to as Digital Realities (DRs). As a result, users now anticipate the ability to engage with an increasing array and variety of digital content in ways that are more contextualized and tailored to their needs, taking into account factors such as time, location, personalized goals and user-specific histories. In this paper, we aim to give an overview of cognitive aspects relevant to content integration and management specifically in DR environments, and to propose solutions and / or best practices to address them. Our discussion is centered around a paradigm called the Doing-When-Seeing (DWS) paradigm, which we propose for the design of Digital Reality interfaces. We demonstrate the applicability of this paradigm to the design of interfaces for creating content, organizing content, and semantically representing and retrieving content within 3D Digital Reality environments.

Open Access: Yes

DOI: 10.36244/ICJ.2023.6.5

Quantifying the Effectiveness of Project-Based Editing Operations in Virtual Reality

Publication Name: 2022 1st IEEE International Conference on Cognitive Aspects of Virtual Reality Cvr 2022

Publication Date: 2022-01-01

Volume: Unknown

Issue: Unknown

Page Range: 49-54

Description:

With the rapid evolution of virtual reality solutions as general-purpose computing platforms, the ability of users to integrate their complete digital life into 3D spaces is becoming increasingly important. In this paper, we focus on ways to manipulate arrangements - or layouts - of 2D content in 3D spaces. We compare three different approaches to layout creation based on variations and combinations of previously proposed solutions. Through controlled experiments, we show that users can create content layouts with high accuracy and significantly less time if they can re-use already existing content layouts. These results support the idea that the effectiveness of virtual reality platforms as universal computing platforms can be improved by incorporating a 3D file system in which spatial dashboard layouts emerge as a central organizing concept.

Open Access: Yes

DOI: 10.1109/CVR55417.2022.9967642

Outlines of a Graph-Tensor Based Adaptive Associative Search Model for Internet of Digital Reality Applications

Publication Name: 2022 IEEE 1st International Conference on Internet of Digital Reality Iod 2022

Publication Date: 2022-01-01

Volume: Unknown

Issue: Unknown

Page Range: 49-54

Description:

Internet of Digital Reality (IoD) is a technological vision that promises to radically transform existing digital ecosystems in a way that enables users to access all the content and capabilities - whether physical or digital - relevant to a goal-driven purpose in a highly integrated single environment. In this paper, we focus on a specific challenge that we expect will be crucial in making advances in this field: namely, the challenge of developing an effective search method that is personalized, adaptive and associative. As a possible solution to this challenge, we propose a graph-tensor based information model that incorporates the history of search keywords and inferred associations between them across potentially multiple search dimensions. We provide a brief discussion on why we assume this model to have advantageous properties and provide a short use-case example to motivate further research.

Open Access: Yes

DOI: 10.1109/IoD55468.2022.9987234

A Canonical Set of Operations for Editing Dashboard Layouts in Virtual Reality

Publication Name: Frontiers in Computer Science

Publication Date: 2021-07-12

Volume: 3

Issue: Unknown

Page Range: Unknown

Description:

Virtual reality (VR) is a powerful technological framework that can be considered as comprising any kind of device that allows for 3D environments to be simulated and interacted with via a digital interface. Depending on the specific technologies used, VR can allow users to experience a virtual world through their different senses, i.e., most often sight, but also through touch, hearing, and smell. In this paper, it is argued that a key impediment to the widespread adoption of VR technology today is the lack of interoperability between users’’ existing digital life (including 2D documents, videos, the Web, and even mobile applications) and the 3D spaces. Without such interoperability, 3D spaces offered by current VR platforms seem empty and lacking in functionality. In order to improve this situation, it is suggested that users could benefit from being able to create dashboard layouts (comprising 2D displays) for themselves in the 3D spaces, allowing them to arrange, view and interact with their existing 2D content alongside the 3D objects. Therefore, the objective of this research is to help users organize and arrange 2D content in 3D spaces depending on their needs. To this end, following a discussion on why this is a challenging problem—both from a scientific and from a practical perspective—a set of operations are proposed that are meant to be minimal and canonical and enable the creation of dashboard layouts in 3D. Based on a reference implementation on the MaxWhere VR platform, a set of experiments were carried out to measure how much time users needed to recreate existing layouts inside an empty version of the corresponding 3D spaces, and the precision with which they could do so. Results showed that users were able to carry out this task, on average, at a rate of less than 45 s per 2D display at an acceptably high precision.

Open Access: Yes

DOI: 10.3389/fcomp.2021.659600

A tool for creating and editing dashboards in VR spaces based on a canonical set of operations

Publication Name: 11th IEEE International Conference on Cognitive Infocommunications Coginfocom 2020 Proceedings

Publication Date: 2020-09-23

Volume: Unknown

Issue: Unknown

Page Range: 497-502

Description:

VR spaces are increasingly used for purposes other than entertainment, to help communicate ideas in more memorable and effective ways. This paper focuses on the problem of how 2D panel layouts - i.e. information dashboards - can be effectively created and edited in 3D spaces. We propose a set of canonical operations to support such layout design. We also introduce a pilot implementation that enables the use of these operations to help configure 2D content within spaces running on the MaxWhere VR platform.

Open Access: Yes

DOI: 10.1109/CogInfoCom50765.2020.9237857