Daragh Byrne

Daragh Byrne
Carnegie Mellon University | CMU

PhD

About

70
Publications
5,754
Reads
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697
Citations
Citations since 2016
20 Research Items
304 Citations
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20162017201820192020202120220102030405060
20162017201820192020202120220102030405060
20162017201820192020202120220102030405060

Publications

Publications (70)
Conference Paper
Full-text available
Hybrid Environments – spaces where physical and digital elements are blended in-situ – have been growing and expanding over the past few decades. As these technologies become woven into our everyday lives, new challenges and opportunities emerge as they transform our experiences in our homes, workplaces, museums, and cities. Designing Hybrid Enviro...
Conference Paper
Full-text available
Our everyday technologies could have appeared terrifying to our ancestors: instantaneous disembodied communication, access to knowledge, objects with ‘intelligence’ that talk to us (and each other). Black boxes and intangible entities are omnipresent in our homes and lives without our necessarily understanding the hidden flows of data, unknown agen...
Article
Full-text available
Exploring immersive theatre as a way to educate audiences and study their perceptions of privacy and technology ethics.
Conference Paper
Full-text available
Devices for remote communication and sending digital gestures have been widely explored in the field of ubiquitous computing. With the lack of social contact during the COVID-19 pandemic and renewed interest in these devices in mind, we suggest the affordances of a culturally-informed design approach. We present SneezeLove, a device that uses sneez...
Conference Paper
Full-text available
Traditionally, the setting for maker education has been a physical space where students can engage in hands-on learning and often work collaboratively. However, as many schools adopt a remote learning model due to COVID pandemic conditions, a pressing need has arisen for instructional practices and tools that facilitate project-based distance learn...
Conference Paper
Full-text available
Spectrality describes the spatiotemporal relationships between landscape and memories where the past ‘haunt’ the present. We explore how spatialized soundscapes may evoke the spectral memories of physical landscape. To do this, we curated a site-specific mixed reality audio walk at Carrie Furnace, a national historic landmark in Pittsburgh’s ‘River...
Chapter
Full-text available
We present the design research process towards a novel learning technology to improve instructional documentation in makerspaces. Our focus is on the ways in which smart tools can better support learning practices, with a particular emphasis on role of documentation plays. We first describe a co-design process with educational stakeholder that gene...
Preprint
Language is ambiguous; many terms and expressions can convey the same idea. This is especially true in creative practice, where ideas and design intents are highly subjective. We present a dataset, Ambiguous Descriptions of Art Images (ADARI), of contemporary workpieces, which aims to provide a foundational resource for subjective image description...
Conference Paper
Full-text available
Inspired by the Bauhaus material sensory training, we examine the role that texture plays in contemporary design workflows. To do this, we prepare a prototype texture scanning device that allows near real-time sampling of physical textures at microscopic scale. Its implementation as a low-cost, portable, open-source device is first described. Next...
Article
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Additive manufacturing is evolving toward more sophisticated territory for architects and designers, mainly through the increased use of scripting tools. Recognizing this, we present a design and fabrication pipeline comprised of a class of techniques for fabrication and methods of design through discrete computational models. These support a proce...
Conference Paper
Full-text available
We present a novel gestural interaction strategy for multi-device interactions in augmented reality (AR), in which we leverage existing physical affordances of everyday products and spaces for intuitive interactions in AR. To explore this concept, we designed and prototyped three demo scenarios: pulling virtual sticky notes from a tablet, pulling a...
Conference Paper
Full-text available
In response to recent calls for HCI to address ongoing environmental crises and existential threats, this paper introduces the concept of collaborative survival and examines how it shapes the design of interactive artifacts. Collaborative survival describes how our (human) ability to persist as a species is deeply entangled with and dependent upon...
