2-ResearchPresentation-2016feb9

1. K-Nearest Neighbour Classification Algorithm

https://en.wikipedia.org/wiki/K-nearest_neighbors_algorithm

K Nearest Neighbour Algorithm http://s21.postimg.org/p6c3qvs13/k_nearest_neighbour.png

2. Presence Information and issues regarding network traffic overload

Article title: "Publications in Presence Service Overview and Optimization Techniques" “13. JRPIT46.1.3.pdf” Journal of Research and Practice in Information Technology, Vol. 46, No. 1, February 2014 Victoria Beltran and Josep Paradells Copyright© 2014, Australian Computer Society Inc. General permission to republish, but not for profit, all or part of this material is granted, provided that the JRPIT copyright notice is given and that reference is made to the publication, to its date of issue, and to the fact that reprinting privileges were granted by permission of the Australian Computer Society Inc.

Summary:

3. Accessibility in computer games, with a focus on the blind

Article title: Evaluation of Three Accessible Interfaces for Educational Point-and-Click Computer Games. “14. JRPIT45.3-4.267.pdf” Javier Torrente, Eugenio J. Marchiori, Pablo Moreno-Ger and Baltasar Fernández-Manjón, José Ángel Vallejo-Pinto, Manuel Ortega-Mora. Journal of Research and Practice in Information Technology, Vol. 45, No. 3/4, August 2013 Copyright© 2013, Australian Computer Society Inc. General permission to republish, but not for profit, all or part of this material is granted, provided that the JRPIT copyright notice is given and that reference is made to the publication, to its date of issue, and to the fact that reprinting privileges were granted by permission of the Australian Computer Society Inc.

Summary:

4. My Ideas

  1. 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
  2. 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
  3. 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?