Conference Paper
Many teens struggle with school writing and particularly in identifying personally relevant topics, which motivate writing improvement. However, a wealth of potential topics is available through their social media data. We explore the design of Sparkfolio, a prewriting support tool that aims to help students successfully prepare meaningful writing...
Chapter
Within this chapter, we explore a conceptual framework of the simulacra for the ecological art project, echo::system. We will describe an arts-driven process which bridges practice and research to consider how diverse fragments of ecological information can be synthesized into emergent structures for exhibition, participation, and performance. We d...
Article
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The futures field demonstrates a willing openness in embracing methodologies, approaches, and influences from a diversity of disciplines and perspectives. This plurality of practice is evidenced in a growing body of work that increasingly embodies futures thinking in the design of everyday material and networked experiences. The intersection of des...
Article
The Arts and Digital Culture program has offered a high quality forum for the presentation of interactive and artsbased multimedia applications at the annual ACM Multimedia conference for over a decade. This tutorial will explore the evolution of this program as a guide to new authors considering future participation in this program. By surveying b...
Article
Full-text available
In the context of a choreographed media arts performance, we consider the relationship between movement and computation. We describe the case study of one sequence of this performance, 36 Walk, a composition that is built on algorithmic precepts. Drawing on observed experience from a series of movement and design residencies, we outline potentials...
Article
Full-text available
The relation between media researchers, engineers, and artists has been a topic of discussion since the introduction of multimedia. The authors present the social-media-oriented XSEAD environment (http://xsead.org) that is designed to foster interdisciplinary collaboration between the members of different groups, speed the dissemination of findings...
Conference Paper
Full-text available
Although text-based digital communication (e.g. email, text messaging) is the new norm, American teens continue to fall short of writing standards, claiming school writing is too challenging and that they have nothing interesting to share. However, teens constantly and enthusiastically immerse themselves in social media, through which they regularl...
Conference Paper
Mobile exertion games offer potential to increase physical activity levels by combining exercise with play. Yet, studies indicate that engagement and use of these games wane over time, reducing their effectiveness for promoting healthy physical activity and long-term behavior change. In this paper, we discuss the importance of non-parallel and mult...
Conference Paper
Taskville is an interactive visualization that aims to increase awareness of tasks that occur in the workplace. It utilizes gameplay elements and playful interaction to motivate continued use. A preliminary study with 37 participants shows that Taskville succeeds at being a fun and enjoyable experience while also increasing awareness. A strong corr...
Article
Full-text available
For lifelogging, or the recording of one’s life history through digital means, to be successful, a range of separate multimodal mobile devices must be employed. These include smartphones such as the N95, the Microsoft SenseCam – a wearable passive photo capture device, or wearable biometric devices. Each collects a facet of the bigger picture, thro...
Conference Paper
Full-text available
A novel solution to the challenge of automatic image annotation is described. Given an image with GPS data of its location of capture, our system returns a semantically-rich annotation comprising tags which both identify the landmark in the image, and provide an interesting fact about it, e.g. “A view of the Eiffel Tower, which was built in 1889 fo...
Conference Paper
Full-text available
Lifelog collections digitally capture and preserve personal experiences and can be mined to reveal insights and understandings of individual significance. These rich data sources also offer opportunities for learning and discovery by motivated third parties. We employ a custom-designed storytelling application in constructing meaningful lifelog sum...
Article
Full-text available
The Microsoft SenseCam is a small lightweight wearable camera used to passively capture photos and other sensor readings from a user's day-to-day activities. It can capture up to 3,000 images per day, equating to almost 1 million images per year. It is used to aid memory by creating a personal multimedia lifelog, or visual recording of the wearer's...
Article
Full-text available
Finding relevant interesting items when searching or browsing within a large multi-modal personal lifelog archive is a significant challenge. The use of contextual cues to filter the collection and aid in the determination of relevant content is often suggested as means to address such challenges. This work presents an exploration of the various lo...
Conference Paper
Full-text available
Using lifelogging tools, personal digital artifacts are collected continuously and passively throughout each day. The wealth of information such an archive contains on our life history provides novel opportunities for the creation of digital life narratives. However, the complexity, volume and multimodal nature of such collections create barriers t...
Article
Full-text available
An important area of improving access to health information is the study of task-based information access in the health domain. This is a significant challenge towards developing focused information retrieval (IR) systems. Due to the complexities of this context, its study requires multiple and often tedious means of data collection, which yields a...
Article
Full-text available
In this paper, we describe one of the largest multi-site interactive video retrieval experiments conducted in a laboratory setting. Interactive video retrieval performance is difficult to cross-compare as variables exist across users, interfaces and the underlying retrieval engine. Conducted within the framework of TRECVID 2008, we completed a m...
Article
Full-text available
The popularity of mobile devices and their increased computing power has given rise to surge in mobile computing technologies. Users are increasingly turning to mobile devices for information relating to their activities and location while on the move. Independent of this, the world has seen a huge uptake in the social web, which has fueled the pro...
Article
Full-text available
Emerging personal lifelog (PL) collections contain permanent digital records of information associated with individuals' daily lives. This can include materials such as emails received and sent, web content and other documents with which they have interacted, photographs, videos and music experienced passively or created, logs of phone calls and te...
Conference Paper
Full-text available
The Microsoft SenseCam is a small lightweight wearable camera used to passively capture photos and other sensor readings from a use s day-today activities. It can capture up to 3,000 images per day, equating to almost 1 million images per year. It is used to aid memory by creating a personal multimedia lifelog, or visual recording of the wearer s l...
Article
Full-text available
The SenseCam is a small wearable personal device which automatically captures up to 2,500 images per day. This yields a very large personal collection of images, or in a sense a large visual diary of a person’s day. Intelligent techniques are necessary for effective structuring, searching and browsing of this image collection for locating important...
Conference Paper
Full-text available
Recent advances in digital multimedia capture, transmission and storage has led us close to realising the MEMEX vision, in which much of an individual’s personal information can be stored for retrieval at a later stage. These personal archives (Human Digital Memories (HDMs)) are constructed from a wide range of data sources across various media typ...
Conference Paper
Full-text available
Lifelogging is the act of recording some aspect of your life in digital format. A basic and common form of lifelogging is the creation and maintenance of blogs, which are typically textual in nature, though often with multimedia elements. In this paper we are concerned with visual lifelogging, a new form of lifelogging based on the passive capture...
Conference Paper
Full-text available
Abstract In this paper we describe the K-Space participation in TRECVid 2006. K-Space participated in two tasks, highlevel feature extraction and search. We present our approaches for each of these activities and provide a brief
Conference Paper
We describe the video summarisation systems submitted by Dublin City University to the TRECVid 2008 BBC Rushes Summarisation task. We introduce a new approach to redundant video summarisation based on principal component analysis and linear discriminant analysis. The resulting low dimensional representation of each shot offers a simple way to compa...
Conference Paper
Full-text available
This paper describes the video summarization system developed by the partners of the K-Space European Network of Excellence for the TRECVID 2008 BBC rushes summarization evaluation. We propose an original method based on individual content segmentation and selection tools in a collaborative system. Our system is organized in several steps. First, w...
Article
Full-text available
This paper describes a collaborative video search system for mobile devices, 'iBingo'. It supports division of labour among users, providing search results to colocated iPod Touch devices.
Article
In this paper we will present the K-Space1 Interactive Search system for content-based video information retrieval to be demonstrated in the VideOlympics. This system is an exten- sion of the system we developed as part of our participation in TRECVID 2007 [1]. In TRECVID 2007 we created two interfaces, known as the ‘Shot’ based and ‘Broadcast’ bas...
Article
Full-text available
In this paper we describe the findings from the K-Space interactive video search experiments in TRECVid 2007, which examined the effects of including temporal context in video retrieval. The traditional approach to presenting video search results is to maximise recall by offering a user as many potentially relevant shots as possible within a limite...
Article
Full-text available
The SenseCam is a passive capture wearable camera, worn around the neck, and when worn continuously it takes an average of 1,900 images per day. It can be used to create a personal lifelog or visual recording of the wearer’s life which can be helpful as an aid to human memory. For such a large amount of visual information to be useful, it needs to...
Article
Full-text available
The SenseCam is a passive capture wearable camera, worn around the neck and developed by Microsoft Research in the UK. When worn continuously it takes an average of 2,000 images per day. It was originally envisaged for use within the domain of Human Digital Memory to create a personal lifelog or visual recording of the wearer's life, which can be h...
Article
Full-text available
Lifelogging is an emergent technology which offers the ability to capture an individual s life experiences through digital means. While emphasis has been placed on taming such voluminous multimodal collections, it additionally opens new opportunities for retelling and sharing our personal life experiences. We explore these opportunities within the...
Conference Paper
Full-text available
Mobile technologies aim to assist people as they move from place to place going about their daily work and social routines. Established and very popular mobile technologies include short-text messages and multimedia messages with newer growing technologies including Bluetooth mobile data transfer protocols and mobile web access.Here we present new...
Article
Full-text available
We explore the use of Bluetooth friendly names within the mobile space. Each Bluetooth-enabled device possesses a short string known as a 'friendly name' used to help identify a device to human users. In our analysis, we collected friendly names in use on 9,854 Bluetooth-enabled devices over a 7-month period. These names were then classified and t...
Article
Full-text available
The Microsoft SenseCam is a small multi-sensor camera worn around the user's neck. It was designed primarily for lifelog recording. At present, the SenseCam passively records up to 3,000 images per day as well as logging data from several on-board sensors. The sheer volume of image and sensor data captured by the SenseCam creates a number of challe...
Conference Paper
Full-text available
In this paper we describe K-Space participation in TRECVid 2007. K-Space participated in two tasks, high- level feature extraction and interactive search. We present our approaches for each of these activities and provide a brief analysis of our results. Our high-level feature submission utilized multi-modal low-level features which included visual...
Article
Full-text available
Within the Bluetooth mobile space, overwhelmingly large sets of interaction and encounter data can very quickly be accumulated. This presents a challenge to gaining an understanding and overview of the dataset as a whole. In order to overcome this problem, we have designed a visualisation which provides an informative overview of the dataset. The...
Article
Full-text available
We present our keyframe-based summary approach for BBC Rushes video as part of the TRECVid Summarisation benchmark evaluation carried out in 2007. We outline our approach to summarisation that uses video processing for feature extraction and is informed by human factors considerations for summary presentation. Based on the performance of our genera...
Article
Full-text available
In this paper we describe K-Space’s participation in TRECVid 2008 in the interactive search task. For 2008 the K-Space group performed one of the largest interactive video information retrieval experiments conducted in a laboratory setting. We had three institutions participating in a multi-site multi-system experiment. In total 36 users participat...
Article
Full-text available
Using lifelogging tools, digital artifacts can be collected continuously and passively throughout our day. These may include a stream of images recorded passively using tools such as the Microsoft SenseCam; documents, emails and webpages accessed; texts messages and mobile activity; and context sensing to uncover the current location and proximal i...
Article
Full-text available
The Adaptive Information Cluster (AIC) is a collaboration between Dublin City University and University College Dublin, and in the AIC at DCU, we investigate and develop as one stream of our research activities, various content analysis tools that can automatically index and structure video information. This includes movies or CCTV footage and the...
Article
Full-text available
We present an approach for utilising a mobile device’s Bluetooth sensor to automatically identify social interactions and relationships between individuals in the real world. We show that a high degree of accuracy is achievable in the automatic identification of mobile devices of familiar individuals. This has implications for mobile device securit...